[quote who="Volt_Cruelerz" reply="31" id="2970440"]Ruthlessness I think is solely there to negate regeneration. I mean, it does vast amounts of damage overall, but unless used with Malice, it's more or less worthless. Now, if it stacked a few times or affected SC, then it would be very formidable.[/quote] Ruthlessness does vast amounts of damage overall???
Wrath89
[quote who="Itharus" reply="117" id="2970284"]Marauders are considered "Scout Capitals" now? Was this an unintentional Rebellion spoiler or am I just just hopelessly out of date?[/quote] That's been their entity name (CAPITALSHIP_PHASESCOUT.entity) for as long as I can remember.
A question: the Illuminator now does around 18.5 DPS if all banks fire. Comparatively, the Assailant does 13 and LRM does 11. Combined with the Halcyon's energy weapon cooldown and Guardians to repulse, does this make the Illuminator very strong in the mid-late game when you might have 75 of them in a fleet at a time (when the side beams together can destroy ships pretty quickly)? It of course can't completely focus-fire, but when ships are dying so quickly anyway due to such a large
Do you have unlocked teams?
It's called "Vasari". [quote quoting="post"]or the enemy they were running away is the advent?[/quote] No. [quote]will the vasary ancient enemy come in the expansion pack?[/quote] I sure hope not. The way they're described, they'd trounce everything. There wouldn't be any point.
[quote who="StatusIpod" reply="28" id="2970354"]Its like this now: They increased the damage for the illuminator front beam bank. Which makes your crusuder equation a little more punished. I'm going to advice u in this reply is to be a illum spammer. Don't listen to the other guys regarding crusaders. Its not about how big it is, its how u use it )[/quote] There's no "one-size fits all" solution for fleet composition... it depends on what your
[quote who="SuzySuziko" reply="27" id="2970300"]1) If I leave my ships alone (not micromanage the battle) do they pick out the right targets?[/quote] They generally pick the targets their weapons are most effective against, within the local area. Heavy cruises target LRM, light frigates target flak or support/repair cruisers, LRM target LF, etc... but your ships won't move very far to engage a higher priority target. That is, if you have a LF and the enemy ha
Often I write a post up in notepad before putting it online. However, when I paste it into the posting text box on this forum: (1) It's never word-wrapped, creating serious difficulties when trying to read it (the only solution I've found is to edit the HTML source and manually insert and at the beginning and ends of paragraphs) (2) The browser zooms to the very bottom of the screen, wayyy past my text, forcing me to scroll up again <p
They just had a minor update and the servers were inaccessible for a few minutes. They seem to be going up and down sporadically.
[quote who="Seleuceia" reply="149" id="2969300"]If you happen to have fighters for whatever reason (hangars or SB), obviously that is the ideal situation...but those are tied to their gravity well and can't pursue like scouts...[/quote] Or have a couple of fighter-carriers follow the Ogrovs, maybe. Carriers are pretty slow, though, and you probably don't want to take them too far away from your front lines.
[quote who="Greg30007" reply="13" id="2968975"]I'm not 100% sure Wouldn't it be best if strike craft fire all at the same time so first shot they fire does damage before mitigation kicks in? By the time they turn around mitigation might drop a bit so 2nd volley gets firred on less than maximum mitigation. [/quote] https://forums.sinsofasolarempire.com/409023 I'm pretty
[quote who="Ben_Maxwell" reply="73" id="2969036"]@Goafan - The trouble is you can have a lot of Pirate bases in Standard Sins maps [/quote] I've played a few of the preset maps and have never seen more than 1 pirate base... and the "random" maps never seem to have more than one either...
It's kind of like the flak frigates. They have very high listed DPS on the infocard, but it assumes that all 4 sides of the ship are able to fire at something, and even if they do, it'll be distributed over a number of ships, rather than just one. The listed DPS is correct, but doesn't mean that that's how much damage one target ship will take... it just refers to the overall damage output of the frigate. I wonder, do the side beams focus-fire as well? If you h
[quote who="StatusIpod" reply="75" id="2968947"]Yeh i noticed that. Was able to change around the hostility tree etc.. I'm still experimenting. Ok so i have a question: in the illuminator file it says the following for its damage per bank: DamagePerBank:FRONT 53.500000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 27.250000 DamagePerBank:RIGHT 27.250000 How do those numbers relate to its mentioned damage out
[quote who="Thoumsin" reply="145" id="2968523"]Have read the 6 pages from these topic... yes, Orgov can be a pain but with my own experience, mines make a good work to disable them... Vasari can use Gravity mines for slow them down ( -30% max speed, -60% acceleration and disable phase jump )... allowing fighter/bomber to destroy them... of course, explosive mine can be mixed with the gravity mines... and the ruiner can lay mine everywhere ( can mine a wormhole if you wish )<b
[quote who="sareth01" reply="66" id="2968101"]I would give advent earlier and more effective healing capability, and perhaps a small economic tweak to give advent SOME economic advantage in the early game....maybe a research that gives them better crystal production then other races, since TEC is great at getting creds, vasari never seem to run out of metal (usually) and everyone currently needs crystal. Decent, earlier healers would add a lot to the early-mid game of attrition, AN
[quote who="stein220" reply="143" id="2968402"]What kinds of strike craft carriers have? Maybe in Rebellion?[/quote] That'd be great. I hope so.
[quote who="KrdaxDrkrun" reply="3" id="2968426"]True, but as I stated, we might have actually asked for this increased MP speed.[/quote] Well, we got Faster, didn't we? :) And I'm fine with that, and with the lag compensation, when it's necessary - it's just that at the very beginning of the game, it's not necessary... which is why I think there should be a delay or preloading, especially since MM at the very beginning of the game is much more important.</p
[quote who="KrdaxDrkrun" reply="1" id="2968400"]As you stated, players who are lagging see normal speed, while players not lagging see insanely fast speeds. I really don't see much of a problem with the increased speeds, as everyone has been complaining that multiplayer is dying because games are too slow... If Iron/dock have fixed it to be this way, its because we asked for it.[/quote] It makes sense for that to be a general solution to lag, but the problem
I am having a very similar issue, but at the very beginning of the game. It's described in detail here: https://forums.sinsofasolarempire.com/410484 A question to those with experience: is the problem OP is experiencing similar to the effects of lag? If my internet connection borks out for a few seconds, would my ships would freeze for that time, and then once contact with the server is reestablished, everythi
On ICO, that is. When I play single player on Faster everything, I always have enough time from the first second of the game to (1) queue capital ship and frigates (2) manually order my 2 scouts to adjacent gravity wells (3) sell metal (4) build 2 research stations (6) set HW rally point to another unexplored planet, or edge of gravity well After this, I usually have about 2 to 4 seconds before my first scout is b
[quote who="Ben_Maxwell" reply="66" id="2968353"]I uderstand what your saying GoaFan 77, but why do AI Players completely ignore Pirates and not treat them like an opposing Player? I.E. attack there base when there are no other immediate threats other than Pirates nearby? In Maps with a lot of Pirate bases this is especially a problem (not talking about my mod) you can have a lot of Pirate Bases in normal maps especially with the map creator, so for AI Players to just ignore them??[/quote]</p
[quote who="Ben_Maxwell" reply="60" id="2968166"]1) AI Players will under no circumstance on there own accord will attack Pirate bases. So in the end its completely up to Human Players to wipe them out.[/quote] Not quite. If the AI has enough resources and the pirate base is the only route through to the enemy, they will attack it - otherwise, they'll leave it alone (which is a pretty good idea anyway). The AI doesn't view the pirates as a severe threat, and neither should any
I'm not active in MP but when I go on ICO occasionally, 70% or so of the players I see seem to have played tons of games (often over 100, sometimes a whole lot more) but usually only 5 to 10 losses or so, if even that. Statistically, how is that even possible? Do the ICO regulars regularly fight against noobs who get discouraged and refuse to log on again? Do they artificially forge their records? Those are the only two explanations I can think of, and given that a significant n
Could you be a little more specific on what exactly the differences are? It could be that you're both using different galaxy rotations (one might be viewing it from one angle, the other person might be viewing it from upside-down from that angle). Is this something that happens gradually over time, or does the game suddenly drastically change?