I only play on random-medium or random-large maps, so I rarely, if ever, am close enough to my neighbors for early game strikes. Consequently: As TEC, I usually open with Akkan/Dunov/Sova/Sova, for early economy, adding more capital ships as necessary to combat whatever threats I face. As Advent, I usually open Mothership/Rapture (for Vertigo/Concentration)/Halcyon/Halcyon. The Halcyons provide unsurpassed DPS, Telekinetic Push, and that rapid-fire aura. =) As
Frostflare
TEC names: Many appear to combine Slavic, Greek, and Latin elements; I like the fact that they don't hail from a single Terran culture Ankylon -- refers to Ankylosaurus , an armored dinosaur (Greek root) Ragnarov -- obvious reference to Ragnarok (Norse, "twilight of the gods") Ogrov -- reference to "ogre," a typically brutish fantasy creature Cobalt -- a <a href="http://en.wikipedia.org/wik
[quote who="Volt_Cruelerz" reply="14" id="3193372"]Also, you didn't touch on Disintegrators.[/quote] Actually, I did. Last night, when I was writing about the phase cannon. Look for yourself. =)
[quote who="Volt_Cruelerz" reply="8" id="3192970"]Rebellion is out and you linked me to this thread so you should have known I'd necro it. Also, explain Phase Cannons and the Kostura. Go.[/quote] Challenge accepted. [e digicons]:grin:[/e] The Kostura Cannon is easy -- it uses a phase space field to accelerate the warhead to very near the speed of light, whereupon it is lobbed at relativistic speeds towards its target. The warhead itself is a two-stage pro
Thanks for setting me straight, Goa -- it's nixed.
@Volt: Thank you for your input. I have only one disagreement with you: 'twas I who came up with a Flak Burst debuff to prevent alpha strikes; it was you who suggested making it a smaller, stacking debuff. I should have mentioned that. =) I'll note the following changes in the OP: Nerf needed for Adaptive Forcefield values Good call on the GRG incentive! But why can't you give GRG a "WeaponIgnoresShieldsAdjustment+
After tooling around with Rebellion (and getting my first EVER minidumps!), I'd like to say that I'm genuinely impressed with the game, both in whole and in part. That said, I've noticed that a couple of the dominant balance issues around here are as follows: Orkulus Rex The uselessness of the Kol, the Radiance, and the Revelation Corvettes? A few other odds and ends I feel the need to speak out on these issues a
With regard to the Kol anti-strikecraft weapon suggestion, it's problematic only because it would be a weapon system other battleships/other capital ships do not. I feel that all capital ships, or at least all battleships , should have point defense weapon banks. Here's how I think you should buff the Kol: In addition to its current effects, Flak Burst now also reduces strike craft accuracy by 4/8/12/24% (thereby mitigating alpha strike
Thanks, guys. Good to know. =) I didn't know the Advent Loyalists could capture fleeing ships -- must have missed that one. I knew they could mind control planets and stuff, and I knew they could use their Coronata to autoattack-convert things, but I didn't know about that! =)
Okay, so. I was just tooling around as the TEC Loyalists versus three AI players; I had an alliance with Vasari Rebels (all pacts researched and applied both ways). One of my starbases was taking potshots at a Progenitor Mothership, and I noticed something very interesting: the Progenitor was taking hull damage BEFORE its shields were depleted. I should note that my starbase was new, so it didn't have any weapon upgrades yet; it was just using its basic laser weapons. Ther
Just for the sake of organization, I'm going to tally the issues facing Orkulus Rex: A jump-capable unit that costs no supply Can be constructed in the rear, fully upgraded, and then sent to the front Enemy units cannot escape from it without being significantly weakened (owing to Jump Destabilization -- although here, I feel the antimatter loss is far more severe than the health loss) Can be spammed by players who pour money into their economy
Volt, I could have sworn you mentioned that corvettes need their own armor type. It was either you or somebody as smart as you. I'll indicate that in the OP. I'm not sure I like your damage type suggestion -- it seems like a watered-down version of composite damage, so all you'd need is a handful more corvettes (not a difficult thing to do) and we're right back where we started. By changing corvettes so that only one of their weapons deals composite damage, yo
So, now that I've actually played the game, I can see for myself what everybody was talking about. And, yes, corvettes are, indeed, as powerful as I anticipated. With regard to jumping Orkulus starbases, Mecha-Lenin provided a neat but imperfect solution: only permit starbases to move into friendly gravity wells. Personally, I feel that negates one purpose of jump-capable starbases -- that being, they can be used on the offensive. Consequently, I propose t
@Volt: I still feel that corvettes need not one but THREE different damage types, on a per-bank basis. You could probably get away with the following three damage types: Anti-medium (missiles/beams/???) Anti-heavy (lasers/lasers/???) Composite (autocannon/point defense/???) Otherwise, I agree with your analysis 100% (though I also feel corvettes should be strike craft rather than manufactured units -- it would certainly contro
[quote who="Volt_Cruelerz" reply="47" id="3162513"]Flak Burst: way too high percentages, but we've already gone over this. Idk about the range increase.. IMO not really necessary.[/quote] Let me put it to you this way: in the real world, your suggestion with a stacking debuff is probably better. I proposed it the way I did above because, in all honesty, how often does a Kol get more than one shot off versus a large wave of bombers? The first shot has to be enough to degrade their
Frostflare's Anti-Bomber Suggestion Sheet: Flak Burst: In addition to doing damage, now reduces the accuracy of fighters and bombers caught in its radius of effect by 25/33/50/66% for W/X/Y/Z seconds; range increased to 3500 -> 4000 -> 4500 -> 5000, up from 3000 -> 3380 -> 3760-> 4140. Telekinetic Push: Range increased from 4200 to 5500 (same as Jam Weapons); note that TK Push also reduces strike craft speed and acceleration, so they can't come back a
[quote who="Volt_Cruelerz" reply="41" id="3161651"]Their cooldown is higher than that (13.5 seconds), so really it's irrelevant. That's why I suggested a cut to accuracy earlier. Also, your numbers are far too high. Try more like 3%/6%/9%/12% but allow stacking. It may sound small, but it will impact the damage taken pretty significantly.[/quote] I like your suggestion. I also appreciate your sense of moderation. My approach to problems is generally, "T
I should note that people here seem to be forgetting the Kortul Devastator's Jam Weapons, which completely stops all strike craft in range from firing, for ten seconds; it even applies to strike craft entering the thing's range after the ability is activated. I think Flak Burst needs to be modified so that it's better at stopping the first wave of attack. When you have reached critical mass of bombers, a single alpha strike can take out any unit; each faction needs an abil
But, Seleucia, they do look at underused units: they buffed the heck out of the Kortul Devastator a while back, and now it's practically the standard for battleships. They've demonstrated they can change the things that need changing. Hell, corvettes were useless when the beta came out, except as roflcopters. Now look at 'em.
Okay, I'm not gonna lie, Seleucia's rant was awesome. At the same time: obvious point is obvious. The devs are obviously being very attentive about this game; I get the feeling it's their swan song, so to speak. So why haven't THEY noticed something as patently obvious as Seleucia pointed out? I mean, I'm the village idiot and I knew that before Seleucia even said it.
@Teun-A-Roonius: As long as it's still beta, it's not too late. I'm just waiting for the devs to launch the next phase of the beta. Fingers crossed that they'll say, "We've reevaluated the role of corvettes. They are now strike craft." WOOT.
Simple solution: New Titans start at level 1, but players are allowed to buy back levels for level they've gained, at the same rate capital ship levels can be bought. For example: you level your Titan to level 6. It's killed. You build a new Titan and purchase level 2 for 1,250 credits, level 3 for 1500, etc, all the way up to level 6. Think of it as advanced crew training, but each level you unlock unlocks a new level of crew training. You might have t
Okay, so, I've been watching the forums, and corvettes appear to be a pretty big problem. Specifically: They're easy to deploy, difficult to stop (and consequently low-risk) They have only two counters, both of which are ineffective They outmode LRFs, LFs, and even capital ships (I'd be willing to bet that, close positions, a player who went corvettes instead of a capital ship would win over a player with a capital ship, hands down)
I agree with Mecha-Lenin, but balancing corvettes is not a simple task. The problem with corvettes is that, for the player using them, it's a no-brainer: click the "build corvette button a lot." Because of their low cost, you can have them out in a very short time, and because of their high DPS, a few of them go a long way, making it difficult for players who aren't either spamming corvettes or countering them specifically to do anything about it. There are basically o
I'm not too worried about Sins being 32-bit. In fact, I'm specifically waiting until the game comes out to buy it at full price, as a thank-you to the developers. I AM worried about lag caused by the 32-bit architecture, however. Sins is a very efficient game from what I've seen, but with the graphical enhancements and such, I worry that the game won't be able to function at five stars and 132 planets. I guess what I'm asking is, is there some way t