[quote]If you really want we can play a game where you build nothing but carriers and fighters and I build flak and ilums.Just 1 flak can easily nullify a fighter squad waaay before it can kill 1 lrf.With amount of cost and effort it takes to field carriers which should counter lrf with flak is totally imbalanced.[/quote] Youre on. But before we do that lets talk numbers and counters. I totally understand your arguement here, but I'd like to point out that fighting a fleet of lrfs and
Deceiver_0
[quote]I think your babying your Fighters and Bombers if your scared to launch them due to a counter. Really your only limiting yourself in that manner. Unless they have spammed an entire fleet of flak. I dont see why you would hold off on launching them.[/quote] Heres a common scenario where I would hold off launching them- Opposing fleet has fighter spam, I have fighters/bombers and flak. Keep fighters docked, bombers and flak on local area only. Fighters fly after the bombers, my f
[quote]No I didnt mean it that way.I threw out 2 diff suggestions.I dont want fighter to counter bomber better but lrf better.They need to survive longer.Either buff their hulls or nerf damage from flak.For flak if they become useless over this nerf maybe give them a small buff vs bombers.My main objective is to make fighter viable to counter lrf instead of using scouts all the time.All the scout voting is to make all 3 scouts equal and doesnt fix the main issue that fighters cant counter lrf
[quote]Additionally don't magnetic clouds prevent you from using strike craft? (I can't remember) [/quote] No magnetic clouds only prevent you from using abilities. Plasma storms prevent the use of strikecraft (yet sbs can be built there ...) [quote]Hey deciever I havent seen you post anything about the fighter issue.Are you considering utting it up or no?[/quote] I'm kinda on the fence about whether it is really a problem. I get what you mean about it being we
[quote]btw deceiver, are u willing to put up a yay/nay for a buff/nerf of the deliverance engine?? methinks it will be a good topic to debate given the fact that superweapon is pretty weak.[/quote] Good idea for a topic, DE is something we may wanna take a look at.
[quote]Requiring one more lab is a fairly big detriment. For one thing, you gotta find space for that lab somewhere. If you are rushing overseers faster than a TEC can get hoshis, as you proposed you could do, you will have to upgrade logistics on a planet you already own because you don't have the time to conquer another planet at your leisure. For another thing, requiring an extra lab makes it that much easier to sack a lab and remove that unit from your enemy's arsenal.&n
A word on SBs in Magnetic Fields: First consider that currently the worst neutral well to find a Starbase in is a Plasma Storm. Among the intended counters for starbases (assault cruiser/sb and bombers), Plasma storms eliminate the bomber option (which is by far the best option) of destroying a Starbase, leaving only assault or brute force. Magnetic Clouds disable abilities, and while that may be detrimental for
No no no, I understand what you meant by "sunk costs", I just think its dumb to ignore its cost because you have it already. You still have to research repair, which means you spent money on it. It doesnt make any sense to me to ignore the cost because you needed it anyway. I need repari bays as Vasari too, difference is I don't have to spend th money to research them if all I want is a support cruiser. I'm not arguing that Hoshis and Guardians come out of the gate better due to the
[quote]You persuaded me to ur side.[/quote] Thanks Amish. Darvin- While repair tech and shield tech may be a "sunk cost" its still a cost, meaning less of your cash is going into other things Prerequisites aren't useless by any stretch, but they're still soaking up money. A vasari player could use the money he saved not researching pre-reqs to purchase similarly useful techs, but do it anytime he wants. And the time it takes to research 2-3 pre-requisite techs is less
[quote]Only prob with moving overseer to tier 3 is sb rushing.Its a pretty radical change.Moving enforcer to tier 4 is radical too.Thing about gaurds is they are really only effective if you have a progen.They have a ton of shields but once they are gone it takes forever to rebuild them.So they are one of the few supports that can be come nearly useless.[/quote] Thing about the overseer is, unlike the other races, overseer does not require pre-requisite research (like shield or repair
Lets see If I cant make this simpler and easy to understand. Lets say your targets shield is mitigated by 50% (an easy number). You shoot it for 100 damage. 1) Without shield bypass: your shot is mitigated 50%, dealing only 50 damage. 2) At 30% bypass: Your damage is split into 70 (which gets mitigated to 35) and 30 (bypassing the mitigation), for a total of 65 damage. 50 without shield bypass vs 65 with 30% shield bypass. Those are the numbers and that is why
Lets talk about magnetic clouds, theyre the most pointless locations on the map offering no strategic or economic value. What adjustments can be made (minor, nothing major) to make them a more desirable place to be? One idea I had was to make phase jumping out of the gravity well take longer so one could lay a trap for ability based fleets. Or perhaps something positive like increased shield regeneration. I don't know, lets throw around some ideas.
Some Micro tips for Strikecraft: #1. Fighters against enemy Flak: Set your fighters to "Local Area Only" engagement range if your enemy is using bombers. This way your fighters are protecting your fleet from bomber attacks and drawing enemy flak frigates in to your fleets big guns in order to kill your fighters, and cant be picked off chasing a
I'm down. Like to know where I rank 1v1.
Vasari bombers are tough as nails and can bypass shields with phase missiles. If you're Vasari, you'll definitely want to invest more in these than their relatively weak fighters (unless of course you're facing opposing bombers). Be sure to keep some sentinels around to kill enemy fighters and keep your bombers healthy. Another nice thing is that sentinel weaponry takes the same upgrades as bombers, so upgrading your bomber firepower also upgrades the firepower of your sentinels, and yo
What I fear is that, without a really solidly awesome feature (like sbs for entrenchment) MP folks will opt to play entrenchment over diplomacy for the simple fact that it doesnt require embassies and research to trade resources, which is a staple amongst the popular MP team games. Dont get me wrong there are some nice features in Diplomacy as of right now, but they don't yet overcome the detriment of researchable trade. They've said repeatedly that this is just a skeleton, and that the diplo
[quote]Yeah, we changed these requirements a bit, and we'll look at them more some time before leaving to have Thanksgiving dinner with our families. Thanks for the help guys![/quote] Ah cool, have a good thanksgiving.
[quote who="MasonOfSparta" reply="5" id="2454422"]I currently have some code to hide non-effective (0 point) modifiers, but I may remove that just to make them a bit more clear. We're currently looking at adding/removing a bunch of modifiers over the next few weeks, so we'll post a list when we know which ones we're keeping.[/quote]\ Excellent. Un-hiding the zero point modifiers would be extremely helpful. Thanks
[quote]I guess there are more, so far I like the selection. also, in this screen, a legend of the colours would help. I guess red means war and yellow (which is the only other thing I saw so far) means cease fire, but a definite explanation would definately help.[/quote] I believe Blue is peace treaty
Anyway we could get a list of them?, because personally I'm having trouble getting the Ai to like me. It seems there are more negative modifiers than positive, but I don't know em all or how to get them to work so.. yeah... a list would be sweet. Oh also, how does the military modifier work? I get a -3 when my fleet is smaller, and when its bigger, it only seemed to disappear when I had about equal fleet strength with the Ai. Is that how its supposed to work?
Playing with Kl3mz earlier we discovered we could not make pacts with each other, when one would offer, the others buttons would grey out and display "player cannot accept pact". Their name did not show up in the "request by" area. Also, after we tried to make pacts, the diplomacy button on my UI kept flashing for no reason, it continued til we ended the game.
[quote]just think having the player control these ships they will get exploited for their scouting abilities. Not really adding anything to the gameplay other then if there in other faction capitals.[/quote] I doubt it, they currently cost 24 supply, and dont move very fast. Im sure one could exploit them as a temporary scout, but the scout frigs are still cheap and fast. I don't think this will make a great replacement, especially since you can research to destroy them.
[quote]Weapons on a scout does not imply they should be the backbone of a fleet. Just because a chicken has wings doesn't mean it should fly.[/quote] Nope, just means God nerfed the hell out of em so we could eat them. Yum.
Hey agent, Do you really think its fair that a Vasari player, at any point in the game, can send a migrator to your HW unnoticed, and there is nothing for you to do except watch your empire like a hawk from above at all times? When we're talking SB rush, we're talking you getting a Vasari SB building at your hw around or before you're colonizing your 3rd planet, at which point there isnt likely to be a frontline yet. That aside, what I'm proposing with the topic above, require
[quote]For scouts: Yes, no to everything else.[/quote] Need to be more specific please. Yes what...