The code for the Vasari Rebel Titan is already in the game (such as abilities and leveling up), so sooner than you might think. Even the Advent are in the code - we just have to wait for Stardock to enable them as playable races.
Yottsu
[quote who="Thoumsin" reply="11" id="3099043"] Remove a lot of the fire/smoke effect... the only for something to burn in space is to have some oxidation... you need oxygene... if a section in fire come in contact with space vacuum, it simply extinguish... [/quote] This does make the game realistic. Do not forget that a ship absolutely needs oxygen/atmospheere in it so that the crew can breath. So, the flames you see are the results of fires inside the ship and the venting o
I feel as though putting a research requirement on all of the Titans passive and active abilities would be a good idea. The way I see it working is that when you research all four titan construction techs, you have to research "Titan ability techs." I see these techs spanning from tier five to tier eight. You research the first ability tech so that the maximum level a titan ability can have is one. After researching the second titan ability tech, the maximum level for titan abilities is two,
The TEC Loyalists have two major advantages with Novalith Cannons: 1. They can build them at tier six. This means that a TEC Loyalist will get their super weapon very quickly. 2. No prerequisite research is required. The TEC from Trinity and the TEC Rebels have to fully research all missile techs in order to get the Novalith Cannon. Since the Loyalists do not have to research anything (much like the Vasari), they can use the resources that were not spent in missile tech but in
When I start Rebellion I have to stare at a black screen myself. Task Manager says that the client is not responding. I always give it time to start up, and it always pulls through for me. It is still an issue, though, that needs to be fixed.
[quote who="Zeta1127" reply="15" id="3098857"]Ah, so they are like big strike craft, what I was expecting, but only a little stronger than strike craft. I thought for certain they would fill the gap between strike craft and frigates, which they don't quite seem to do based on what everyone's saying. Can they phase jump on their own?[/quote] They can phase jump on their own - they are not bound to any ship.
Being able to capture enemy ship building units that are not of your own (sub)faction would become game breaking. Building ships that are not of your faction would put other players at a tremendous disadvantage since you can produce ships for your fleet (that are not of your faction) reliably. I feel as though one should only acquire ships not of their own faction by boarding the ship one so desires. If anything, an enemy Frigate Factory should produce ships for you, but maybe at a qu
[quote who="Aethus" reply="5" id="3098861"]As an Advent player Allquixotic, I am very opposed to the bypassing shield bit of your idea.[/quote] Same here. Go Unity! Your idea is not a bad one, but making the code for that (different damage for different ships) could cause issues. The shield bypassing will take away what make Vasari special as well. Also, there will be some crazy people (I will be guilty) that will just use a Titan as a "bomb" against Advent fleet
[quote who="InvalidSN" reply="10" id="3098715"]It starts to get unbearable performance wise around that time as well.[/quote] And here I thought 1,000 scouts was rough on a machine.
I love the fact that the bar at the top, representing each ship as a dot, goes off the screen.
[quote who="InvalidSN" reply="23" id="3098565"]So . . uh . . . I annihilated it. Like bodied it. As the Ragnarov. I took off its shields before it even got into range. It only took 2000 points of shield off. Funniest thing? I turned off auto attack on accident. Didn't even need it. Going to try as the Ankylon . . . but . . . pretty underwhelmed. :/[/quote] Like I said bef
[quote who="Teun-A-Roonius" reply="20" id="3098497"] On another note, I almost have it at level 10, and I will try to put up the stat card for it. Thanks for clearing that up for me guys, nice job at getting it to level 10 btw. [/quote] Tis no problem. Also, it takes 19,500 xp for a Titan (TEC Loyalists anyways) to get to level 10, and a TEC scout is worth 8 xp. So it took me 2438 scouts (487,600 credits). The longest part was waiting for them to
After destroying a Titan Foundry (while a titan is under construction), I found that the Titan, that was being built, seems to stick around for far too long. I suggest that the titan disappears when the fiery explosion subsides, not when the smoke clears up. During the construction of a Titan in the Titan Foundry, six sparks go off on each of the spikes. After the Titan Foundry is destroyed, these "sparks" seem to stay long after the Titan Foundry is destroyed. (I would upload
[quote who="devine101" reply="4" id="3098471"]when i try to get it to auto pick ability's the game crash's. WTH [/quote] The game is beta, so bugs are to be expected.
[quote quoting="post"] Next goal? Set up a LAN game against myself and put up tons of mines and see what happens. [/quote] I had about 100 of my own TEC Loyalists Corvettes wiped out by a single mine. They were moving as a group though.
[quote who="InvalidSN" reply="18" id="3098437"]Oh man . . . I never thought about "feeding" it and having it go toe to toe with my ships )))[/quote] You can thank FrogOnAFence for the idea. I am planning on destroying everything on the neutral colony, save for the planet and titan, and doing a titan to titan battle. Also, build as many star bases as you can on the stars, and have then have the rally point on the neutral colony. I used scouts myself.
[quote who="Teun-A-Roonius" reply="11" id="3098404"]If that thing can regen 2760 hull points per second it is impossible to take itdown, especially if it regenerates 1380 antimatter per second aswell. Though I think when the Vasari are released as a playable race it will not be that overpowered.[/quote] It was because its ability was able to target 138 of my scouts - for each ship underneath its drain, the ship gives 20 hull points and 10 antimatter. This ship was desig
[quote who="Timmaigh" reply="5" id="3098285"]How do you know its Vasari Loyalist and not Rebel Titan? Is it just assumption, or you know that for sure?[/quote] I can not be sure, but if I suddenly see their Terran world turn into a dead asteroid, we know it is the loyalists.
GreenFrogOnAFence had a wonderful idea. Feed the Vasari neutral colony cheap ships in order to get an idea as to what the Vasari Loyalist Titan can do. I am currently trying to get a full index of its active abilities.<img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAZEAAAERCAIAAAA18w3YAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAOwgAADsIBFShKgAAAABp0RVh0U29mdHdhcmUAUGFpbnQuTkVUIHYzLjUuMTAw9HKhAAD/jElEQVR4XrS9BYBk53UlLFsaDTQVMzM3M3NPz/T0TA90DzPPaEgakQW2LAs
At the end of each Sins game, we a presented with a very detailed statistics page that can tell us how many capital ships a player had at any time to the amount of damage a player suffered. Sadly, it seems as though the "Titans destroyed" was left out. <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAANQAAADkCAIAAABvxp3iAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAadEVYdFNvZnR3YXJlAFBhaW50Lk5FVCB2My41LjEwMPRyoQAAhsZJREFUeF7tvXmcXUWZ/59/fgLpzt7ZA+ktOwkh
[quote who="GoaFan77" reply="3" id="3097462"] On the other hand, get a level 6 Dunov on your side and watch how much damage that thing can do with abilities that use 75% less antimatter. I don't really care what weapons seem to look like their doing the damage, I just know it has no trouble killing things, which is fine by me. Also the fact all of its abilities rely on the railgun is something to consider.[/quote] I normally play Advent, so I was unaware of the Du
[quote who="Ryat" reply="2" id="3097457"]Wait until you try out the Loyalist Titan. It is a wall.[/quote] The Loyalist Titan is very sturdy, but a level one Snipe can deal 2000 (or was it 1000?) damage every 11 seconds. The only time the TEC Loyalist's titan can stand a chance is if the Rebel's titan is low on antimatter.
Its weakness is in its reliance on using abilities. If you get two Dunov Battlecruisers out and have them alternate Magnetize, the titan loses its power, since Magnetize disables abilities. The trick is to sneak the Dunovs (spelling?) behind it. I, myself, also feel as though the damage is too much (let alone the range of Snipe).