VRaptor117

VRaptor117

Joined Member # 3416954
0 Posts 83 Replies 112 Reputation

I agree with the OP. I don't think I've ever seen a tactical use for that ability, other than when it is coupled with lingering presence....although you could just let the ship get killed and save the resources. And I'd like to look at another ability that is woefully underpowered for its cost: The Jump degredation ability granted to the Severun Overseer. It sounds cool: Delay enemy forces phase jumping into a planet to buy for your fleet to arrive, prepare

11 Replies 2,515 Views

[quote who="Annatar11" reply="10" id="2056404"] By design. You need to have the research facilities available for each stage of technology. (only for building new ships/buildings, all passive research like damage/hp modifiers keeps working when you lose the required number of labs) [/quote] See, I think that losing labs should affect passive modifiers like mining/armor as well. Then raiding labs would be an even better tactic than it is now, helping yo

20 Replies 31,064 Views

[quote who="Kyle Fesy" reply="4" id="2051832"]i think you should be able to research a tech that allows you to build phase lane accelerators at each planet so you can jump faster between planets, similar to freelancer with "phase lanes" [/quote] The Vasari already have this.

125 Replies 326,701 Views

[quote who="cee1960" reply="22" id="2052529"]I hope you will look into fixing a major wrong in the game: The players should not lose any research it has already unlocked if a lab is destroyed. That item has been paid for and installed and should not grayed out due to the lab lose.[/quote] Look at it this way: After America built the atomic bomb, we didn't just scrap all the labs and call it a day. The scientists there kept working on the technology. In Si

100 Replies 283,742 Views

[quote who="Blair Fraser" reply="10" id="2052416"]What is the specific problem with them smv? [/quote] If he is talking about the same thing as the OP, then he means that that the infocard for the Stabilize phase space ability on the starbase states that the ability can be set to autocast. However, this is diasbled/unavailable. Also, the ability now requires antimatter, but the only way to get antimatter for the starbase is to also select one of the other abiliti

27 Replies 9,426 Views
Reply to Mines 2.5 in Beta Feedback

[quote who="Starhound" reply="1" id="2051635"] Couple more problematic scenarios: - Vasari mines being used in large fleet engagements. With many ships on the screen, you won't notice a Ruiner laying mines on top of your ships before it's too late. It's too easy to pull off and there's no downside since your own ships won't even take damage.[/quote] Look on the empire tree or on the "enemy" level bar that goes around planets. By glancing at either of thes

14 Replies 6,496 Views

No. HC are already countered by bombers and other HCs. Structures are countered by bombers and anti-structure cruisers/starbases(V).

19 Replies 83,080 Views

On the Security research tab, you can research a ship called the Ruiner, from which you can deploy mines. It's pretty high up-tier 5, I think. Also on the same tab, you can research the starbase construction tech, given to Jarun Migrators(the colony frig). Build a colony frig and then use the deploy button on the interface(next to the "colonize" button) to deploy the base where you choose. This is tier 3. Don't forget that mousing over the research

3 Replies 2,897 Views

[quote who="dhomochevsky" reply="16" id="2049609"]Any idea if destroyed capital ship levels are stored before you level Resurrection? I often don't bother leveling it until level 10, but if it doesn't start "remembering" until you put a point into it I may change that. [/quote] Yes, It remembers the levels of all the cap ships you've lost, even before you get ability. [quote who="Astax" reply="8" id="2048070"]That means u need a lvl 10 cap ship and a level 6 cap ship righ

17 Replies 15,847 Views

[quote who="Annatar11" reply="15" id="2050561"]Well, in most cases you can jump in from another side. With the 150 mines limit it will be difficult to heavily mine the entire possible jump-in arc.. you'd just have to pay attention to how the mines are placed and be good at estimating where you need to jump from to land in the sweet spot. But.... that's way more work than you should have to do. I've said it in many places and I'll say it again - Scouts' mine detection should disable

30 Replies 10,493 Views

Let me see if I can summarize your post- "OH NOES, I let the freaking hard counter unit, designed specifically to kill what I built, kill what I had built. Change everything so I can't lose again!" The anti-struc cruisers already have armor thinner than paper, are slow, are relatively expensive, and had their damage reduced. How can you not handle 4-5 of them? Not to mention that the AI usually runs after you kill a few ships. Next time, get your fleet there fa

19 Replies 6,592 Views

[quote who="DarkSide73" reply="2" id="2046316"]I think that is a great Idea. I dissagree that it should take a long time. Say for instance you had a startbase that was on a frontier planet so at 1st you upgraded with all defensive powers - later on in the game this planet is going to be amid tier planet and is well defended by other other lying planets and phase destabelizers. [/quote] There's a simpler solution already in-game! Scuttle the base and

6 Replies 3,818 Views

I think the problem is that once I'm at the point in the game where I can build and defend a starbase on an enemy planet, I usually already have a fleet that can destroy the planet quicker and then move on. And the regular meteor ability is not bad at all(although it does ned alittle more since it only hits shields...maybe a 10%chance to hit penalty for a minute of so after the strike). And since the advent starbase can't move, it's usually on the wrong side of the well

15 Replies 4,072 Views

[quote who="Annatar11" reply="6" id="2044597"]With the beam? [/quote] No, I think he means with the other weapons mounted on the side of the Kol. The beam only hits one target(Sidebar: I still think the Beam doesn't do enough damage for how its attack looks...down the laser damage on the Kol and up the beam damage, so its not just a lightshow).

10 Replies 3,540 Views

I noticed that they still haven't fixed the Advent shield/hull upgrades not affecting starbases. I haven't seriously checked the other races yet. EDIT: Nevermind. I must have been going crazy. But the infobox for the shield upgrades doesn't mention starbases. Also, does the culture upgrades affect the evangelization nodes on starbases?

100 Replies 283,742 Views

I think the Ogrov is fine, minus the reuse of the marza siege gun explosion sound(gets annoying after awhile). If there was one change I'd make it would be to have the torpedos be dumb-fired, that is, once they are launched, they can't track targets. So basically the Ogrov has to sit still to take the shot and have it hit, and it wouldn't be able to hit fast moving ships. PLEASEPLEASEPLEASEPLEASE do not nerf anti-structure frigs like siege frigs were nerfed into uselessness&nbsp

52 Replies 109,562 Views

[quote who="JDoe1013" reply="2" id="2044136"]I think the new sound is great for the light and regular autocannons but I say the ones with heavy autocannons, i.e.: Kodiak, Akkan, should keep the old sound to make that attack sound stronger. [/quote] Seconded. The new sounds are fine for the flak frigate or the colony frig, though.

10 Replies 2,604 Views

From the maunal: "Shield Mitigation- This a special trait which all shields share due to the nature of how the protective barrier is formed. As a shield is assaulted, computer systems automatically adjust its harmonics to match that of the incoming weapons fire. This has the effect of completely negating a certain percentage of the enemy weapons attack. Once the primary shield has failed, emergency generators are brought online to maintain this last line of defense thr

22 Replies 52,624 Views

[quote who="RabidRabbit" reply="7" id="2042650"]From experience, Ogrovs seem pretty balanced, but the Advent starfish things are insane - it has about 3/4 the firepower of an Ogrov, but can hit everything in a large area simultaneously. Also, the antimodule damage modifier against anything other than a building is 0.01, so the Ogrov deals a whopping 0.6 dmg/sec against anything non-building. I had the pleasure of watching an epic one-on-one Ogrov versus Krosov battle - after

16 Replies 2,340 Views

[quote who="Tridus" reply="13" id="2039307"] Quoting VRaptor117, reply 9 So, I can build mines in any grav well that I've scouted, including enemy wells? Could you please explain this a bit more? You have a limit of 150 mines per gravity well. Every other player has the same limit. So yes, you can put 150 mines in every gravity well that you can find, if you wanted to. So can everybody else. But what we won't see anymore is 3600 mines f

100 Replies 283,742 Views

I'm all for starbases getting the new ability, but shouldn't it also damage any of your ships traveling in the same phase lane at the same time as it is being de-stabilized? [quote] Planets now have Mine slots in addition to Tactical slots and Civilian Slots. However, each player has access to their Mine slots in every gravity well, even if they don't own the local orbit body. In effect, Mines are limited per player, per gravity well. Currently, the maximum number of mines pe

100 Replies 283,742 Views

This guide is pretty old, and I'm sure all the abilities have changed a little, but it might still prove useful. https://forums.sinsofasolarempire.com/319926

4 Replies 4,919 Views

[quote who="Agent of Kharma" reply="12" id="2036262"] Siege frigate armor should be made of paper. Which means any planetary defenses (even light ones) should kill them easily. Siege frigs should not be able to go anywhere unaccompanied and live to tell the tale. The problem now is not that siege frigs are made of paper (that's good) - its that they are too expensive in terms of fleet cap, so nobody (including me) builds them. If anything is to be done

182 Replies 292,029 Views