Arthanis

Arthanis

Joined Member # 3808346
4 Posts 233 Replies 691 Reputation

Another (final before 1.0 release?) update. Changes: - Kostura Instant damage removed, Kostura now do 10 damage/s over 15 (ships) or 60 (structures) seconds. Damage of multiple Kosturas do not stack. - All siege frigates are ~20% cheaper and require 2 supply less - Carrier Caps are now slower (as slow as Colonizers) - Iconus Guardian shield ability and Cielo Embolden ability now give chance to block phase missiles. - Domina's Perseverence now reduces al

36 Replies 32,782 Views

IMO: -LF do 75% damage vs caps (from 50%) - problem with no early game counter to caps fixed -LRF do 25% damage vs caps (from 75%) - problems with caps being slaughtered by LRF past midgame fixed -Caps do 100% damage vs LRF (from 75%) - small buff vs LRF It will give us following counters triangle: LF>CAP>LRF>>>LF If we want any counters system implemented, this may be a good beginning.

54 Replies 132,078 Views

If anything, TEC and ESPECIALLY advent need more use of underused string "chance to block phase missiles"... There at least few underused units/abilities we can buff by just adding this perk.

54 Replies 132,078 Views

I think possible solution to kostura is changing damage-on-hit into non-stackable damage-over-time. It will not hurt single costuras much, while it will make kostura spam useless unless player has perfect timing...

36 Replies 32,782 Views

Simple question: Why LRM are supposed to be Capitals killers? LRM effectiveness vs Caps is probably main reason of caps being underused. Why long range, spammable, anti-medium units are supposed to do same damage % (75%) as definitely anti-capital bombers or Heavy Cruisers? (which are also not able to kite caps...)... IMO there is no single balance reason justifying this situation, damage taken by caps from anti-medium should be significantly lower, even reducti

54 Replies 132,078 Views

Perfect balance: - All units, abilities and technologies are really useful (at least in some situations) - There is counters system promoting mixed forces AND mixed stuff > spam (unless you spam direct counters against opponent spamming unit countered by this direct counter) - If two (or more) players have same skills, each factions is able to win against any other faction, no matter of map - There is no overpowered units/combos not possible to counter by an

18 Replies 9,148 Views

How to use your mod without replacing GameInfo files from other mods? Yes, I can delete GameInfo folder from your mod, but I loose ~50% of graphical effects too. As far as I know size of stuff like beam weapons is coded in GameInfo files, are there any way to modify your mod in order to edit original in-game beam sizes to make replacing Gameinfo files no longer needed? I am seeking for way of using your graphics mod (entire mod, not just few effects) with other

273 Replies 925,559 Views

[quote]Any chance the Subverters are also using their Distortion Field ability? That can really ruin your day - one of them can lock down a lot of your frigates (especially if they're bunched up together) for 20 seconds. Nineteen Subverters managed carefully have a total disabling time of 380 seconds (which is a lot of lost firepower and ability usage, needless to say). If your Dunovs have EMP Bomb, use one on a cluster of Subverters - Distortion Field costs a lot of a Su

9 Replies 4,934 Views

I see three huge flaws in your strategy: -He had a lot of support cruisers, these ships take extra damage from LFs AND LFs are able to cripple their abilities. You don't have even single LF... Changing ~20 Kodiaks into LFs could win you the game. You cannot kill fleet of support cruisers using "let's throw tons of random stuff and pray for victory" strategy -He have a lot of fighters, while you do not have any correct answer to them. Fighters vs Fighters is not

9 Replies 4,934 Views

Another update. Major changes: Counters system improvements: All caps are much stronger now. LRF are now easily countered by caps. LF are much stronger against caps, but also take more damage from LRF. Both fighters and bombers take 100% damage from Flaks (buff to fighters and slight nerf to bombers). Flaks do more damage vs LRF, but LRF do more damage against HEAVY too. Almost all support caps are stronger too. Caps take 100% damage from other caps, 75% damage

36 Replies 32,782 Views

[quote]I completely disagree; capital ships are built with a high level of specialization, and this adds more diversity to their role and imrpoves the game. While homogeniety may be the direction you want to go, I don't think it's supported by the canon and I don't think it's the best direction for the game.[/quote] All caps cost the same, all caps have same tech requirements, all have fighters, all can bombard planets and all have regular weapons. All have 4 special

36 Replies 32,782 Views

[quote]The level 10 comparison is mostly irrelevant; these values are rarely reached, and by this point capital ships only make up a small fraction of your fleet's firepower anyways. What's more valid is the level 1 comparison, which differs by only a single squad. For all intents and purposes, this does put other capital ships on similar footing with carriers near the start of the game, and they remain competitive until the carriers are hitting level 5, after which th

36 Replies 32,782 Views

[quote]Your making light carriers.... better?[/quote] Yes [quote]akkan ion bolt is already amazing... doesnt not really need to be more amazing... if you do increase the ion bolt duration, make sure you increase its cool down. it should not be able to stop a ship from charging phase drive.[/quote] Entire point is making it more amazing. Main goal of this Minimod is turning caps from situational support into gamebreaking game

36 Replies 32,782 Views

THX for reply :) Let me explain some stuff, I see we have different point of view on different stuff: [quote]I generally don't agree with your changes to damage types and capital ship attributes. Increasing the number of squads on capital ships wrong-headed to me; rather than addressing the factors that make the carrier's role and contribution dominant, you've chosen to make every other capital ship into a mini-carrier. Furthermore

36 Replies 32,782 Views

Hi! I am working on simple balance mod compatible with Sins Optimization Project. Because I think some suggestions may be helpful for me, I will be very happy if You check this list and write your feedback/suggestions. General goals are simple: 1. Significantly increasing CAPS role in game 2. Implementing something we can call "counters system" 3. Fixing OP and buffing UP abilities, to caps and other stuff too. 4. All caps should be viable choice. All c

36 Replies 32,782 Views

THX 4 feedback, more please :) I am making small balance modification to OPTIMALIZATION PROJECT including many of these changes, help will be really useful.

212 Replies 456,957 Views

[quote]But that really isn't going to do very much; LF aren't supposed to be able to duel LRF, as the LRF are intended to be the counters to LF.[/quote] LRF will still counter LF, but not as hard as now. It is good, because it will make using mixed fleets much easier. [quote]I think, as has been previously mentioned, the LRF dominance issue is down to SC. Because of the dominance of LRF and bombers, caps and pretty much everything else are simp

198 Replies 66,028 Views

Ok,some numbers to "fix counters system" section: CAPITAL damage vs LIGHT increased to 100% (from 75%) ANTI-MEDIUM damage vs CAPITAL reduced to 50% (from 75%) ANTI-MEDIUM damage vs MEDIUM reduced to 125% (from 150%) ANTI-HEAVY damage vs VERY HEAVY increased to 75% (from 50%) ANTI-HEAVY damage vs LIGHT increased to 100% (from 75%) So basically: - Capitals do more damage vs LRF and take less damage from LRF - LF do m

198 Replies 66,028 Views

I don't want LFs being replaced completely just after HCs appear, thats why IMO their effectiveness per cost should be very similar to HCs (and against them). So basically these two units should be near equal (per cost) to each other BUT HC should be more cost-effective in LCs jobs (countering units) in expense of lower speed and greater vulnerability to Bombers. There is no need (in terms of balance) of LF being cost-to-cost hardcountered by HC (and vice-versa of course).

198 Replies 66,028 Views

my 5 cents: 1 LRF damage against CAPS should be reduced by AT LEAST 50% 2 Bombers need some kind of nerf 3 More SC should be on non-carrier CAPs: 5 on support caps, 3 on colonizers, planet killers and battleships 4 All caps get ~25-30% buff to health and shields 5 Carrier cruisers cost should be decreased to make them viable choice compared to capitals 6 Damage buffs to multiple caps. ~80% on Battleships, ~30% on Colonizers, Planet Killers and S

198 Replies 66,028 Views

Races in Sins Of The Solar Empire are not extremely specialized (like in, for example, starcraft), each of them is is using same types of units (long range frigates, heavy cruisers, carriers etc.) almost the same way, differences between races are far more subtle. Each faction is slightly specialized in something, each of them also has capital ships with unique abilities... there is short description of main advantages/disadvantages: TEC: - Strongest Trade in ga

9 Replies 50,701 Views