JJBuck2

JJBuck2

Joined Member # 3455407
36 Posts 196 Replies 14,652 Reputation

I guess my main gripe was with the level 6 ability for the rebel titan, I feel like having the ultimate ability of the biggest ship you can build (and can have only one at a time of) should be more than a last ditch ability. I like the ability itself, just not as the ultimate ability for the titan. Maybe if it didnt always result in the death of your titan or something it would make more sense to me. Just my thoughts, if anyone has any insight to a nuance I'm not picking up I'd love t

11 Replies 50,865 Views

Ok, been playing both factions for a few hours, much to the annoyance of my fiance, and so far I'm not too impressed. Mostly by the titans. I like a lot of the research added, and the ideas behind both factions but the titans are weak. Very weak. A level 1 Loyalist titan is outclassed by a level 4 Kol. I know that the Advent are meant to be played as a cohesive fleet, and that they are generally weaker in the hull department than the other races but these titans seem very underpowered. As

11 Replies 50,865 Views

Just a couple thoughts on this. Instead of the general upgrade you have for the Deliverance engine, have culture from DE shots be able to decrease a planets allegiance faster (ie .10 instead of .07). With all the buffs/debuffs/etc you have between your general upgrade and your proposed faction upgrades it gets very complicated and a little OP imo. Similarly, the general upgrade to the Kostura Cannon seems OP. Half shields and 0 AM means anything in that grav well will get eaten alive,

9 Replies 11,358 Views

Hi all, been a while for me since I posted here but I've been playing the beta a lot and have some thoughts, just wondering what others think as well. First, corvettes and the new TEC capital ship. I like the idea of both, and each has some interesting possibilities. However, I don't think that either fit very well into the TEC faction/subfactions. Corvettes, the TEC ones at least, aren't quite good enough to warrant using up much fleet supply on them. Adding a universal a

0 Replies 3,022 Views

Question about the SSD in the mod, it seems like it doesnt do the amount of damage it says it does. It seems, for me anyway, to be shooting a whole lot but taking a really long time to actually kill stuff. Maybe it's supposed to be like that so its not OP but I kinda expected it to steamroll everything. It certainly doesnt die, but it also doesnt seem to be killing much

1,730 Replies 4,132,063 Views

Oh, one other thing. I kinda think the AI needs to be able to deal with Capital ship spam more effectively. Right now (as a friend of mine proves time and time again) it is possible to soundly defeat AI players with solely capital ships, only building cruisers or frigates when Cap ships are maxed out. I'm not sure what steps should be taken in this regard but even large fleets fall prey to a significant number of leveled Capital ships. Maybe that's the way it's supposed to be but I think the

33 Replies 26,518 Views

I'd like to tack on to the structure placement topic a special emphasis on AI placement of starbases...invariably they are out in the middle of nowhere in a gravwell, basically sitting ducks with no supporting defenses and usually only combat upgrades. An Advent AI that doesnt research and implement Meteor Storm and Mass Disorientation (or whatever the exact wording for those two is) isn't doing its job right. An effective combat-oriented Advent SB relies on those two abilities to knock out l

33 Replies 26,518 Views

In regards to the constructor icon, if you check out this thread: https://forums.sinsofasolarempire.com/365639 youll see where it's mentioned that the icon for the constructor was a placeholder that didn't get removed. Looks to me like that means a new cap and a new cruiser, but dont quote me on that. Edit: rephrased part of that to actually make sense

35 Replies 41,812 Views

TEC ftw. I always thought that their supposed economic and industrial advantages were a bit weaker than they should be, the updates to the Akkan and the Sova definitely make me revise that viewpoint. Gotta love an uber economy and the ability to build an instant fleet. @ Ryat, dear god can you imagine if you COULD build a cap from a TEC SB?? Build time = less than the time it takes you to say the cap's name.

376 Replies 756,095 Views

I cant wait to fire up RM after the Industrial Juggernaut research in a grav well with a SB with the production upgrade. Unless I'm terribly mistaken, after the second upgrade the TEC SB builds at 175% of the normal speed so that, plus the 50% boost from Industrial Juggernaut, plus the 300% boost from the Sova....good god, I get teary thinking about how cool that is.

376 Replies 756,095 Views

In a word "drool" as Astax says. On another note, this is probably something that will be included in the hotfix but when the Akkan (yes I know, I just love this ship now) colonizes a planet the planets info card doesn't say anything about the extraction boost it's supposed to get. Just wanted to make sure that gets out there, though I know the devs are probably aware. Cant wait for the fix, I've been drooling over the TEC updates for days [e digicons]:drool:[/e]

376 Replies 756,095 Views

I get the feeling the change is that now you can actually purposefully build constructor ships, and that the new cap pictured is the envoy ship. Who knows though, I hope I'm wrong...I'd certainly love to see a whole new cap ship [e digicons]:grin:[/e]

26 Replies 18,151 Views

World In Conflict is always a show stopper...my girlfriend was impressed with how it looked (she knows NOTHING about games) and that was just on my 21.5 inch monitor. Good luck [e digicons]:grin:[/e]

14 Replies 80,773 Views

Mine have to be: 5. Tiberian Sun (Mammoth walker ftw!) 4. Red Alert 2/Yuri's Revenge (awesomely over the top, elite Apocolypse tanks own everything) 3. Sins of a Solar Empire + Entrenchment (amazing scale, huge fleet battles, beautiful game) 2. World in Conflict (not a true RTS but close, and its a ridiculous amount of fun plus the explosions and dust effects are spectacular) 1. Supreme Commander (this game has made me basically unable to play any RTS o

108 Replies 275,283 Views

Also, I think Annatar may have out-karma'd god by now [e digicons]:P[/e]

81 Replies 290,725 Views

No one has said World in Conflict? Mine are: World in Conflict (best...explosions...EVER... [e digicons]:')[/e] ) Zelda: Ocarina of Time CoD4 Sins Myst Halo 1 (but most definitely not 2&3) Metroid Prime

81 Replies 290,725 Views

Hey, just to let someone know, clicking on a colonised new planet (i.e. relic, swamp, etc) causes the game to lock up and gives an error about abilities overlapping management slots. Makes that part of the mod kinda unplayable. Otherwise, love this mod.

8,423 Replies 15,667,440 Views

I think its the best too, I just think that as far as doing anything other than giving you the culture buffs and (unless you have more than four or five) maybe annoying your opponent a little, it doesnt do much as far as changing the allegiance. Seems to me that it should. After all, the Novalith (2 of them anyway) can completely wipe out a planet.

9 Replies 18,753 Views

NOT a post bitching about it. I actually really like this superweapon. Had a thought though...maybe a way to beef it up a little/make it more useful would be to tweak the culture change rate applied to the planet it is fired on. I think this can be done (for example, when you move your homeworld the culture change rate is 0.10 instead of 0.07). It isnt a huge change but I think it would definitely make the superweapon more effective.

9 Replies 18,753 Views

Is it possible to have an ability that targets both the spawning ship and a specific target ship? Im trying to create an ability that captures an enemy ship and destroys the ship that casts the ability but I cant figure out how to apply one buff to the origin ship and another to the target.

12 Replies 5,258 Views