+1 for GRG disabling passive regeneration. It plays into the TEC strategy very well, is a powerful debuff that could finally give the Kol an anti-matter removal ability in line with the Radiance or Kortul (ableit with a longer period of time needed to take effect, again playing into the Kol's strengths) and would make a Kol a good choice for dealing with titans/capital ships similar to the Advent/Vasari battleships. As for Adaptive Forcefield, making it passive seems the b
noobcaek
If you have a fleet sitting at a well defended world, the AI will often park its fleet at one of its adjacent worlds and try to wait until you move elsewhere. It probably judges that it has little chance of winning, so won't attack which is reasonable. You could try baiting the AI to attack by moving your fleet to a world further out, as keeping your fleet at a fortress world will often end up in a deadlock, where the AI will just sit there waiting, based on my experience anyway.<
A good start, though I feel the Cobalt would still be grossly underpowered with the suggested changes. A simple fix might be to replace the button to build the cobalt on the frigate factory with an "I win" button that ends the game as soon as you click on it. I feel that this would bring it in line with the other ships currently in the game, especially those advent carriers rocking three squadrons of homing mines.
Why not have it so that any starbase with both red button and construction yards can produce ships that individually have the red button ability? I feel this would bring both corvettes and red button into line, as the lowly corvettes would finally have enough utility and power to be worth building, while the starbase wouldn't have to damage itself in order to get some use out of red button ability.
Currently, pirates have a bad habit of going extinct when the AI develops Novalith cannons, as they tend to target the pirate base quite frequently and if it gets hit twice the pirates go extinct from losing their planet. As the TEC rebels are based around an alliance with the pirates (pirate reinforcements, pirates act as allies, can push with a combined pirate/player fleet etc) and it is in their best interests to keep the pirates alive, I have a suggestion as to how to make the pirates tou
[quote who="lbgsloan" reply="2" id="3156920"]When I read the description for the the first time my first thought was, "This sounds better than most caps ultimate abilities." Lets see: -Deals aoe damage -Drains AM -Heals self -Heals own AM -Spammable -Chains with its third ability to turn it into a aoe stun If its other abilities sucked there might be some justification, but no the entire packa
The Embolden ability on the Cielo command cruiser can currently only target capital ships and frigates, and is unable to target titans. I'm unsure as to whether this is intentional or an oversight, just thought I'd point it out.
As you should know from Diplomacy, the advent carriers had a bad habit of filling their hangar bays with homing mine squads, especially in late game engagements where I suspect the surviving carriers would replace functional fighter or bomber wings with mines. Drone hosts with nothing but mines are a serious liability and greatly reduce the effectiveness of the Advent AI, where they take up fleet points and erroneously add to the calculated fleet strength of the advent fleet such that they wo
I'm of the opinion that everyone's putting too much into titan levels and scaling, where level 1 is pathetic but level 4 is an unstoppable juggernaut you can't hope to counter. It's not like capital ships were ever scaling to the point where a level 6 Sova was untouchable and you might as well call it gg there, because that'd be damn stupid, and the current implementation of titans isn't much better, especially considering how quickly they can be deployed currently.</p
When comparing the rebel titan's abilities to the loyalist, I can't help but feel they're a bit lackluster. As such, I thought I'd create a post where people can suggest possible buffs or ways to make them more interesting. As to my suggestions: Snipe seems decent enough, though somewhat plain. Maybe an antimatter reducing effect to help it counter other titans wouldn't go astray (especially considering that the Loyalist titan seems somewhat more powerful a
When playing with the Occupation victory win condition enabled, once the planet is captured the timer starts. After around 7 minutes however, the timer disappears. After waiting for roughly 8 more minutes, it gives me a mini-dump and kicks me out of the game. The mini-dump seems to coincide with the 15 minute win timer expiring. It's happened in the same way in two games both using the occupation victory win condition.
You could always push back their deployment by changing the titan factory from using tactical slots to logistics slots. As it is currently you can whack the factory pretty much anywhere. Having it take up logistics slots would make it more of a choice, as you'd be possibly sacrificing trade ports/labs, and it would also make it take slightly longer to get a titan as you'd need more planets for the logistical slots to get enough labs for the titan research. I'd also l
My suggestion would be to buff their chance on hit abilities, so for example a higher chance to add a higher-stacking debuff (20/40/60/80% reduction in phase jump charge rate, 20/30/40/50% reduction in passive hull repair rate, though obviously these are arbitrary numbers and could quite possibly make them too good). As it is currently, it seems to be a very low chance and only stacks up to 30%, to the point where throwing 80 corvettes against a single ship can see a mere 10% debuff (
Apparently the range issue is happening with most abilities and weapons, feel free to ignore/delete this post.
When using scouts to automatically clear mines, they seem to try to cast Reveal Mines from just outside the actual range of the ability, so end up not actually revealing the mines. The ability still goes on cooldown which is odd.
[quote who="Yarlen" reply="2" id="3097145"]Do you mean the average DPS displayed on the Infocard for the weapon?[/quote] Aye, that'd be where I was looking for the info. It makes sense I guess, the level 6 ability of the Corsev when used on other capitals doesn't show as a damage increase on the Infocard either.
From the engine to the main gun, only the Ragnarov's lower left side missile battery fires, while both top and bottom batteries fire on the right. For the Ankylon, only the middle two missile batteries fire on either side, though it's consistent on both sides so may be intended to be that way (looks a bit weird with the two outermost missile batteries doing nothing though)
Interesting way of putting it. The loyalists at least seem to focus almost completely on massing capital ships and driving them between two of their planets, and don't seem to move their titans at all. Frigates seem mostly ignored strangely.
The militia weaponry upgrade doesn't appear to be working. When jumping a Kol battleship from a hostile to player-owned planet, armour increases by 4 (Militia armor) but weapons damage stays the same.
Playing a random huge map (single star) with the occupation victory condition enabled, one of the AI managed to get their Kol battleship stuck in an endless loop, where it would warp to the asteroid just next to their home world, turn around and warp back straight away, then turn around again and warp back to the asteroid. Upon reaching the asteroid it would show a movement arrow towards the center of the asteroid (as if trying to colonize it) for roughly a second before queuing the jump back