N3rull

N3rull

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

[quote]The best option would be turn rate increase along with the new rule that ships start accelerating forward only if the target waypoint is in, say 90 degrees FOV angle or less (45 degrees off the central FOV axis or less).[/quote]That would be too harsh. Most of the time you do not want your ship to pursue the straightest route to the target, but to reach it most effectively. In the current system, most effectively would mean starting engines somewhere around the moment when your target

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[quote who="Volt_Cruelerz" reply="53" id="2523287"]The thing is, your ships will get shot at either way, but by going with N3's/my suggestions, you can reduce the time during which you can be shot at.[/quote]That is because when your ships DO begin moving AWAY from the enemy, they are starting from where they were in the first place (cause they turned on the spot), not from the middle of the enemy's fleet (where they end up right now thanks to arcing turns). [quote who="Volt_Cruelerz"

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And what is that supposed to mean? It is a fouled up country led by fouled up people trying to keep a fouled up Nation from stealing their own shoes from themselves. Is something wrong with me living there?

107 Replies 255,772 Views

[quote]While the huge turn radius is annoying, it is very important that the ship DO NOT turn before accelerating. The primary reason is that in a line of battle, the capship does not have much room to turn as there are dozens of frigates on both sides blocking the turn which could be critical if you see some cap killing hurt comming at you. I rather keep them moving while turning as it takes a while for a capship to turn 30 degerees which gives the enemy enough time to get into range and sta

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[quote]Really? There have been plenty of clahses on ICO with multiple capships and between the abilities used by them, the DPS of these combined capships do hurt.[/quote]Scout's DPS also sucks, but making a hundred hurts. Enough of everything hurts. I keep my opinion that it is the abilities that make caps strong, not their DPS. Sure, it is greater than a frig's and when you throw three level 6 caps on one target it is like having 10-15 LRFs focusing the poor soul. But yo

212 Replies 458,231 Views

Do you HAVE to blow all our hopes for sensible unit movement away like that, annatar?? No karma for you today! Bad boy!! [e digicons]XO[/e] PS. People have been ranting about MB being OP and even though IC said they were ok with the ability, they did modificate it slightly (graphics and bigger damage intervals). Maybe they will see sense once again when it's laid down in front of them. It does not take a huge modification, only a tiny little 30 degree turn before engine s

107 Replies 255,772 Views

arthanis, if you want to discuss things logically, you have to make a statement and then put forth arguments to prove them. What you did in your last post was just random picking of what I said, throwing it out of context and shoving an example out of nowhere why it would suck. It is in no means a part of logical discussion, though I may still enjoy it. So here goes: [quote]With your buff idea GRG still cost more then ALL Kortul abilities (5 AM/s to 4.66 AM/s)... And

212 Replies 458,231 Views

electron got it right in all aspects. When I'm ordering my fleet to gtfo, I want each and every ship to gtfo as soon as possible. Caps are slowest... true. They will retreat last, just as they would in the current movement system, only that they would not smash into the enemy fleet in due course.

107 Replies 255,772 Views

Oh and add colony pods buff. They're useless - the worst possible source of income, viable only on ultra-long games on a backyard starbase. Take starbase slots, cost craploads of cash, give almost nothing and that nothing doesn't scale at all. Tradeports increase income via chains, refineries via increased number of nearby asteroids, even population gives more income from culture; colony pods never increase their measly effectiveness.

913 Replies 1,711,272 Views

You fail to notice the difference of effectiveness of these abilities. Kortul HAS to keep chaining Jam Weapons - otherwise, those clouds of strikecraft will wipe his fleet after WJ ends. WJ doesn't kill the SC, it just delays the inevitable - and it is the whole trick to make the inevitable come AFTER you've won the battle. Kol eliminates the strikecraft. Bam Bam, good night. After all enemy's strikecraft are turned into vapor, it is way easier to control their

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[quote who="TheRezonator" reply="39" id="2522525"]but lets say your fleet is sitting in place and fighting an enemy. a reinforcement fleet jumps in, and you decide to pull back your forces, your ships will sit there, rotating and not really fighting back, soaking up damage... exactly what you said in reply 34... [/quote]There we go again with selective reading. No, they are NOT sitting there soaking damage. They are turning. After they turn 30/50/whatever degrees, they start thei

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[quote]Kol don't have enough antimatter to support so expensive Railguns. Before we rebalance GRG into ANY direction we must fix their AM problems first. ATM Railguns cost 12.5 AM/s - it is insane value. With my change (from list) they cost only 2.5 AM/s - much better, because player is no longer forced to disable them just to use AFF time to time... But it is still relatively high cost. N3rull, with your change GRG cost 5 AM/s -nobody will use it because ther

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[quote]but then what do you propose? it seems an unsolvable problem because turning doesnt work and rotating doesnt work so?[/quote] It's dead simple - make ships do the following: If stopped, make them turn until their destination is in their forward hemisphere and accelerate only after that condition is fulfilled. Actually, they don't have to turn full 90 degrees on the spot - any angle greater than 30 degrees would do wonders, because the ship would begin accelera

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I think the best way to go for the Kol's GRG would be to have it ignore shield mitigation. We can't buff its damage to insanity (like some suggest to ~1800) cause if a player keeps his fleet off the GRG target it would have constant 15% mitigation, so the Kol could keep pounding on it for 1800*(0.85) minus armor, which would mean way over 1000 damage every ten seconds or so. That's most caps out of here in 30 seconds with GrG only. Bah, players would turn off Kol's autoattac

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[quote]*Entrenchment Only* Fixed erroneous effect for Jam Weapons.[/quote]Uhh... what was that? :P [quote]*Entrenchment Only* Phasic Trap level 2 properly fixed.[/quote]What does level 2 do? I can't recall any description of level two PT. [quote]Beam weapon damage is no longer over-applied in cases when the damage duration is equal to or greater than the update period of the damage system. (aka - fix for the Illuminator mystery damage bug)[/quote] I think I sometimes saw Argon

153 Replies 418,497 Views

[quote who="Warlord Mike" reply="729" id="2521662"]Anybody think the Orky's Disintegrator Beams should be improved by the Pulse Beam Upgrade? In my opinion, it makes no sense that it DOESN'T at the moment - in addition, since it's the Vasari's Anti-Structure option, it would really give opponents something to go, "AHH! FF! FF! FF!" [/quote] Take note that Disintegrator Arrays is the only weapon on any starbase which is has no corresponding upgrade. An opt

913 Replies 1,711,272 Views

It wouldn't solve the problem too well. In most situations when this arcing bullshit manifests, it's when you have to get a large group of ships out of some danger, or to pursuit (both - NOW) something. Ships turn at varying rates. If I ordered a well composed (as in - has a bit of everything included) fleet the order to turn 180, I would have light frigs already turned and waiting before the caps have turned a quarter of the angle. Now, unless you want to mi

107 Replies 255,772 Views

I suggest the following further improvements, some minor, but maybe they just need to be posted in some visible place. Some could be fixed much better, but that would be too sophisticated I suppose: - fix orkulus not approaching enemy ships close enough (seems to think it has them in weapon range when it doesn't) Buff Volatile Nanites - increase the radius of Volatile nanites (application & death splash) or - double the death s

913 Replies 1,711,272 Views

[quote]Effect Radius: 4000 Ship explosion radius: 2000 Damage done in ship explosion: 200[/quote]I did suggest that some time ago in a few other threads, but it wasn't heard. :(

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I'm starting to like Disintegration a bit. Not that it's anything near combat-awesome, but you can at least leave your Vulkoras on its bombing duty and not worry that he's completely defenseless. If something starts scratching it while it's finishing off the planet, he can tank the attacker for some time and then just "suck off" some of the damage taken and leave.

38 Replies 63,213 Views

[quote who="Kitkun" reply="7" id="2520250"]Phase missiles bypass armor too? [/quote]No. That's what you get when you're thinking of five different sentences at once - you get one that takes functional analysis with the help of a Fourier transform to understand. Happens to me as well ^^. Sage - right , it's 25 dps not 30. Those 10 seconds came from the OP's: [quote quoting="post"] it took less than 10 seconds to destroy an enemy progen [/quote] That post sounded like

15 Replies 12,550 Views

[quote who="Hunter_Killers" reply="22" id="2520251"]The real (and simple) solution would be ships turning without going forwards until the destination is within ~30 degrees of the frontal arc, the entire problem is the ships try to turn and accelerate at the same time. [/quote] Since most ships accelerate over some time, it would actually be enough if the ship started accelerating as soon as its destination was anywhere in its forward hemisphere. [quote who="MaarekStele"

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Ha, waypoints make it even worse. If you tell your ship to make an S curve it will end up doing five circles. Why? Because as it flies through one waypoint and misses the next (cause ships turn like sh.t in this game, which in itself is fine as they're not hot rods), it begins to make the whole circle arcing turn crap. Then, when it reaches the waypoint it had missed, it is pointing in the opposite direction you expected it to, with the next waypoint directly behind

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Darvin, I play Vasari 99% of the time. I know that very well. What I meant is that he praises the EGG's nanos, indicating that the enemy progenitor died in 10 seconds. My point is that there was still 2000 hull points that somehow disappeared - it wasn't all nanos ;) I am fully aware of nanos OP-ness, that's why I try to never use them :P

15 Replies 12,550 Views