N3rull

N3rull

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

Yeah yeah, it's me again, sorry [e digicons]v_v[/e] Assault Specialization ability of Vulkoras seems to be working negatively, reducing the frequency of shots the Vulkoras does, instead of increasing it (increasing cooldown instead of reducing it). I ran a test: 10 level Vulkoras attacking a planet with its main guns (assault spec level3) did 135 damage over 60 seconds. 10 level Kortul attacking the same planet did 230 damage over 60 seconds. Cle

17 Replies 65,211 Views

[quote who="Ambro_2" reply="5" id="1937144"]I think the attack function works exactly the same as the move function in that if you click it on a empty space the unit will move to the location first and then check for an enemy wheras in a ideal world the unit should be checking constantly for units to attack before its reached its destination when on attack move. [/quote] [quote who="N3rull" reply="3" id="1937128"]Attack + LMB on location makes the attack pointer disappear with no

7 Replies 3,017 Views

[quote who="JuleTron" reply="15" id="1936961"]the Skirantra Carrier's repair cloud is very useful. It helps keep strikecraft alive[/quote] that is exactly what I think. Vasari strike craft are way tougher than any other, so after a fly-by they're usually only damaged, not killed instantly. IF you make them go back to the carrier and hit Repair cloud, you have very likely just mitigated 80% of the damage that those flaks did to them. Those 30HP/sec sure won't keep focus-fir

40 Replies 43,279 Views

That was brutal, but yeah, that's the point. Thanks [e digicons]^_^[/e] PS. I really need to stop placing walls of text without a clear point ;s. It's 7AM and I'm on my way to Uni in minutes and I wasn't really thinking too much about the composition of what I was writing ;p.

4 Replies 1,522 Views

BUMP and I change my mind about hitting asteroids, after my Space Egg failed to stop an enemy fleet from escaping just yesterday. It happened because the said Egg was given Distort Gravity and then ordered to move to the other end of the gravwell (not quite the totally opposite end, the planet was not on its way) but failed to reach it in time because it crushed into the only other static object in the grav well, except the planet - an asteroid. Then it was unable to free itself for the next

6 Replies 7,882 Views

[quote who="Cykur" reply="3" id="1936007"]Also, Problem 1. with the Desolator should be fixed for next patch. (finally! it was around forever)[/quote] yeah, I am also happy for it. I'm tired of microing my clumsy vulkoras' around asteroids and orbital buildings to place him close enough to the planet and finally turn the platforms on auto.

4 Replies 1,539 Views

Ok, here's the deal. Let's take a standard "returning armada" fleet: 5 Skirmishers, (light frigs) 25 Enforcers, (HCs) 20 Sentinels, (flak frigs) 40 Assailants, (LRMs) 30 Transporters (carrier cruisers) and make a fleet out of them, set it to "engage grav well" and "loose formation" (though the latter has no effect on what I will note below). If such a fleet is in combat with another, standard AI fleet (zounds of light carriers and suppo

4 Replies 1,522 Views

"Attack Move" order would be useful and would not even need an extra key - simply LMB Attack + "LMB on space" somewhere. It's such a standard RTS feature... awkward it didn't make it into Sins. I wonder for what reason. I strongly agree that "Attack Move" (move towards this spot but stop and engage anything you come upon) should be in the game.

7 Replies 3,017 Views

I wonder how many times you used backspace kryo to write that post in such a peaceful manner. Or how much tranquilizers you took ;) I certainly would need a truckload of them.

19 Replies 27,608 Views
Reply to Phase missles in Strategy

Have you heard of Shield Mitigation? This thing reduces incoming damage by a high percentage when a ship receives high damage. Basically any ship receives 0.1% of shield mitigation per damage taken and loses 1,25% per second, which means that a constant damage of 12,5 DPS will keep your shield mitigation maxed. Now, frigates have their shield mitigation capped at 60%, cap ships have it capped at 65% and that increases by roughly 1/9 per level, giving you 75% max shield mitigation a

16 Replies 19,307 Views

I disagree, although you have a point. If siege frigs were much less costly (supply point wise), wiping out planets would be too easy. Fleets in Sins move very slowly. A stack of fifteen to twenty siege frigs supported by eight anti-strikecraft frigs could be used to wipe half of the enemy's worlds before they had a chance to react and there wouldn't be any good defense against it (hangar craft would be demolished by flaks, missile platforms can be passed). I usually build two or

40 Replies 43,279 Views

I have the game for about 3 weeks. I have played about 30 super-short games, trying to figure out a good starting build order that would both work well and fit my liking (I'm a Vasari Playa and I h8 beginning with the Space Egg. I just hate having this round oversized unhatched chicken as my flagship. Period. I'm dumb, but I wanted to skip it ;p. I Once I found the way I wanna go I launched a Random Huge map with 9 AIs. That was 2 weeks ago.

8 Replies 6,164 Views

Stardock has plenty of more important things to do than zooming through craploads of mostly idiotic ideas and suggestions that pop up on this forum. Few are really worth implementing, but there are zillions of other things they are coding right now. Mr. Fraser may be glancing here now and then, checking out bugs that we report. However, it's not like they have nothing to do and can afford spending time on reading every single post around here. Moreover, it's not like they ha

29 Replies 10,674 Views

I just love how everyone says "yeah you're right, I also think XYZ", until one person throws in something opposite and a number of following people suddenly also agree to him. Anyway, we did send people to the Moon, and 70% of the journey they spent inside the Earth's magnetosphere cloak. The moments they were out of it left reports of weird phenomena. It turned out that strange lights they were seeing were in fact particles piercing their brains and affecting how it perceived things.

193 Replies 993,981 Views

[quote who="DarthCaedusMorgan" reply="8" id="1932359"]That actually will not do a single thing to combat playing mechanics because essientialy your scaling down the game into a smaller graphical size and it will work exactley the same.[/quote]Actually that was the irony he implied in the message you answered with the above ;). Seriously, in HW2 ships engaged at far greater ranges than in Sins. If anything, the range at which ships turn from 3d models into symbols should be adjust

28 Replies 44,195 Views

I think it is all just fine, I guess this is just random "I wanna complain at sth" topic. You can't lower the ranges or else your ships will go huggin' and kissin' instead of shooting one another. You can't also scale things up even more, because Homeworld unit shooting ranges were greater than Sins units' ones, so what worked there would actually make Sins look awkward. I, for the matter, think some unit's ranges are laughably small. Making them smaller, or effectively s

28 Replies 44,195 Views

There should be a big fat red link to www.dictionary.reference.com at the top of any forum page. Maybe that would make reading some posts less of a lethal torture. Anyway, it is impossible to make a game that does not take an idea from *somewhere*. SoaSE draws from all the previous SpaceRTS games for its basics. Took an idea from Hegemonia, I think, in terms of having planets act as they do. Finally, it sure utilises Supreme Comma

6 Replies 15,737 Views

it does happen in 1.05 too. I believe the scouts have some sort of a priority system of where they should scout. In explicite, I think a scout frigate will choose to visit an explored planet close to your borders, which hasn't been checked for some time, instead of just going somewhere to the other end of the universe. In other words, I think a scout frigate thinks "up-to-date intel on planets in the vincinity of your empire is more important than exploring worlds somewhere 15

6 Replies 2,569 Views

People "developed" fighters/bombers because a huge battleship was unable to project its power accurately and effectively over more than a few dozen kilometers, while a bomber could bring doom a lot further away and more accurately. But understand, if you please, that this happened when the only weapon was a dumb BOMB - either dropped from an aircraft or fired of a warship's cannon. All in all, an old bomb and an arty shell is the same: it's a dumb "boom box" that will go poof when i

193 Replies 993,981 Views

110% Agreed to the fact that those huge blobs are irritating! Ability itself is fine, but please pleez pl00x, make the bubble less bright and more transparent. I even wanted to make a thread about that in Beta Testing, but since I already threw two threads there in the past 3 days, I'd be bannered a spammer ;p.

1 Replies 7,995 Views

When you design a game, you want it to be FUN, ENTERTAINING and DEEP. I said what I believe interstellar combat will be about: propelling things at speeds near the speed of light towards enemy planets, obliterating them (if Einstein was right, and every experiment done proved that he indeed was, a 10-kilogram rock hitting a planet at 95% lightspeed would evaporate a large city). If anything else, the combat would be about launching high-speed one megaton tactical warheads from

193 Replies 993,981 Views

awmy, someone tries to make an impression of threatening Stardock with a potential loss of about $10 in its financial circulation for '08. I'm sure they're scared. Now really, everyone would prefer to play an officially patched game instead of fooling around with betas and crashes and the like, but for your information: to release a good patch you have to TEST it and to test it someone has to PLAY its beta version first. So if you're so much about anticipating a patch withou

19 Replies 27,608 Views

1.05, no gadgets installed. I posted because I didn't notice anything similiar in the beta changelogs. Thanks for responding, it's really reassuring. After what I had gone through with Medieval2:TW, I kinda felt like there was a sound-proof wall between the community and the game's programmers. Nice to see that this is not a case here. I'm sorry that my second post ended up like I was demanding things, it was a temporary rage (you know: +2 damage, +4 Strength

10 Replies 19,187 Views