I've felt this way since I first found out orkies would be able to jump for the Vasari Rebels. It seems, lore wise, so much more in line with the Loyalists. The problem right now is that jumping orkies is the Rebels 'gimmick', their major defining characteristic. The loyalists already have a 'gimmick', they eat planets. The rebels have no other hugely defining difference, though a lot of their new techs are cool (see shared phase stabilizers). The only way I can see handin
JJBuck2
For number 1, I think the nannite swarms are still bugged enough that we cant really say for sure. I have never seen a Rankulas have more than 5 active at one time, and they sometimes (for me anyway) randomly disappear. Also, sometimes the swarms phase jump, sometimes they don't. I agree that they shouldnt have a phase drive, doesnt make much sense to me that they would. For number 2, I think a 2 or 3 per well limit on orkys for the Vas Rebels makes sense (any orky(s) beyond the f
[quote who="Timmaigh" reply="9" id="3154874"]Quoting JJBuck2, reply 8Fair enough. After a bit of thought (this is what i think about while im at work ) I'd rather have it do, as you said, half the damage I posted earlier (so maybe 225, 350, 475, 600) and give the titan a 10 second boost to turn rate. That way its useful when running away and when attacking stuff. Also, please please (devs) make the titan use regular wave cannons, not the pulse waves. Makes little sense that the titan cant
Lots of discussion going on about the VLT in various threads, thought I'd start something for that purpose alone. Here are the problems with the VLT as I see them and some possible fixes: 1) Spawn Phase Stabilizer cooldown is much too long to make it useful before the final level of the ability. The fix is simple, significantly reduce the cooldown. My preference is 600, 450, 300, 150 seconds, just to make later levels of the ability worth putting points into. Obviously this would
Fair enough. After a bit of thought (this is what i think about while im at work [e digicons]X|[/e] ) I'd rather have it do, as you said, half the damage I posted earlier (so maybe 225, 350, 475, 600) and give the titan a 10 second boost to turn rate. That way its useful when running away and when attacking stuff. Also, please please (devs) make the titan use regular wave cannons, not the pulse waves. Makes little sense that the titan cant make use of one of the Vas Loyals best unique te
[quote who="Volt_Cruelerz" reply="5" id="3154852"]That would make it very powerful indeed. However, that's more powerful than chastic burst with more range, so I'd say maybe half that.[/quote] True. The cooldown on the jump ability is a lot longer than for chastic burst though(iirc).
Just finished a game as the Vas Loyals last night. I thought the Vorastra was pretty good but definitely needs some work. The stacking passive is awesome now that its been fixed (up to 60% weapon cooldown buff at level 4 of the ability, splash damage, and a small constant incoming damage decrease). That said, other than the Maw (which still isnt working quite right) it has no offensive abilities. I dont think any of its current abilities should be replaced though. Honestly all I think it need
In an earlier build it was a tier 7 or 8 tech (dont remember for sure). I dont know why it got moved up but the simplest solution is really just to put it back. I'm all for making the ability to phase jump a module though. I've seen a couple of good ways to do this floating around. 1) (my idea) 2 level module, first level gives the orky a permanent reasonable buff to movement speed and turn rate, second level allows phase jump 2) 2 level module, first level allows phas
The most OP thing I've noticed is that it makes it possible to play the early game effectively with nothing but an orky and a couple of caps, and since the orky (once built) has no fleet supply costs you basically get a hugely powerful offensive weapon for no fleet commitment. This leads to being able to set up a very strong early economy AND play offensively. I have a friend who uses this as his main (read: only) strategy. What it ends up in is every Vas Rebel play may as
I suggested in another thread (before the official release) that the phase jumping ability be made a 2-level upgrade for the vas rebel starbases. This lets the SB jump and have full weapons or full health/shields upgrades, but not both. The first level of the upgrade could give a moderate buff to movement and turn speed to mitigate the sacrifice of a level in weapons or health. Since there isnt any room for another upgrade in the ability card for the orkys, take colony pods out of the
[quote who="doctermushroom" reply="6" id="3154060"]The Vasari Loyalists are pretty good, but how do I abandon a planet to strip it to the core? [/quote] You have to research the tech (civilian tree) and then scuttle the planet. Its the same process as scuttling a ship. Research the tech in the beginning of the tree (that improves salvage speed) and the process is a whole lot faster [e digicons]:andrew:[/e]
@Volt. There is a dev.exe. Its in the Sins Rebellion folder found in Program Files/Steam/Steamapps/Common/Sins Rebellion. Should be about halfway down.
Their ship to ship combat is non-existent. Best counter is fighters. Basically any combat ship except flak is ok against them as well, they're really very squishy.
[quote quoting="post"] EDIT 1 [Comment]: Maybe it's just me, but the Vorastra feels really weak in combat. I do like how incredibly high Loyalists can increase their wave cannons though. What astounds me the most though is that it lacks phase missiles. Also, it appears that having a Vasari titan breaks the AI it belongs to. I'm assuming this is because they haven't been officially released yet, so we'll see what happens later. I t
[quote who="LazerusKI" reply="10" id="3151099"]So, and who wants to teach me how to unlock them?^^[/quote] Devs asked people who figure it out not to tell. [e digicons]:X[/e] Really though at this point you may as well wait, its likely we'll get them officially next week.
[quote who="LazerusKI" reply="8" id="3151087"]quoting post EDIT 1 [Comment]: Maybe it's just me, but the Vorastra feels really weak in combat. I do like how incredibly high Loyalists can increase their wave cannons though. What astounds me the most though is that it lacks phase missiles. Also, it appears that having a Vasari titan breaks the AI it belongs to. I'm assuming this is because they haven't been officially released yet, so we'll see what
Hey Yarlen, Couple things. Unfortunately I dont have any checksum logs for these but I have 2 very frequent desync situations: 1) the first pirate raid. I played, or tried to play, several games with a friend after the most recent update where as soon as the first pirate raid went out we would immediately desync on the bounty on pirates and the games would diverge from there. 2) my laptop is, or seems to be, far more likely to desync (usually within the first 5 minutes
I can agree with the Vasari SB Mobilisation being an SB upgrade, to prevent the Orkulus to get all the other relevant upgrades. I am not hundred percent sure though, whether its overpowered or not. Surely, it can look that way, in a situation, where you jump in a neutral gravwell, so does enemy fleet of a same size. However, they wont bring with them fully upgraded SB, so they would seem hugely disadvantaged. But is it really so? Because if they are Vas Loyalists, they can summo
Not sure if this has been brought up, apologies for being redundant if it has. When set to autocast Meteor Strike, sometimes the Advent starbase will begin to wobble and spin without casting the ability. I'm not sure exactly what causes this but I think it has something to do with fluctuating numbers of potential targets within range of the ability. I know the autocast has a minimum number of targets and I think ships moving in and out of range of the ability while the ability is
Not sure, if you are aware, but at the max level of the "Spawn Phase Stabiliser" ability, the cooldown of this ability is 600 seconds - 10 minutes. That us quite ok, IMHO. Its true though, if you spawn the stabiliser, the moment you phase into enemy gravwell, to call some reinforcements immediately, then defeat enemy forces, colonise and strip the planet, you destroy the stabiliser as well. You cant use it to call in more reinforcements, when attacking next planet. Obviously, yo
Well, we're probably pretty close to the Vasari being released and they (especially the loyalists) are going to be the hardest to balance of the three races/6 factions. The better they are before getting rolled out, the better the whole beta community can test them against the other races, rather than getting Vasari specific bugs fixed. Take it as an indcation that, as Yarlen said, "The Vasari are coming..." soon. [e digicons]:grin:[/e]
I have a few to add: 1) VLT passive isnt stacking correctly (possibly not at all), it seems to get stuck at the first level. 2) This is more of a feedback sort of thing, the cooldown on the phase stabilizer spawn for the VLT is way too long if you're actually razing planets as you go. I played a game like this the other day, it makes it really hard to call in reinforcements unless you wait a really long time or you have captured planets build phase stabilizers and wait to
Ive noticed the same for autocasting. In a game as the TEC the other day, my command cruisers seemed to have no trouble firing off the Embolden ability but my Hoshikos just sat there looking stupid. There was plenty of repairing to be done but they weren't autocasting the repair ability or the demo bots ability for that matter. After a while they did begin to auto cast it but would ignore certain ships for some reason. For example, I had a Kol that was at about 2/3 health (This is after t
Well, just like the Advent get tier 2 culture towers, the TEC get tier 2 trade ports. A good starting strategy if youre going eco (for me anyway) is to start with 2 Civilian labs on your homeworld. This gets you trade ports and volcanic/ice occupation tech. Get an Akkan and a few light frigates out and start expanding along the best possible trade route. Keep it to probably no more than 3 planets at first or youll get over extended. After you get a few trade ports up, get both levels of the t
At the devs, those who watch the forums anyway, what is considered TMI about the Vasari? And if we have feedback on anything can we post it publicly or would you prefer we/I message you or hoard it until theyre out? [e digicons]O:)[/e]