KarlBar99

KarlBar99

Joined Member # 3838766
13 Posts 115 Replies 770 Reputation

The TEC Loyalist titan is somthing of an exception to the rule. Every other titan, (including the Vassari and Advent ones), has some kind of trick for mulching anything lighter than a capital. True, most need at least a couple of levels, and some need more than that. They also certianlly benefit from a supporting fleet and upgrades upto a point. But give them the appropriatte numbers of levels and that fleet quickly looses relevance against a non-capital spam setup. Bec

18 Replies 3,474 Views

[quote who="lbgsloan" reply="5" id="3111756"] As for the extra upgrades thing, it's a pretty safe bet one of the other races is going to get that as it's an obvious idea (probably Visari). [/quote] Good thing your not betting any money since no one is getting such a tech currentlly. That said i really wish they'd make it so that the health, weapon, and possibbly hanger upgrades don't count towards the upgrade limit. But

19 Replies 11,818 Views

[quote who="JohnJames" reply="7" id="3111031"]Reason why fleet upgrade stays the same amount is to discourage recklessly upgrading fleet or wasting fleet thinking you can easily recover if your fleet is wiped out.[/quote] Starbases allready blew this out of the water, titans do it even more. It's just not possibble anymore to get into a late game fight that isn't going to result in mass death and destruction on both sides. I don't expect to see it changed, b

18 Replies 3,474 Views

[quote who="DirtySanchezz" reply="20" id="3110639"] One of the problems is that the Vasari light frigate (Skirmishers) and heavy cruiser (Enforcers) are expensive in that they consume a large amount of fleet supply relative to what the other races have. As a general rule, LRMs counter light frigates, but in the case of the Vasari, their light frigate consumes more fleet supply than the other races' long range frigates. I know that they raised the costs of those two ships

28 Replies 24,898 Views

I'd forgoten about Guass being a turret damage type actually. That said that big railgun is still a lot of DPS and one of the advent ones has psionic surges as a weapon. The vassarui loyalist is incomplete so there's no wa to know what it will have. But if they put somthing unique on that as well it could get to be an issue as the other titans will all see their weapons get full upgrades on everything whilst those with these damage types won't.

10 Replies 9,191 Views

@Timmaigh: It's an engine limitation. Ships can only ever have 5 abilities, and the last one must be a passive. That means the only way to put planet draining on it would be to have it replace an existing ability. Doing so would natrually blow it's balance vs fleets all to hell. Titans are going to be a key part in late game fleets. Without one thats as effective a fighter as the rest the vassari loyalists would be doomed to lose every game. They're just too powerful for their cos

19 Replies 68,987 Views

It's all down to the fire delay between weapons. There's some 16 ralguns pointing forward, 12 to each side, and 8 aft. But the delay is somthing like 1 second between guns. Which means your looking at over a quater minute per cycle. Really all thats needed is to reduce tha delay to somthing more resonable. Most ships that have a really large number of guns of one type pointing in one direction have a fairly small delay of the order of a couple of tenths of a second. The result is that

10 Replies 9,191 Views

[quote who="Darksxx" reply="17" id="3109680"] Quoting boshimi336, reply 16I think the pulse beams are fine as it personally ... Dont mind me disagreeing with you, If you all will notice in that Clip From Babylon 5, ONLY the fighters have that short burst beam. the Main Battlecruisers have a much longer beam blast. My point still stands that its Corney looking on the Vasari main Cap ships and should be fixed. but I know it wont so Ill just mo

19 Replies 15,840 Views

[quote who="Calnus" reply="13" id="3109634"]There's no game balance need for capship AA to be weaker than flak frigate AA on a per ship basis. Cap ships cost 5 to 10 times as much supply and have a command crew cost, after all. Even at say, 4x effectiveness per ship, either through damage, ROF, or bank, flak frigate will be far more cost-effective. As for starbase AA, I think that should come either with the station, from a research subject, or as a part of th

17 Replies 15,882 Views

[quote who="Timmaigh" reply="24" id="3109596"] Are you talking here about the ability to devour only your own planets, not the enemy ones? Because that is known already, thanks to Yottsu. Or is there something else? [/quote] Glad to know thats allready known, but that wasn't the only one i was talking about.

27 Replies 35,731 Views

[quote who="Thoumsin" reply="15" id="3109412"] Quoting KarlBar99, reply 13haha, good old tweedle-dum and tweedle-dee. (Yes thats those two mecha's names, enjoy a good chuckle). Well, the idea was that in place of nerf boarding like it have happen now, keep it like it was in reb 0.60 ... but maybe add a cap/titan research who allow to somehow partialy repulse boarding party... not something related to hull or shield... Quoting KarlBar99, reply 13I admit a part of

20 Replies 63,044 Views

[video]http://youtu.be/LHQnnoU4i5w[/video] That video has plenty of footage of minbari fighters at work for those who are wondering what where talking about.

19 Replies 15,840 Views

I haven't actually played with the new factions as such, i've spawned in the new capitals as tech to see what they can do, same with titans, i also got the other races in game and used that to glance over their tech trees at the new stuff. but i've not played games as them. So i haven't actually tried the new stuff, such as the mobile capital. I don't want to go into too many detals, but in short you need a enough labs to actually research a tech to

27 Replies 35,731 Views

Having spent the afternoon digging through the other two, yes they both have some massivlly good abilites. If anything Tec with their twin fortresses, militia upgrades, and pirate stuff are looking the weakest of the lot. Without going into specifics too much (the devs seem to be fine with discushuion so long as we don't over spoil). The Advent Rebels are just going to be hellish to fihht period, even without their titan they're going to be a major pain in the r

27 Replies 35,731 Views

[quote who="Darksxx" reply="11" id="3109475"] I wouldnt necessarily agree that Battleships AA should be lesser then a frigate. Take a modern day Battleship like the Missouri. those ships were loaded out with AA. A ship that size should always have AA, space is no different. AA is a necessity and not a maybe.[/quote] It's a game. i.e. balance comes first. Yes realisticlly they should be loaded with AA, but that just wouldn't be balanced.</p

17 Replies 15,882 Views

[quote who="DirtySanchezz" reply="7" id="3109287"]You could get Galaxy Forge and then just load up the maps and look at them that way.[/quote] Yes, but thats not particuarly user freindly is it now. Got to agree that this would be a great feature. Sure we probably won't get it for release, but waht about as a big patch update?

14 Replies 19,104 Views

They've slightly altered them for rebellion, (again you probably won't notice unless you visit the artifacvt world and get into the correct fire arcs of the titan), as a result they look a lot better when fired for short durations like that. Think babylon 5's minbari fighter beam cannon for an idea.

19 Replies 15,840 Views

haha, good old tweedle-dum and tweedle-dee. (Yes thats those two mecha's names, enjoy a good chuckle). I admit a part of me would love to attempt an andromeda mod for sins. They've got just enough ships t go around if you do pre-fall commonwealth as the sole race. Toyugh they would need some serious nearfing, being able to hurl 400 gigatons a minute, continous fire of missiles across the width of a star system, or obliterate an entire star and it's planets w

20 Replies 63,044 Views

[quote who="MacGyver2" reply="50" id="3108728"] I detected one most pretty serious bug. When enemy Akkan Battleship activating Armistice Ability, My Ragnarov Titan can shoot at targets within the coverage Armistice range with snipe Ability. But hitting targets dont receive damages after their hit by snipe ability. Please erase that bug, and possibilty to destroy targets by snipe ability. [/quote] Armastice has allways worke this wa

87 Replies 226,763 Views

[quote who="Yottsu" reply="44" id="3109157"]The gray matter/Nanite swarm theory is not possible here. Remember in the lore when the Vasari sent the Dark Armada to deal with the threat, and there was only one ship that came back? The ship was severely damaged and the crew on that ship went insane. I would say that, if it was a rouge nano swarm, then not only would the crew have been eaten alive, but the Vasari would have witnessed the damaged ship slowing turning into nano bots, which it did n

143 Replies 523,391 Views

it's going to be a while, from some pictures of their titans we've seen the loyalists are quite a lot of steps away from complete as their titan is still using a lot of placholder UI and weapon FX elements. Also be prepeared for a shock. You probably haven't noticed it at the artifact planet, but their fighters now use pulse beams instad of phase missiles.

87 Replies 226,763 Views

[quote who="Pat_22_" reply="6" id="3108005"]Unless there actually ARE fighters present and the Titan is firing its flak at frigates instead of the fighters.[/quote] Because of how the shooting system is set up this can happen. The guns ae probably anti-light, that means it considers bombers, LRM's and scout frigates and non-TEC corvettes equal. In addittion the way shooting is set up, if it allready has the maximum number of bank targets engaged it will preffer to c

17 Replies 15,882 Views

[quote who="sareth01" reply="18" id="3108081"]Facing the vasari in the endgame will mean that you will be facing an opponents fleet, and a fully upgraded starbase, along with their titan pretty much anywhere you decide to attack. Also, they will be able to attack with this setup as well, so prepare for the vasari to just strong arm their way through your empire.[/quote] Not unless they've got their superweapns as well, i'm pretty sure we've been told the tar

20 Replies 12,504 Views

[quote who="lbgsloan" reply="39" id="3108150"]What about making them weaker initially but having them scale extremely well? Could be another direction.[/quote] They allready do, they scale roughly twice as rapidly as a normal capital, and deal attroicous amounts of damage, and are often very tough to kill. A TEC Loyalist with supporting repair cruisers and the first couple of armour upgrades in a freindly gravity well is quite capble of surviving for several minutes aga

87 Replies 226,763 Views

[quote who="TheEvidence" reply="25" id="3107690"]Aww yeah, Titan build cost/time drastically increased. Definitely feels more inline with how powerful those things are. Time to start a new testing cycle![/quote] It won't be enough. The stargate mod's Atlantis is bassiclly a titan in all but name and even if you don't abuse the free cap ship trick to get it free it can be got by the later mid game stage. And

87 Replies 226,763 Views