N3rull

N3rull

Joined Member # 3360631
27 Posts 995 Replies 2,274 Reputation

This is also a relatively wrong way to go, cause having everything permanently repairing for 30 HP/sec would, in turn, be kinda OP. I think.

212 Replies 457,192 Views

I believe the problem if repair cloud is that it is neither a good fleet healing ability* nor a good STRIKECRAFT healing ability** * not a good FLEET healing ability, because: - heals measly 300 HP for 80 AM on level 3. One overseer does that much. Get an overseer. - heals hull, which means to affect many ships they all need to be half-dead; that's not gonna happen since ships focus fire, both AI and players. So efectively, Repair cloud, while affecting a hundred ships

212 Replies 457,192 Views

Not before I corner some of the IC guys in a dark alley and force them, using any means necessary, to abandon their unexplained, irrational love for big arcing turns. That's what I am afraid of, anyway. But for the time being, we can at least voice our discontent with this arcing foolishness.

107 Replies 254,800 Views

[quote]Have you ever fought a good Vasari player. They warp in and immediately mine up your system. Overseers boost the constructing starbase to full health before you can blink. If you're not back in two or three minutes, they have your world locked down. That starbase has overseer support, the overseers are protected by a minefield, and the Vasari a big fleet in backup. The Orkulus is a powerful assault tool. Expensive and less efficient? For sure. But still one of the most powerful tools i

913 Replies 1,706,719 Views

[quote]328/9=~36.4 Does that to all targets before damage type. Tell me if I'm doing something stupid. Trig test fried my math brain. [/quote] I'm not sure what you're doing wrong or whether you really are. Someone (Ryat or you) showed a simple way to add up damage of each bank on Pulse guns and magically got the tooltip DPS. So I figured the tooltip DPS is DPS on all banks, I divided it by four and used the number as my basis. I think it may be the "Dama

913 Replies 1,706,719 Views

[quote] As far as I'm concerned, Vasari would be utterly unstoppable late game if their starbase was stronger than it is now.[/quote]so... are for or against tweaking the orky's damage so that it deals similiar pain to the other two SBs with its guns without having to waste an extra 2700 creds and an upgrade slot? Also I disagree that heavy cruiser spams are completely late-game stuff. One can have a decent amount of HCs in 30 minutes if fed. Diplomacy might push that b

913 Replies 1,706,719 Views

[quote]1. Boost Disint. damage by 50% 2. Make Pulse Beam Upgrades affect Disints. 3. Change Pulse Gun damage to Composite (Currently Anti-Heavy (good luck catching carriers!))[/quote]Points 1 and 2 would suffice. If we do 3., we may go beyond the call of duty. The anti-heavy is there to balance out the anti-module on disintegrators. Let me check.... I updated my excel chart (which I used to give <a href="https://forums.sinsofasolarempire.com/367837/page

913 Replies 1,706,719 Views

Deceiver's post above QFT. [quote]Orky - can - move. Other - SB -can't. IMO it is reason of relatively weaker offence capabilities of Orky. You pay % of firepower and armor for ability to relocate your SB if needed. Of course in direct combat 5up Orky will die to 5Up Transcendentia or Argonev... but none of them is able to move.[/quote] You got it wrong Arthanis: Orky - can - move Other - SBs - can't So: <p

913 Replies 1,706,719 Views

Tell me Deceiver, wouldn't a fully upped Transcencia screw you just as royally with its meteors and disorient? Wouldn't an Argonev be as much of a nuisance when backed up by a small fleet, permanently repaired and rebuilt? Being a tough nut doesn't solve the problem. Sure I can max all armor stuff in the military tree, give the orky 4 def ups and frontal shields and 2 offensive ups. But that orky will be doing less than a trancy without meteors, 20% less against lrfs and 30% less agai

913 Replies 1,706,719 Views

[quote] Could you imagine something having the equivalent of 80+ percent shield mitigation and tell me how much of a bitch that is to kill? Ohhh thats right....thats the orkulus with frontal shields.[/quote]Could you imagine kiting such a thing for 60 seconds and then wiping it out in 30 seconds without having to worry about no frontal shields? Ohhh thats right....thats the orkulus with frontal shields on cooldown . Also remember that when have 2/2 fronta

913 Replies 1,706,719 Views

[quote]Plus frontal shield decreases by 100% and 200% for its levels(presumeably half and quarter damage respectively)[/quote]that's true, but you didn't notice duration/cooldown. On the first level, frontal shields work for 45 seconds with a 90 second cooldown. So, it's 50% real damage reduction for half of the time, meaning 25% sustained damage reduction. On level 2 it works for 60 seconds with a 90 sec cooldown which makes it a little better (66% real damage reduction working&nbs

913 Replies 1,706,719 Views

The forces themselves might be a little stronger, but an ogrov would be too badass. A single ogrov can four-shot most structures. You'd find your backyard worlds cleaned before you finished your "what the f-word?". [quote]I thought all Orkulus disadvanatges to other space stations are justified by it's mobility.[/quote]Being mobile is an asset, that's for sure. But still... should the orky lose all AOE abilities, all fleet support capability and its combat prowess to being mobile

913 Replies 1,706,719 Views

[quote]Oi, I think you might have mixed some numbers up, N3rull. Anti-Module deals 25% to Light, 50% to Medium, 75% to Heavy, 100% to Cap and V.Heavy, and 200% to Module. 328 damage per bank, 9 second cooldown. So Desint DPS vs Light is ~9.1, Medium is ~18.2, Heavy is ~27.3, Cap and V.Heavy is ~36.4, and against Module is ~72.9. (Before upgrades)[/quote]No, my numbers are fine (double checked). The damage is per bank. Full DPS is stated as 73 (or is that wrong?), divided by 4 gives

913 Replies 1,706,719 Views

Ok Mindseye, I don't know what gripes you have with the orky - you must be collecting data from the receiving end of the Orky's guns to think the damage is fine (as in: the less I take, the more balanced it is), but truth is that all the advantages the orky has above other SBs is the ability to move. Period. It does not have any mass killing abilities, it does not have any fleet-boosting abilities (phase stabilizer, right! Ever saw THAT in a serious game?) and FYI frontal shields

913 Replies 1,706,719 Views

Marauder is a lost cause IMO. It is a ship not meant to fight in battles by design in a game where you have to fight in battles to gain experience . Unless the Marauder starts getting XP from something else than fighting, which is unlikely to happen, this ship is still going to be worse than any other as a candidate for a flagship. As a third or fourth maybe, to have something interrupting MBs reliably... or to increase the speed of your fl

212 Replies 457,192 Views

Holy SH... I just ripped out from the files that all argonev/transcencia weapons are capitalship type. I'm going to sleep now and I'm having an exam tomorrow, but afterwards I'm gonna do some calculations and I suppose it will end up with another flamewar. antiheavy, f***in joke.

16 Replies 26,196 Views

Thanks a lot! I only asked for the anti-module table since it's the only one not present in the game mechanics sticky (could be slightly outdated I s'pose but still gives you an idea of what sucks/rocks against what), though it's nice of you to have posted them all :) Would I officially be deemed a forum nuisance if I asked what are the damage types for other starbases' weapons? just the types :) I hope (and I

16 Replies 26,196 Views

Can someone clarify what type of attacks are those of the starbases' weapons? Are they all "capital"-type or something else? And what exactly are the damage bonuses against various stuff of the "anti-module" kind of attack the Orky's disintegrator arrays have? I can't find it anywherez. Thanks in advance.

16 Replies 26,196 Views

You know what I just noticed and what in my opinion is the most laughable thing about this pathing? That in the furthest point of the ship's arcing turn, in the point where the ship is facing 90 degrees from the destination and where it would finally begin to get closer to the target, in the point where it can NOT get any worse... the ship slows down to make a shorter-arced turn! LOL! I am fighting like caged tiger (or a ferret maybe) to have those ships slow down before

107 Replies 254,800 Views

We ain't talking about the Z axis, that's one. If you micro your fleet by small chunks, they may keep together - but the majority of the fleet will be waiting, doing nothing. If you want the fleet to retreat FAST, such microing is not going to help. Sure, if I have all the time I need, I can micro each ship individually and make it get to the finish line while leaving a fancy "i love u" exhaust trail throughout the gravity well. But that's not what the game should require

107 Replies 254,800 Views

I haven't read above posts so it may have been mentioned, but if you paid a fixed amount per supply research and you got stripped of half of the planets by some treacherous used-to-be ally, you would end up with -20 credits/sec income. Good night, you've lost - with no credits and no way to reduce your costs. How is that sensible? Even if you've lost all your fleet, your fleet research is still there, draining money. NOW, we can not make it a per ship cost (so each ship co

28 Replies 50,418 Views