N3rull

N3rull

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

Hm. Nanites do 30 DPS, over ten seconds it gives 300 damage. The remaining 2000-something must have been your other damage sources, most likely Assailants with a little help of the -5 armor debuff. It is true though that highly upgraded phase missiles are the Advent's nemesis, bypassing their most stalwart line of defense - robust shields.

15 Replies 12,522 Views

That is exactly the problem - they DO accelerate the moment they begin turning. Spaceships are not naval vessels. Water-bound ships need the flow of water around the rudder to be able to turn. There is no flow of the Void and there is no rudder on space ships. In fact, the faster they move in the wrong direction, the more energy it takes to change the heading! I understand it may not look sensible if all ships turned whole 180 degrees before accel

107 Replies 255,495 Views

I'm sorry but it's not too situational. Kortul meets another cap ship. That is a situation that happens in every game, at least once or twice against every player. Everyone uses caps. Every cap has useful abilities (almost, but those that do not are not picked anyway). So against every player a Kortul with DS can screw the other guy's plan, royally. Now, if you want a situational ability, look at the Marauder. EVERYTHING about it is situational. :D

212 Replies 457,821 Views

[quote]In large scale battle Kortul have no chance to shoot at anything for 40s... Eaither Kortul or its target will die earlier In small scale early game battle low-lavel DS is too weak to change anything[/quote] In a large scale battle, Kortul will be repaired by overseers just as Radiance will be fixed up by RS or covered with Guardian's ball etc. Also, both TEC's main killers (Autocannons, missiles) and Vasari main killers (phase missiles) don't do energy damage and Enf

212 Replies 457,821 Views

[quote]Adaptive Armor is sucessfuly negating Kortul AM drain...[/quote] I ran a test. Here is the description and results: HOW: I started a small random 1v1 game against an easy AI, Vasari vs Advent. I selected the cap factory to build a Kortul. I saved, quit, and loaded the game... taking the seat as the advent player. I queued a Radiance. and so on, with a dozen more save/loads I managed to arrange a fight in an empty gravwell between: WHO: Level 4 K

212 Replies 457,821 Views

Oh damn, so there exists one ship in the game that is not rendered useless after 40 seconds of fighting with a Kortul. what a sucky ability this DS must be ;s. Seriously though, I'm not sure if it completely negates DS. I'd have to check.

212 Replies 457,821 Views

[quote] Adaptive Armor is sucessfuly negating Kortul AM drain...[/quote]Lol how is that? the kol can use it once or twice and then it'll find he has no more AM for it, while Kortul keeps his steady 25/35/45 shields per sec regeneration. finest hour, same story - used once will never be used again , while the Kortul will keep his shield regen.

212 Replies 457,821 Views

[quote who="Arthanis" reply="47" id="2519315"]Disruptive Strikes: 1. I never said this ability suck. I said "this ability is little UP" and it's upness after other abilites buff (and there are many "huge" buffs suggestions) will start hurting. 2. DS at low levels have significant problems with negating enemy AM reserves. Ability is just too slow, enemy will cast his spells enough times to get significant advanatge 3. Kortul is only Battlecruiser without access

212 Replies 457,821 Views

Please, guys, do not derail the thread. This is not a "Z-axis vs minefields" thread. It's about the EFFIN' circles. [quote]2nd= the main obstacle to good pathing is the fact that, no matter how much some wish it weren't so, Sins GWs ARE 3D areas. A 3D zone all by itself is probably not to hard to path. But if you toss in the fact that we have the ability to place structures in nearly

107 Replies 255,495 Views

Heh, yeah right. first, Dunov has a LOT more combat utility than antorak. Second, I am sure that you would have won the game half an hour before the antorak saved your hide if you took any other cap instead of it. If the marauder saved your ass a pinch many times, than you ought to have a pinch many replays showing it, no? I can PM you my e-mail, I'm DYING to see those. [e digicons]>_>[/e]

153 Replies 418,067 Views

The arcing turns are retarded. Period. (scroll to the bottom for suggested solutions; keep reading for rants) You guys at Ironclad say that people complain about the game being too static, that the ships don't move around too much and that sort of stuff to justify the arcing maneuvers of units. You'll not make need for speed out of this game. But you can put a little sense into t

107 Replies 255,495 Views

[quote quoting="post"]Kortul Devastator: - Disruptive Strikes: Triggering chance increased to 33% (from 25%) - Disruptive Strikes: Abilities cooldown increase increased to 25%/50%/75% (from 17%/33%/50%) Disruptive strikes is a passive ability. Just by being there, Kortul reduces the enemy's AM supply. DS used with&nb

212 Replies 457,821 Views

Pure.... ownage... [e digicons]:dur:[/e] [quote who="Arthanis" reply="3" id="2518470"]Well... it is less then I thought.[/quote] Calm down. IC is doing more than most devs around the industry. The balance was much more skewed a year back. They are listening and they are on their way. Slowly, yeah, but faster than you perceive around other games.

153 Replies 418,067 Views

[quote]LFs do 50% more damage to battlecruisers, but Battlecruisers do 50% more damage to LFs (because of weapons buff) too AND ...[/quote]... other caps get screwed. Your buffs for other cap types doesn't compensate the LF buff. In late game, the difference would be drastically huge I believe. Focus on abilites. Survivability is fine, I believe - every race has ideas for prolonging the lives of their ships: Vas have overseers, TEC got hohos and dunov, Advent has teh battleball. It's

212 Replies 457,821 Views

[quote]You do realize that if you increase damage to caps from LF that it will make tier 0 spam(LF and scouts)....[/quote]On second thought, I agree. No LF vs cap damage bonus for me.

212 Replies 457,821 Views

I believe Pirates do not travel between solar systems by the devs' intention. They are supposed to be a solar system's internal affair. They're meant to be about easy prey, close and vulnerable. Making long distance jumps is not easy, nor fast, nor close... Pirates shouldn't be an interstellar empire, but a local nuisance. A thorn in the ass, not a sepsis.

2 Replies 1,868 Views

[quote]I don't think that the Marza even does as good as this thing thanks to passively buffing itself and deploying an army of siege platforms.[/quote]No, Marza doesn't do as much damage to planets. Marza is an awesome combat vessel with Incendiary shells, rad bomb and MB. If Marza could match Vulkoras in planet-cracking power, Vulkoras would be absolute junk in my eyes, since it's all that vulk is decent at. That would be the ultimate fail beyond salvation. [quote]N3rul

38 Replies 63,143 Views

You know, the main problem with PMS is not the damage. The damage is respectable. It's that the missiles fly where they want. Yesterday my Vulkoras was defending my planet from pirates. I didn't take into account that they would bring 15 pillagers o.O!!!!. They dropped my planet from 2500 to 200 HP in a split second. As a last resort, with 5 pillagers left and my planet about to die, I used L2 phase missile swarm against them. I had 5 pillagers in short distance ahead of me and 8

212 Replies 457,821 Views

[quote]Seige caps are the artillery of sins able to deal out heavy damage to many units and planets and SC are their nemsis so increasing their effect versus SC is not correct. Now I will admit that certain things on the Siege Caps (especially Vulkoras) are needed to be buffed or changed but increasing the SC is not one of them.[/quote] That's where Vulkoras fails, miserably.

212 Replies 457,821 Views

It seems so, yes. The ship I targeted definately did not disinintegrate, nor did it disappear much faster than before. It seems a lot of this damage is successfully mitigated. You know, the biggest gripe that I have with Disintegration is that Vulkoras regenerates AM very slowly and it has a spammable 15sec cooldown PMS as its main killer ability. PMS drains its AM rapidly and without PMS the DPS of this ship is totally junk (with PMS it sucks as well, but a little less :P). It i

38 Replies 63,143 Views

I am mainly a vasari player and know them thoroughly, so I will point out stuff mainly about them. If I cut something out, then I have no thoughts about it ;) [quote quoting="post"]Global changes: - Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%) - Damage taken by Caps from ANTI-HEAVY (LF) increased to 75% (from 50%) <span s

212 Replies 457,821 Views

[quote] and with the advent of the Ruiner/Sub combo, you can really start setting off chain reactions. Without using that combo, VN is good. With it, VN is awesome.[/quote]Please, do show a single replay where a good player gets his butt smacked by a VN/ruiner/sub combo. I wish to see this. Any replay where a non-idiot gets hurt by VN could help my opinion of this ability greatly. The only real use of it that I found is: - against (VERY) tightly packed groups of frigate

38 Replies 63,143 Views

[quote who="Volt_Cruelerz" reply="11" id="2517205"]I don't know.. It needs something, so I figured I'd make Egg users and lore obsessors happy with the suggestion... [/quote] The EGG's problem is not that it lacks, but that it's the only vasari cap that doesn't lack :D. I would be much happier if Antorak was given something remotely useful in combat, or if phase missile swarm dealt phase missile damage, or if disintegration wasn't crappish, or if volatile nanit

38 Replies 63,143 Views

Elrosh, you clearly never fought an online match with anyone with his wits about him :D 15 Kols, lul. I agree though that GRG may be a little too AM-heavy. Kortul, while not packing the punch of a Kol, can chain PS/weapon jam for minutes before running out of AM even at level 3+.

36 Replies 28,062 Views