My friend and I were playing distant stars on rebellion last night against a vicious on Orion and it mini dumped about an hour into it, constantly. We have high end computers (GTX 560 and greater) and the graphics on medium but we can't seem to get around this. Any suggestions or is this just the compatibility?
Ccowboyjoe777
Now I totally agree with the loss of all levels earned when they are destroyed , you shouldn't be that dumb to lose one. However a titan is supposed to be well a titan, a gigantic ship that is supposed to put any other ship to shame by shear power. So they should not be nerfed in any way. I am neutral on getting/buliding/research them by different means, I think if there was any way to nerf them it would be this method and not for the stats or power abilities.
Absolutely agree because those of us who like extremely powerful titans still want them. Just make an option to disable them for the game and you make both parties happy. Typos courtesy of Windows Phone
I see that makes sense now, I was wondering because I kept reading posts that just said, "lets decrease this to a level 2 star and make it more for raw power." So I kind of figured that it came with some sort of ability. Thank you again.
JOC, I was reading through this, what doe the star levels mean, or more/less what do they do? Thank you.
My friend and I were playing and he was Vasari Rebels and he wanted to connect my capital to his capital via a starbase, but didn't want to have to micromanage it whenever I wanted/needed to come over and because the ability is not passive you have to code when to cast it and its not even able to be autocast. My question to the devs is this Is it possible to make the ability for the Vasari Starbase an autocast or maybe a passive ability because this would make sense for the V. Reb
Hopefully, fixed in the released sins. Will check on Thursday!
Bump. It did not get fixed in Beta 3 release. Still can't change the raid strength for a pirate mission. Just want to make sure this wasn't forgotten.
Lol Ill keep that in mind and to make sure to add yah.
Also, love the picture JJbuck2. Crimson Chin is awesome
[quote who="Volt_Cruelerz" reply="7" id="3155100"] If you need a lore reason to justify the rebels having it, they've built up Orkies over time and now want to start moving them to their rear line to ready for the assault of their pursuers to attempt to create an unbreachable defense. Likewise, they'd want to send some to allies to assist in their defense. Also, the VL won't want to keep starbases with them because first off, they're capital focused, not
Absolutely! Thats what makes sins so unique compared to the other games. And then Distant Stars just increases that difference...
Amen to TEC [e digicons]:grin:[/e]
Yah, it definitely feels like that. Even the capital ships are like that.
I see your point, that is a big issue. Also, thx for the information One more question, when you destroy the active starbase does one of the other starbases that just happen to be there become active? Because a good way to 'fix' the problem would be to completely disable (including income/trade, except movement) of secondary star bases, and the only way to make them active is to send them to a grav well where they are by themselves, which activates them and you w
I see, I was wondering what its strengths were, I kept reading at how bad it really is, but I never have gotten around to playing as them.
Agreed. This is a good point, it should be in any area around the phase jump line.
[quote who="Volt_Cruelerz" reply="3" id="3154940"]Actually, the Kultorask is a strength. It will take down a frigate fleet better than any other titan because unlike other titans such as the Eradica with Chastic Burst, the Ragnarov with its shotgun, or Vorastra with The Maw, it can use the health of enemy ships to heal itself and by extension, it's allies while also disabling all enemy ships. In the event that something goes wrong, you can simply press Nano Leech -> Gr
[quote who="martox1" reply="2" id="3154893"]u shouldnt be able to have more than 1 orky in a well at once [/quote] Isn't that how it currently is? How can you get more than one at a grav well? Its not like its TEC loyalists? The first issue is definitely a problem and can be fixed, but why would the second issue exist, it should only be one starbase at a grav well and 4 at the sun. Also, this might of been a simple solution to the other issue that th
[quote who="Volt_Cruelerz" reply="1" id="3154929"]Notabug. The Kultorask is stupidly powerful against fleets of frigates. Frankly, it doesn't see your frigates as enemies but rather as murder fuel. It's supposed to lose out when 1v1. It's a support titan and in fleets involving frigates is so stupendously powerful that enemies will never kill it. Every ship used against it just feeds it AM and health. Frigates get disabled, and with Disseve
[quote who="137" reply="61" id="3154794"]Make the jump tec dependent on offensive deployement tier 2. Simple as that. By the way, with the slow economy (and awfully bad corvettes) of vasari rebels, you are telling me someone has managed to pull off an early starbase rush against skilled players in mp? I would like to see it with my own eyes. [/quote] I have to agree with you, my friend and I tried out the Vasari for the first time last night, he wa
Removed.
And ANY capital ship loss hurts them that much more. So they are going to have a weak overall fleet, basically a glass cannon. I agree with Mayal