[quote who="Cataclysm2000" reply="4" id="1999493"]If you do the above method say good bye to multiplayer, even on LAN[/quote] Hmmm, why? I have no problem so far.
kwm1800
Instead of increase of accuracy, can we have increase of damage instead? (Maybe not in current number, instead 4% 8% 12%) Other than increasing the range, it is close to useless and currently Akkan is only worth for let your whole fleet escapes easily (level 6), colonizing and countering channel abilities.
Oh yeah, Advent does not have them. I suddenly forgot that fact. XD
As I said, make the flak effective counter to LRFs (like they were in 1.05) by giving them anti-light (not very light), 150% buff to against very light, and maybe slight buff to light frigates would be much better than just nerf the carriers. By the way the flak frigate is essentially cruiser since it uses same armor (Heavy) It means light frigates will eat them hard.
You know what ravok..... how about using 'proper English' instead of using 'internet English'? It is just plain painful to read your writings; using 1337t language can be useful in short paragraph, but not good for long ones like you wrote.
Most of [_] clanners are good (for example krunk).
I'd say Advent mothership's shield regen is 4x more overpowered than Mazda's missile barrage (and hey regen is not even level 6 ability!)
The title says it all. It is not like the size of 50ish mb. The biggest map of Sins of solar empire is merely less than 500kb, others are much smaller. Even ancient system like battlenet (1998) has this feature. Most of FPS, in which the size of map is about 20mb, have this feature. Currently there is no multiplay with custom maps because people just do not want to close game, open browser, look for the map and download it into correct folder.
FYI in 1.05 flaks worked quite well for LRFs counter. They ruined this by nerfing flaks for carriers, thus making unfortunate consequences (flaks not being viable counter to LRFs) Actually I had less worries about LRFs in 1.05 than 1.1. In 1.1 you need to mass LRFs no matter what you do, and you must go for carriers thereafter. The importance of LRFs got greater, not lesser.
I don't know, this is space so it can be airforce as well ;p Ah, mja5000, do you really know the type of weapons? If you really know about how damage type works, you wouldn't post a such thing. Both flaks and carriers are heavy, and LFs does anti-heavy damage, that means against carriers and flaks they do 150% damage. Flaks do 25% damage to LFs. Both fighter and bomber do 50% damage against LFs. With similar money, LFs will tear apa
"Yes, that is exactly how strategy works. You need to have a balanced fleet and that is exactly what patch 1.12 was all about. You need carriers to kill LRFs, you need LFs to kill Carriers and you need LRFs to kill LFs! That's exactly what I want because fleets will be about maintaining a good balance to reflect what your enemy is producing." See, that does not work that much. Notice I said "you have some sizable amount of LRFs already." The fact that individual ca
" LRFs dominating the battlefield ended with pure fighter spam" Do you see this sentence? While they are not overpowered as pre-1.1, but they are still the core problem of the whole balance. Because of them, the counters for carriers, light frigates, DO NOT WORK. See, once you got the carriers with fighters, you can easily rip apart LRFs, but then to counter carriers you are supposed to build a light frigates. Wait,
Oh btw plz DO NOT SAY light frigates are only for early stage only. There are some researchs for light frigates in LATE game which make them as a (supposedly) counter to support cruiers and carriers. But it never works, since they die like flies in front of LRFs. We need to put massive number of LRFs out of question to make light frigates being viable in mid and late games, which they are supposed to be still useful to make.
And obviously you did not read. Where the hell I said they are unstoppable? I say early gamer ender, not saying "they will omfg wtfown you" And don't fool yourself; other than new players, most of them are just going for mothership and that's the cap for the illum spam. And given the fact that relatively easy access to carriers and guardians the things got much nasty. The problem of illum is that the fact that they will wtfown ever
Simply put, now games take too long to finish. I can't play online anymore, else I would spend more than 3 hours, killing hundreds of mines and extra defensive structures (By the way Vasari missile platform is just pure cap killer now. Try it if you don't believe it.) <span style="font-size: sm
No Dev's thoughts posted yet?
I see, such solution works, but there are still some points left. But this really does not cover the fact that without massive range increase, Starbases cannot cover enough size of the grev well. A wise player will pick the fight outside the range of the starbase to reduce exposure. Of course planets will be still vulnerable to bombadment and structures outside of the range will be still destroyed. I agree something needs tobe done with phase inhibitor.
That's correct. Then the phase jump should be disabled if he applies any health upgrade. Sounds better? I think the benefits of 1 starbases outweights 2 starbases other than pure DPS and health. I am talking about a fully upgraded starbases with.... 2 Weapons. 3 Healths. 2 Hangers. 1 special ability. I believe it is more dynamic and response to more varied threats than two bases with 2 weapons and healths.
Yes.... This is very annoying bug.
If I remember correctly, in original beta of Sins that's what phase inhibitor did: preventing enemy from going deep into the your worlds. So it would be definitely possible. So you want like this..... Starbases : Stop advancing toward. Phase inhibitor : Slow retreating. Right?
@ Isildien Hmmm, then this game would be more turtling if we allow multiple starbases in same system. My suggestion on Vasari case is that we can hardcap the upgrade slots on each planet, so Vasari player only be able to mak
Oh snap, Advent starbase with bombing planet? XD. I have not noticed that (since I rarely play Advent) That's absurd as hell and should be replaced by other weapons then. Oh Wandomvandom, then we just can hardcap the number of starbases in same planet as two, and limit the total upgrade slots in the same planet as 8
My point is, EadTaes, we already have a unit with decent textures and render that can do same/similar job. Why starbases need to have that ability that another defense unit has? It only makes unnecessary role overlap and pretty much make the phase inhibitor unbuilt and unused. We already have TOO MANY units not being used, and you guys saying you want more units being not useful? And again EadTaes, starbase is not that powerful enough to be overpowered, and mult
I really do not think Starbases are super capital ship. First of all, in current state they are just way more expansive than capital ships (the cost of colony frigate, initial cost for base, upgrade costs for weapons and one hull/shield/armour upgrade outweights the capital ship with a supply upgrade) And you say there will be compliants with starbases no being able to move freely..... well that's my intention. Starbase should not have same mobility as normal ships. Or
It does not use 100% weapons. Wave cannons are located as 50% front and 50% rear, for example.