[quote who="soase-maelstrom" reply="462" id="2824625"] If Norlamins vs Norlamins , their ships can sit there all day looking at each other. It is not something I have seen. In testing I have had no serious trouble defeating the Norlamins ... unless it was something I changed at the end of testing and it slipped through.[/quote] Well , maybe the AI didn't research the culture tech? I tested it with my friend and Norlamins shields in their culture was invincible.
JustAnotherName
[quote who="soase-maelstrom" reply="461" id="2824623"]Can you clarify the scenario, in particular was it a sustained 105%, which cap, etc. Both the reps and TA have shield mitigation that can go very high over a short period - but this is ability related.[/quote] Its a sustained 105%. cap at lvl 10 in unmod sins can reach 75% after taking about 500 shield damage. Adding 20% from culture and 10% from other research , it gives 105%.
How is it not that bad when 4 out of 6 races has 0 chance of attacking Norlamins?
But in any game , you can't have a race that can only be attacked by 2 other races namely Vasari and Replicator. What are Tec , Advent , Trade alliance and even Norlamins going to do with Norlamins? If Norlamins vs Norlamins , their ships can sit there all day looking at each other.
[quote who="soase-maelstrom" reply="455" id="2824561"] Their shield mitigation can get up to 105% When they are in their culture.[/quote] Yes and that is huge , it means its impossible to attack Norlamins in their planet. And by going heavy culture , its not hard to have culture in enemy planets too.
hmm is there any reason to use normal ships besides capital ships and support ships in this mod? I understand the reason to strengthen capital ships is to make them more viable in huge battles but I feel that the current stats seems overkill. Crew supply should go back to 16 max on the multiplayer patch. You can actually have 32 capital ships even without supply pacts.
[quote who="DesConnor" reply="74" id="2820216"]I'm not a fan of the existing shield mitigation system. The worst part about it is that it fails to encourage players to spread damage instead of focus fire. Its sole justification seems to be to protect the big ships that are introduced too early in the game (so tell me again why a faction can build carrier capitals and not carriers?), which it does until the middle game, which is when the complaints begin that the capitals aren
Huge balance issue for Norlamins that makes the game almost unplayable with them late game. Their shield mitigation can get up to 105%....which basically makes them invunerable... Maybe a hotfix for this is possible?
Damage on alliance seems bug to me. Their written damage of a squadron is the highest but they don't seem to do that much damage.
Does production factory actually work for the resource increase? I don't see any increase in the resource summary after building it. It says resources 0.3/sec on the production factory infocard but there's nothing shown on planet or the resource meter.
But the new races strike craft damage per squadron still out damage the original races by double or more. Alliance strike craft has even more damage than the other 2 races too. We all know that LRF and Bombers are overpowered in original. And old races don't seem to stand a chance against the new races in strike craft. Won't it be better to balance the new races bombers at least closer to the old races instead of double their damage output? Also Replicator economy seem
[quote who="soase-maelstrom" reply="431" id="2823314"]Agree on all points Have you had a look at their research tree, particularity weapons research. [/quote] Yes , Norlamins seems weaker on weapon research but with culture spread and proper culture research, it seems ok on the offensive area. I just looked at replicators strikecraft , they are even stronger than Norlamins on damage but much weaker on hull. 3 per squadron and 13 dama
Norlamins has bombers with 5 damage 150 hull and each squadron has 7. Advent has 3 damage 75 hull each and also 7 in each squadron. Seems to me Norlamins is abit overpower on the strikecraft area. Replicators has supply pact at tier 4. I think this is one of the strongest pact if not strongest. Making it at tier 4 allows the pact to be easily available if one of your allies has 5+ planets.
I'm interested to know if there's a separate AI for the other 3 races since these 3 races have to be played quite differently to be effective. Or does the AI suck for the other 3 races compared to the original 3? Also I mess around for a while and noticed that the pirates are even stronger than the original for the first wave(not sure of other waves). Don't you think its overkill when the original is already extremely strong esp late into the game?
The main reason why most games lack multiplayer community is because that there isn't any auto matching system that matches similarly skilled players. On top of such a system , there's also a need for the player account to be locked to the cdkey so that you can't have smurfs unless you buy more than one copy.
[quote who="Darvin3" reply="45" id="2713827"] SC2 is brand new, WC3 is ten years old. Of course they're going to have different traffic. Fact is, the WC3 custom system worked best when its traffic was high near the start of its lifetime. I could create a game and it would fill up in seconds, and we'd start. Yes, you sometimes ran into issues where the lobby would fill before you could join, but then you just joined another lobby, it wasn't a big deal. <
[quote who="DirtySanchezz" reply="41" id="2713501"]Nerull does raise an interesting point--how the hell are you supposed to deal with 15,000 available games at one time? That problem has never occurred to me since the only other non-Sins games I've really played are arena-style FPS where there might have only been 300 populated serves max at a time (for a given game type.) By the time anyone finishes scrolling through 15,000 games they'd be filled. Maybe it could have a map
[quote who="Darvin3" reply="27" id="2713019"] N3rull, thanks for the link. Does SC2 have a good "game browser filter"? With thousands of games available it seems like it would need a filter with numerous options people could check off. Ideally I'd want to be able to select every option that I would want in a game--map, number of players, speed, races allowed, size of maps, pings, etc. This is, IMO, SC2's greatest failing. The system is essentially
[quote who="Qu4r" reply="4" id="2700556"] Quoting N3rull, reply 3 SC2 is much less of a clickfest than SC1. Everyone who thinks you need to click five times a second and that this is all what the game is about should take a novalith in his face. SC2 has two major advantages over Sins in my eyes: 1. It is balanced. NOW. Maybe not 100% balanced, it cannot be when you've got three COMPLETELY different races, but sins compared to sc2 is