Perhaps a fixed Mine Launcher ability? I like the creativity but it seems like a bit of a clunky way to go about countering the Titan. Agree though, if Titans are supposed to be roughly Starbase level in power, I don't see how you can justify not having the Ogrov & Solanus being able to target them.
gamerlamb
Our whole discussion might be changing soon friends. The LHC is working on independent confirmation but they believe they have discovered particles that can travel faster than light. http://www.foxnews.com/scitech/2011/09/23/faster-than-light-particles-may-be-physics-revolution/?test=faces
Also, Im a turtler. Freely admitted and owned. So I usually draw an impregnable line in the sand and then build overpowering fire power to start taking out worlds. I fully recognize that probably on average, most people use several fleets of around 500-700 Fleet Supply when they play.
[quote who="Wrath89" reply="21" id="2999017"]So you usually will have 2 or 3 fleets of 1000+ supply each on standard fleet sizes.[/quote] Usually 2 around 1000 each. Granted I also usually play multi-star maps against several cruel AI with a typical empire of 20 ish planets so I max my fleet supply pretty regularly. I likes me some epic space Battles
[quote who="Wrath89" reply="6" id="2999016"]But even if you try to max out on logistics slots on that front-line world, I don't think it's viable to build more than a single culture station there unless the world is still being completely overwhelmed by culture - any halfway decent opponent will easily negate whatever cultural aggression you attempt, for a lower price (it takes a lot less to defend with culture than to attack with it). Capital ships easily suppress enemy culture from
[quote who="Vozlov" reply="19" id="2998221"]Time to make some damn big armadas![/quote] Yes indeed. In late game Sins, even with normal fleets on, I will usually have 2-3 "Large Fleets" each consisting of 3-4 Capitals, 50-60 LRF, 35-40 HC's, 25 ish Fleet support healing ships and 25 ish Flak Frigates. This is generally my preferred but if Im going more SC heavy then I will have 3-4 Caps, 35-40 Lrf, 15-20 HC's, 15-20 ish carriers and 15-20 fleet support/healing ships.
I would maximize the logistics slots on Planet 1 and then build 1 trade and the rest culture if it really is your fortress/border world. You want your culture to be able to push back and at least be dominant on the enemy worlds, even if it doesn't neutralize, culture provides a unique bonus to each race when they fight in their culture. TEC=Extra AM, Advent=Extra Mitigation, Vas=Extra Damage. I have found this to be very useful in aiding invasion fleets especially if you e
[quote who="SithLordAJ" reply="42" id="2998806"]I would like to point out once again that there is no such thing as energy.[/quote] Your same logic could be applied with Einsteinein Physics to actually say: "I would like to point out once again that there is no such thing as matter. Matter is simply energy stored in a concentrated state until an external force acts upom it and moves it to a state of higher kinetic energy/lower potential energy or vice versa. Matter is really j
[quote who="Sinperium" reply="40" id="2998421"]I think the key to eventually getting exotic matter is going to be through the manipulation and focus of energy. If the Big Bang was the result of a multi-universal intersection then energy may be the one thing that can open a crack in the fabric again.[/quote] Agreed. And we won't have enough energy to really experiment until we get cold fusion or true efficiency Nuke Reactors. Right now the average reaction efficiency of a standard
Still testing through it but a friend of mine and I tested TEC vs Vasari in a few different games with different fleet types. All of the below tests were ships without any upgrades, baseline only and with no healing ships to remove that factor in the equation. We also let all abilities run at Autocast to remove the player skill variable so that the results would be more straight ship-to-ship balance specific. I'm not going to go into the specifics but here are a few trends and things we n
[quote who="Volt_Cruelerz" reply="164" id="2997518"]If we can agree that it could use something like that, then why not just nerf the planetary one down to something like 15%/30%/45% and an empire theft of 3%/6%/9%? It would be half as useful as a rush tactic, but it would be useful later...[/quote] Pretty sensible solution to me.
Don't buff or change other races. Address the problem, not the symptoms. I favor making Embargo a scaled ability as I have described in earlier posts but barring that, I throw my hat in support of speed reductions.
[quote who="BrotherBulger" reply="1" id="2996293"] It’ll be the only way to get into the beta for Sins of a Solar Empire: Rebellion[/quote] That is a bit of a misleading way to state that. Trinity owners will be chosen for beta but simply owning Trinity doesn't guarantee it.
[quote who="Volt_Cruelerz" reply="59" id="2996292"]Then why not do a pm resistance buff on the guardian and then buff them some other way. Like capitals...[/quote] If the Capitals were buffed with some natural PM Resistance to start with and/or increases to armor/hull, then that might be enough to float Advent until the PM resistant Shield Projection came into play. Again I favor a direct PM Resistance as this helps balance Vas vs Advent while maintaining balance of TEC vs Advent.
Sweet! Will have to try it tonight [e digicons]:grin:[/e]
[quote who="psychoak" reply="2769" id="2996289"]As soon as you fire, even just charge up your weapons, you give off an energy signature, the ship you're firing on detects you, and hammers your ass with your shields down. Game over. One of the more retarded components to Nemesis, you can fire those phasers on a pin head from a thousand kilometers, but you can't hit the enemy ship that's unloading so much weaponry on you it's even visible to the naked eye?[/quote] Always
[quote who="GoaFan77" reply="56" id="2995904"]I think it would be better to put all the PM block on the guardian.[/quote] I would prefer that as well but I fear this will do nothing to help Advent in early game which is really where they have the most difficulty countering the Kanrak Rush.
[quote who="Sinperium" reply="32" id="2996045"]All these ideas are "unbelievable--if you try to make them happen today--but they aren't inconceivable in the future somewhere if we are about. [/quote] When the Karl Benz invented the first modern car back in the late 1800's, people thought that if man traveled in an open air car going faster than 25 mph, his skin would melt and fall off his body. Everything fantastic is unbelievable at first. And our understanding of Physics can
[quote who="Yanxa" reply="2763" id="2995856"]Akira is a Carrier.[/quote] Oh...Ok. Thanks. Infocard says Heavy Cruiser/Anti Module.
[quote who="BlackHawk141" reply="130" id="2995785"]The problem with games lasting more than 2hrs is that the lag is unbearable. Plus many people have lives, e.g kids etc. They can't play massive games. I like games between 1hr to 2hrs[/quote] My changes would really only put the game in the 1-2 hr range. An effective Embargo HW strategy can bring 1 team to a halt and easily finish a 1 vs 1 in 15-30 Mins. I also like games in the 1.5-2 Hr range, thats all I can s
[quote who="Volt_Cruelerz" reply="53" id="2995781"]I like mah little boomies.[/quote] haha, this made me giggle a little. As for your point, I think you are correct. We would definitely need to play around with the numbers for balance. I think at end game PM should still be skipping shields about 20% of the time. I think the solution would be to remove the Culture & SP bonus and front load the PM resistance into the beginning levels of shield research. Not as consi
[quote who="Volt_Cruelerz" reply="51" id="2995732"]What would you recommend? For every five percent increase in shield health/regen via research, increase PM resistance by 1.5%? That would mean that while the Vasari end up with 30% bypass, the advent would end up with what, 12% by default? Maybe make SP resist it another 5% and culture, .5% per upgrade level.[/quote] Something along those lines. I freely admit to not being a Modder so it would need to be balanced. Bu
Just started playing the MOD. Logistics costs for ships VERY High and unless Im just dumb, I can't find carrier cruisers? (at least as Fed) Built the steamrunner class which says carrier but now it launches missiles and sucks.. Im confused. Any Guides out there?
[quote who="Sinperium" reply="29" id="2995536"]as smart as we like to think we are, we really are extreme novices at understanding these sorts of things.[/quote] So true. But you gotta start somewhere
[quote who="Volt_Cruelerz" reply="47" id="2995111"]Level 10 Radiance with no abilities but 300% damage output defeated all 30 LRM's in 2:40. Without the buff, it took 5:10.[/quote] Volt & Sareth, Don't you guys think that buffing the Advent Cap ship damage by 300% is an overly brute force solution to the problem with more long term balancing issues than it fixes? The issue really isn't Guardian's cost and really isn't Advent Cap ship damage imho