Sorry for being so late, but life has been pounding at my door and keeping me from this project. As soon as I have a bit more free time, I'll get on it again.
Dorakiura
If we find out it's the space ponies and they've been with us the entire time, I'm gonna rage
LVL 1 Ragnarov vs. Early TEC Spams . Again, all research up through T4 is completed. I found armor + Explosive Shot with all fighter squads to be the best balance of offense/defense, but you can substitute Scattershot for armor if you think you can get away with it. At level up, get scattershot and weapon. Vs. LF s: Can handle 75 LFs (375 FS). Explosive shot works wonders against critical masses, and when 30 LFs dissapear all at th
@Amatiel Ankylon could handle 10 carriers when starting at the other side of the well. This is without any real aoe (5s damage, 45s CD isn't much) and some of the worst dps a titan has to offer. Once someone with a better aoe pops up (TRT, ART, VRT) I'm sure those carriers will drop more easily. @Ronintx I'm terribly sorry [e digicons]8C[/e] It's easy to forget that not everyone knows the terms.<
Oh, just for random knowledge... a LVL 10 Ankylon built with 4-matrix, 4-heal, 4-armor, 2-weapon, 4-AM, 2-Ulti + research is immune to corvettes. 666 of the buggers couldn't take it down (fleet cap of 2000)
LVL 1 Ankylon vs. a few early-mid TEC spams , with a limit of 4 Mil. research labs per team (required for titan). All research up through T4 is done. I've found that starting with armor/heal and 2 fighters is always solid, but you can substitute one of those for matrix if you're willing to trade some tankiness for a little more killing oomph. VS. LF : Can handle 40 LFs (200 fleet supply, FS henceforth). Not much to say. Basically it&#
Many thanks. I'll start from there.
Thanks for the input [e digicons]:D[/e] I'll add that to my list. PS: About how much fleet supply would someone have when the titans first start appearing?
Alright, I think I can come up with something. Since the last test had titans designed to kill each other, I'll design a fleet for each race that is designed to kill titans vs. titans designed to kill fleets. I'll post my findings for each titan as I do them to cut down on waiting time.
@Ekko That's probably true, but this isn't testing the relative speed of getting a high level ship. It's testing what happens when two high level ships meet. If there's another test you'd like to see, feel free to make a suggestion. @excartus Define "Well Balanced." How large should it be, and what types of ships should go into making the fleets? Please give some examples, since many fleets are specifically designed to counter the opp
I'll run it a couple more times then just to eliminate human error, but you don't have to take my word for it if you don't believe me. Pop onto Rebellion Dev and see for yourself. When I ran Coronata vs. VRT/Orky given the test's conditions, VRT died and the Coronata started to regen hull faster than Orky could reduce it. As for Coronata vs. Orky, I'dve thought the same thing, but Coronata seems to be a lot stronger than it looks at first glance. I ran the series at a neut
@GoaFan If you'd like, I can run the Ragnarov without Snipe. It beat the Ankylon without using any abilities, so I'm pretty sure it wouldn't have any difficulty mopping up the others either. For Coronata, the biggest saving point wasn't Unity mass, but Suppression Aura. Dropping the enemy's cooldown to such low levels is what helped it outlast and out-gun its enemies. I do intend to bring some fleets along at a later date, but as I don't MP all that muc
I've begun some testing on each titans individual strength. I've only finished one set of tests, but I plan on running them through multiple sets to get a general idea of their power in certain situations. I didn't micro any skills, since I'm only one person and that would unbalance it, but I did move the titans closer together when facing the VR/Orky tag team to bring the SB within skill range. Test 1: 1v1 LVL 10 Titans + VR Orky designed (as be
[quote who="Volt_Cruelerz" reply="21" id="3174347"]-Phase Space Sensitivity- Effect: starbases may only jump to adjacent planets if the [target?] planet is owned by the Orkulus owner, there is friendly culture at the planet, Shared Jump Telemetry has been researched and the target well is owned by an ally, or if the target planet has a phase node. Long-range jumps (via phase nodes) are still possible using the current rules. Interstella
I've been going around the forums recently and seeing people say BRB has become seriously OP'd for its cost. Originally, people said it wasn't really worth the effort, since using it wouldn't kill a fleet of decent size, affect strike craft, or just be out-ranged by ogrovs and their equivalent. Now its range and power have been seriously beefed, making it capable of wiping all frigates and SC, as well as low level caps and weakened titans. I may have just missed a thread
Would playing with everything set to low at 2x speed be easier on the CPU than everything on normal or fast?
I agree with Scudhawk, except in the case of 1v1 against Vasari since they can get their bounty + interest with a little research.
Does that mean you can scuttle a lvl 10 titan to respec it?
I think that a simple flip of what the planet considers "friendly" and "hostile" should be all that happens. For a minute or 3, the owner and all allies are seen as hostile, and everyone else is seen as friendly. You wouldn't have to fight internal or external culture centers, but you wouldn't be forcing a conversion either, so outside planets would remain unaffected. Allegiance would decrease like normal, since the culture is considered hostile. Logistic structures are unusable by th
[quote who="Cheesenium" reply="7" id="3109661"] I do agree on this, as a defensive Rebel is useless. The AI should be tailored to each subfaction as they play very distinctively different now. I feel that they need to attack more though and they defend too much now. Nova cannon spam is quite annoying.[/quote] I completely agree that the AI should be tailored to fit the factions. However, it shouldn't just say "I'm a loyalist, so I'm going to
What's everyone's favorite SP map/settings and what is your favorite strategy? I like the Random Huge Multi, unlocked teams, diplomatic win off, quick start, and pirates on. I personally like get outta dodge quickly, leaving my opponents to squabble amongst themselves. Build the battleship, a colony ship and max the starting fleet with scouts, then build up a few civ. labs to get the distant jumps tech. Search for a way to reach your home st