I agree that the other capital ships need a buff, but I think that the division here is those that like carriers versus those that dislike them. Privately, I feel that capital ships need a boost and that everything else is fine as is. However, I think that the Vasari position is fine relative to the other sides. I remember when the Advent used to pawn and the Vasari needed help compared to them. I think that the current situation is closer to a real balance. Somehow, I suspect that th
chris0101
Can we have some tests under controlled circumstances?
Lol - I've traditionally used heavies as my backbone, combined with LRMs and flak, especially late game. If supported by offensive and defensive units, its the best combo all around.
Has anyone considered the possibility that a civilization in the future may be advanced enough to solve the thermal blooming problem? I mean, consider a proton beam. Not an effective weapon. To begin with, protons are a non-penetrating partcile. Secondly, for atmospheric use, if fired form psace, by the time it reached the ground, it would have dissipated in power by perhaps 8 orders of magnitude. Of course for realism, we wouldn't have gauss cannons with limite
One example is when I attacked a Raloz going into phase jump with a Kortul. The game tends to crash. Another example is when Pirate Raiders just leave phase space and they are attacked.
I am currently making a mod and am using Entrenchment v1.04. Fairly often, I get crashes that say R6025 pure virtual function call, a run time error, and the game itself crashes. No dump files are in the temporary directory. I have noted that this often occurs when a vessel jumps out of phase space, although this is not the only time. Interestingly enough, I have not modded anything related to phase space. What could be causing this? Are there any
Same here. Loading is very rapid on my PC. I can load a 10 player, 100 game often in 10 seconds, but it takes about a minute to quit. "End Process" via Task Manager is one very fast solution, although hardly the preferred solution.
I disagree with the reworking of the Nano Dissassembler, but most of the other changes I think are positive.For the Vasari, I think that the Enforcer could still use a further boost. Another problem is as mentioned earlier, LRM spam. We still have the problem. Maybe the price of LRMs needs to be pushed up a bit.
Agreed. But the Vasari are too weak right now. This would largely negate the "synery" advantage the Advent have and the little Illuminator + Repulse advantage. The Vasari would have their own OP stuff. Now all we need is a good TEC OP ... Maybe something like super economy will do.
I'd actually support giving the Enforcer 25 DPS AND even an extra armor point (on par with the Kodiak). Alternatively, 22 DPS, but phase missiles instead of wave. The Vasari need something that they are geniunely powerful at. I would also support actually undoing the nerf for the call the Returning Armada. It would give us a hell of a lot more reason to play Vasari - that's for sure.
[quote who="CaptainAanderson" reply="95" id="2370649"] Cap ships in the mid to late game are basically glorified suport cruisers, how much damage they do is irrelevant and their abilities are the only use they have. By level 5 they can have one ability maxed, and one at level 2 and as most cpas have one very useful ability (SR, Nanos, Raze Planet) and another fairly useful ability (Malice, Grav Bomb, Radiation Bomb) Anything after level 5 is fairly superfluos, other than
There's a reason why I avoid multiplayer these days ... I have heard of solutions before in other games. Set up maps of new players only. Kick out anybody from a well known clan or that is experienced. Poetic justice in a sense. The problem is that when the players get better and better, eventually, they tend to get on par with the well known clans. Both sides hate each other and a hate war ensues. Of course, for official tournaments, they have to play against each othe
Quote: Pretty good? You're talking about one of the strongest capital ships in the game. Yes, the Progenitor's colonize is better, but that's also one of the strongest capital ships in the game (imo Progen is the strongest). This capital ship already does absolutely insane damage in the form of nanos. If it wasn't fragile with low damage, it'd be a nearly unstoppable killing machine. It's constantly spitting out death sentences to enemy
Right now, I'm actually in favor of making it free again. The Vasari just don't have the cost:performance ratio to stand up to say, the Advent or TEC. It is only a late game solution - as it can only be accessed later on.
Let us consider the situation so far for Vasari capitals (which generally stink): - Kortul: Less durable than Kol. Weapons are arguably worse than Kol. Volatile Nanites does not compare to Cleansing Brilliance on the Radiance or Finest Hour on the Kol (although that could be debated). - Carriers on the whole are pretty weak right now and need to be beefed up to be honest. - Egg is pretty good, although the colonize ability i
[quote who="InfiniteVoid" reply="52" id="2369666"]Nine increases of 20% (that is, 120%*120%*120%*...) would amount to a level 10 capital ship having 5.2 times the hull, shield, and armor of a level 1 in your proposal. You're looking at hull and/or shield figures that have five digits. Realistically, capital ships are mostly valued for their abilities, rather than direct combat.[/quote] The numbers do not compound, so we're actually looking at about 3 times th
Never mind - found a different link. http://www.filefront.com/14214927/Sins--Entrenchment-Gameinfo-for-1.17--v-1.03/
The link says connection: close
[quote who="Beric01" reply="86" id="2365977"]So as Vasari, is it better to get only Eggs? [/quote] To be honest, I'm not sure what is the best Vasari combo. I've heard before of people deploying 1 Kortul supported by 4 Vulkoras Desolators, and then there is Maruader+Kortul+Space Egg (a guerilla force, Marauder to phase space, Egg uses nanites, plus gravity warhead to slow enemies down, and Kortul power surge to more or less shoot everything up), but I'm
Generally speaking if you want to kill capital ships, the most cost effective way to do it is to build a heavy cruiser/long range frigate combo as specified, and a flak frigate (maybe more vs carriers). Credit for credit, supply for supply, the capital ship simply isn't competitive. I suppose that in terms of metal and crystal, they are more competitve somewhat. One solution may simply be to just lower the credit and supply cost (to say, 30 supply and perhaps 1,800 credits per ship) a
[quote who="Darvin3" reply="37" id="2364588"] Another issue you overlook is command cost. Frigates, particularly long range frigates, are very efficient in terms of the performance they give for command slots. If staying at a reasonable upkeep level is high priority for you, this is another reason to hold off on the capital ships. I personally like to buy my capital ships early on. This means there's still militia close to home to kill and level up my c
[quote who="Volt_Cruelerz" reply="39" id="2365898"]The Radiance will only get off one shot of CB before its AM is wiped though...[/quote] +1 You can only get 2 rounds of Cleansing Brilliance off, then you've got little antimatter. Meanwhile, the effectiveness will be vastly reduced, especially if the Kortul has upgraded the armor. The detonate antimatter would probably be a better choice, assuming that the Kortul doesn't get to fire off its abilities first, in w
You know what, come to think of it, the Vasari in general need a boost to their ships in terms of price:performance.
We need a complete overhaul of the existing Vasari capitals altogether. - Kortul ... too weak, not as durable as the Kol, needs better abilities. Power surge should be more potent, disruptive strike is a bit ineffective too. Needs a better anti-strike craft ability altogether. Final ability weak vs Finest Hour or Cleansing Brilliance. - Egg ... some abilities also stink, although disassembler is decent. Needs to be more durable and potent. - Marauder ...
Let's see what people can make for each in their individual races (and individual hulls).