Foraven

Foraven

Joined Member # 3165278
6 Posts 63 Replies 367 Reputation

I was just checking a few entity files (reference data for Entrenchement) and just noticed something that should not be... The LRM frigate, while it cost more than the light one, cost less slot points, meaning you can field more LRM than light frigates. I'm not sure but since long range units have such an advantage in combat, especially against light frigate, i don't know why they cost less fleet slots (and they are spammed heavily by players). It's seem to be the same for the Advent, but the

24 Replies 65,355 Views

[quote who="transitive" reply="14" id="2102944"]you're mistaken, armor does not reduce damage from each shot. it is normalized to DPS like pretty much every other weapon and defense in this game. armor is just a percentage based increase to effective health. each point of armor is worth approximately +5% effective health. this is slightly better than just getting the hull points directly because it also serves to increase the effectiveness of hull regen and hull repairing special abilities.&n

36 Replies 107,115 Views

[quote who="gilly775" reply="14" id="2105324"]But, it will disappear from the stock you've put up there, right?[/quote] Yes.

15 Replies 40,728 Views

[quote who="Hack78" reply="16" id="2104162"] Why suggest a change which will force EVERYONE to get that ship as their first cap? It would probably be their second and third as well..... In fact you wouldn't even need cruiser carriers - just spam caps....[/quote] I believe that to ballance capship carrier with more squadrons, they need to be slower and weaker than every other capship so using them as their front line vessels would be suicidal. I also think capship base stats shoul

32 Replies 145,423 Views
Reply to Fleet upkeep in Strategy

[quote who="Darvin3" reply="9" id="2100117"]I think that's the idea. Late game economies can be absolutely ridiculous, and if you suddenly started earning twice as much cash every time your fleet got a bit smaller you could easily rebound and never lose at all. I think this feature is actually important. It's not hard to run away and keep most of your fleet alive, in any case.[/quote] But that's what actually happen. If you scale down your fleet to a lower upkeep bra

27 Replies 45,368 Views
Reply to Fleet upkeep in Strategy

About the econ and fleet size... How much % of upkeep you pay depend on how much fleet points you are using, if you scrap or loose ships, your get your econ back. At least, that's what happened in my last game, whenever i was short on resources i scrapped a few high fleet point ships and my econ was back on it's feet.

27 Replies 45,368 Views

Bump, i want also to be able to mod formation settings. I find ships too likely to bump into each others, especially the larger ones like anti-structure cruisers.

3 Replies 2,468 Views

The fix for multi-targetters is nice. If i queue targets for my starbase, i ended up focussing fire on a single target, not good as it forgot to fire on other targets even if it had idlling weapons, basically crippling my starbase firepower. I also modded several ships to use multiple targets but they suffered the same problem... Glad it will be fixed.

78 Replies 131,739 Views

Fighters aren't as unbalanced as they have been a while back. Flak frigs are able to kill them, and in numbers they can clear the skies nicely. Of course, bombers can hurt them and it's wise to have a few of your own combat fighters to kill bombers along flak... And as others have said, some caps have anti-fighters capabilities that can clear the skies if someone goes heavy on SCs. SCs are part of a normal fleet, they are not optional or just a neat but nearly useless addition like in many ga

32 Replies 145,423 Views

[quote who="Dargoon999" reply="15" id="2102886"] Foraven, light frigates are easy to destroy only if you overwhelm them with superior numbers or if you have the right counter (Long Range Frigates). Otherwise, they are fine the way they are right now. At mid games, you HAVE to back your light frigates with support cruisers (hoshiko/guardian/overseer) and in late games switching to heavy cruiser might be a good idea (keeping a small number of light frigates, even in late game, is always a

17 Replies 30,324 Views

[quote who="Longasc" reply="5" id="2101153"]Arguably. The DPS depends a lot on passive benefits and abilities, but let us assume all weapons can fire on a target up front, even the side and rear guns: As example, I will take Kol and Marza (TEC): http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 Kol: 9.0 (Beam) Front 34 (Autocannon) Front/Sides/Rear 8.25 (Laser) Front = 51,25<

36 Replies 107,115 Views

[quote who="Dargoon999" reply="2" id="2101634"]I really hate when ships piggyback on one another. We already have: Colony Frigate, Scout Frigate, Light Frigate, Long Range Frigate, Flak Frigate, Siege Frigate Defensive Support Cruiser, Offensive Support Cruisers, Light Carrier, Heavy Cruiser Starbase Constructor (TEC/Advent), Anti-Structure Cruiser (TEC/Advent), Mine Layer (Vasari) The only unit that I think is missing is a unit specifically design

17 Replies 30,324 Views

[quote who="whepper" reply="6" id="2102655"]too bad its a mod option and not an option in the game i would like to see them actaully move more[/quote] If we could also make them move in squad rather than on their own when fighter dynamic is turned on... Let's say that while it look cool to have them make straffing runs, it just remove pretty much all control the player has over it's fleet.

7 Replies 18,389 Views

I've seen a lot of theses debates in the past about space combat and fighters, and my feeling about it is about everyone is quite wrong about it. Many assume that because space is so vast and empty ships would be really fast and weapons incredibly long ranged, if not incredibly devastating... But i think there are a few mistakes there. 1. Ship speed. In theory, there is no top speed in space (exept for relativity, wich i don't agree with). But in practice, the top speed you ca

193 Replies 992,804 Views

As far as i can tell, they still do use the Z axis, but they are probably not as willing to use it...

4 Replies 3,286 Views

[quote who="Darvin3" reply="12" id="2089942"] So, when a planet is bombed from 300 down to 200 population, it might not be accurate to say that a third of the planet's population is now dead. Rather, a third of planet is now in lawless anarchy and its economy (what is relevant to the game) is what is dead. Again, we could presume under this theory that most people end up in bomb shelters and weather out the storm.[/quote] I guess it would be the best explanation. Also

98 Replies 246,774 Views

Personnaly, before getting bigger ships i would like more small ones to pad the fleet. Something like a combat frigate and a battle cruiser. Combat frigate : An heavy frigate that is meant for the front line, something that is tough, can dish damage and don't need to be replaced all the time. Reason : I find the basic frigate to die way too quickly to be useful in later game. Battle cruiser : A cruiser that has the firepower to take on capitalship but lack the armor of one (ba

57 Replies 87,844 Views

[quote quoting="post"] Siege frigates- with their ineffectiveness, high cost and high cap space these seem to be just a handicap to the AI after the early game in the original. Yet Entrenchment seems to have added a second specialist siege frigate, for long-range structure attack? The price for the originals might be daunting enough at half the cap space- and while it might be understandable that carrier cruisers have high cap requirements (which could be made higher), historical sieg

5 Replies 9,842 Views

I don't think strikecrafts need such help. They are free and can do a lot of damage if you don't have the means to clear them out (anti-fighter ships aren't that great at clearing them). Having them instantly replaced would make things quite loopsided...

4 Replies 13,244 Views

The AI may not be perfect, but it's getting much more challenging now. The only improvement i think the AI still need (after the game i just played) would be to include structure busting ships along it's raiding fleets (the small fleets it's sometimes use to attack lightly defended planets). In fact, i believe the pirates should get such ship too. Destroying orbitals do hurt our war efforts a lot more than bombing the planet itself... Speaking of pirates, while they seem a bit smarter

22 Replies 28,843 Views

Anyone has tactics and strategies they wish the AI could pull off? Everyone can post about Ai's flaws, but what we need is clever ideas to make the AI a challenge...

15 Replies 5,083 Views

[quote who="PurplePaladin" reply="22" id="1859878"]If they change bomber armor to very light, there is no longer any need for Flak, just fighers. Flak would be even more useless. At least now, it was "suppose" to be Flak > Fighters > Bombers. But Flak is too weak (or fighters too strong) for this to work in the state of the current beta. [/quote] According to the few tests i made, flak damage would be alright if it was not for strikecrafts quick self

77 Replies 13,968 Views

[quote who="dragoaskani" reply="19" id="1859011"] Lets keep it simple for you since you don't understand this obviously by your post. Flak is only good at dealing damage at one armor type period. Even in 1.05 this true. That armor type is the armor is called Very Light. Its the armor that fighters wear. The do not do good damage to armor type Light. Which is what Bombers wear. Now not to be overly condescending but you do understand what that means, right?[/quote] There is a dif

77 Replies 13,968 Views

Yeah, i noticed it too when my capship sent colony shuttles down while the bombs had not all reached the ground yet. It did not seem to prevent colonization though.

10 Replies 2,436 Views