bilun

bilun

Joined Member # 4617896
41 Posts 687 Replies 827 Reputation

The way the AI acts in this game make it rather hard to really create AI that feels challenging but not too strong for newer players. When it comes down to it, the AI is godawful at actually controlling & microing it's fleets(most notably it's ability use). The result is that in a battle of comparably sized fleets between the AI and an actual player, the player has a pretty substantial advantage. However as the gam

40 Replies 282,400 Views

Great catch- to fill you in in the original implementation the old bug was the techs were set to positive values and were making shield worse(in fact in the positive values it actually gives ALL weapons, not just phase missiles a chance to bypass shields). WHen the bug was spotted the devs just corrected it to negative values and when pulseguns, lasers, and the like stopped penetrating shields we assumed everything was working under the hood- we'd just assumed the bonus wasn

6 Replies 32,371 Views

First off, in trinity Advent is by far the weakest race(and in every version of the game is the race that require shte most micro)- that said, if you're just playing against AI rather then going up against another player playing VAsari, this shouldn't really be an issue. anyway some general tips: Early Expansion: Grab either progen Mothership or Halcyon Carrier for your first capitalship. In the former case you

1 Replies 4,884 Views

[quote who="Yarlen" reply="77" id="3357427"] @Bilun - The culture bonus is a percentage increase of what the planet is generating currently; with the total amount being determined by planet type (i.e., Terran and Oceanic are better for social specialization, so can be upgrading further than say a Volcanic). The max culture bonus is 100%. [/quote] Well that is very exciting to hear! [e digicons]:D[/e] And on the nitty

163 Replies 491,950 Views

[quote who="GoaFan77" reply="214" id="3357517"] Quoting bilun, reply 213This one feels really underwhelming. The primary gate on research most of the game is research cost, not time. The previous effect actually IMO was stronger then the current one. Um, that's the point. Data Archive was easily the best artifact in the game. If they gave it an equally good effect the other artifacts would never catch up to it. And there is no previous effect,

473 Replies 1,007,640 Views

Been playing around with the beta a bit- love what's been done with artifacts. a few of them still feel underwhelming though: [quote quoting="post"] Data Archive - +15% Research Rate [/quote] This one feels really underwhelming. The primary gate on research most of the game is research cost, not time. The previous effect actually IMO was stronger then the current one. I'd say add bac

473 Replies 1,007,640 Views

[quote who="Zyzyfer" reply="81" id="3357461"] Hey Jingly Thanks for reply. The typical scenario i encounter in MP games is the eventual illums coming to play as counter to my early fleet composition which tends to be (in most cases) 100% LFs. It seems then the best option would be (as TEC), to match illums with LRMs (and not vettes); HCs seem problematic due to time required to field a descent # of them + their eventual counter with bombers. In any case scouting seems very im

114 Replies 460,297 Views

Question: Is the culture bonus on the culture/population planet specialization going to just be a bonus balanced on the current metric of culture(which is to say going to not matter in any kind of competitive play)- or it going to be substantial enough to allow culture pushes to be significantly more powerful then they currently are? Honestly it would take something along the lines of a 100% multiplicative increase to culture

163 Replies 491,950 Views

Very cool. Also it was mentioned that people with & without the DLC will be multiplayer compatible. What exactly does this mean? Will it be a gameplay setup option that when enabled only allows players with the DLC to enter the room? Or will the host having it enable it for that game for anyone who joins the room? I'm also very curious about the new techs. Are they all directly related to the new planet types & speciialization o

163 Replies 491,950 Views

[quote who="GoaFan77" reply="90" id="3354622"] Quoting bilun, reply 89But the fact that it's concentrated on few ships is a substantial advantage that more the outweighs the lwoer total squadron hull. It is an advantage, but I do not think to the degree that it needs to factor in calculations. If they have less HP overall than I think that is a fair trade off, it is clearly the damage that is the problem. That said, I believe Vasari bombers al

473 Replies 1,007,640 Views

[quote who="GoaFan77" reply="87" id="3354603"] Quoting bilun, reply 86most HP per bomber Don't you mean most HP per squadron? Vasari bomber squads have the fewest number of strikecraft in the game, of course each individual bomber is the most durable. [/quote] Nope- Vasari bombers actually have the smallest base hull per squadron(not by much though). total base squad hull are 140*3=420 for Vasari 100*5=500 for TEC and 75*7=525 fo

473 Replies 1,007,640 Views

[quote who="Seleuceia" reply="78" id="3354500"] I am going to /sign that statement, as others have and will certainly continue to do so... The Vasari vs. Advent matchup relative to the Vasari vs. TEC matchup is likely to be the single greatest balance issue after this patch, and it will be almost entirely because of phase missiles...as has been mentioned countless times, the base damage of Vasari bombers is too high...not only is this because they wield PMs, but also because

473 Replies 1,007,640 Views

Looks outstanding. Pretty much everything I'd hoped for except a Vasari Bomber Nerf. Also super excited about the Artifact Rework- Artifacts were a great idea that sadly full through in competitive "oomph". It would be great to see exploration become viable in serious play. Anyway, great work, can't wait to see it in action.

3 Replies 23,525 Views

but bombers are supposed to counter capitalships? Ah well this is the modding area so I suppose my kind aint welcome here.

21 Replies 8,845 Views

[quote who="HouseRalan" reply="5" id="3322304"]don't mention fisting on the internet... we are already infested with bronies[/quote] I thought we fumigated just last week?

8 Replies 6,420 Views

Depends. For defenses(hanger bays & starbases) it's typically fighter biased as the greatest threats to defenses are bombers & anti-module frigates(both of which fighters counter). As a rule though late game, the standard play is to just mass bombers as they are one of the only frigate based damage sources that can be effectively be used against caps/titans once titans roll out. Fighter could be massed too if you know for sure the opponent is pla

5 Replies 10,982 Views

[quote who="HouseRalan" reply="102" id="3312790"]The truly terrible thing about the jumping orky is that it keeps the antimodule armor, which makes all incoming damage greatly reduced. vs module armor and vs capital and vs titan. light .35 .5 .45 med .5 .75 .75 hvy .5 .5&n

129 Replies 106,312 Views

[quote who="JuleTron" reply="100" id="3312536"] ... If each faction has already had its chance at being OP, could this possibly mean . . . . . . . equally balanced factions in the next patch? [/quote] Your missing the joke- Beta 1 only had the TEC in it.

129 Replies 106,312 Views
Reply to Playing Advent in Strategy

[quote who="DunmeriSpellsword" reply="69" id="3312002"]I have a 9 step process for making the TEC and Advent comparable to Vasari. Give the kol passive adaptive forcefield, a longer range and more damaging flak burst, and make grg cost 40 am. (making the kol have a purpose as an anti-strikecraft/anti-titan cap instead of being currently basically useless. Give the TL's marza a +about 17-23% range boost on missle barrage as previousl

80 Replies 191,973 Views

[quote who="JuleTron" reply="73" id="3311462"]Edited OP to include correct time for passive regen nerf granted by Vasari turrets with upgrade. This is even more OP against Titans than I thought. Quoting GoaFan77, reply 68perhaps the tier 2 extra culture tech could give another bonus, like extra antimatter or shield regeneration bonus in culture. I had forgotten about this tech. Now that you mention it, I think that the best buff for Confluence of the Unity could be

129 Replies 106,312 Views

[quote who="GoaFan77" reply="68" id="3311406"] Quoting barebalo, reply 67Also i like the idea of having Global unity as a tier 2, honestly it should go where the extra cutlure rate buff is now. It just seems like really there isn't any real diversity between the two factions, they both play like the same old advent just with culture buffs. Both of them have a way of techinally MC'ing units and neither of them have anything that really makes them unique, like the vesari loyalist c

129 Replies 106,312 Views

[quote quoting="post"] So after watching recently lvl 4 Ragnarov beating the shit out of the lvl 3 Ankylon and seeing its brute numbers, i have been wondering, what is the maximum damage output you can get out of the Titans, if you research maximum damage for all the weapons and upgrade Titan weapon levels to max +45percent of dmg.... the sins wiki says, ragnarov at lvl 10 under this conditions can inflict around 1000 dmg per second is that true? Can anyone provide mor

18 Replies 32,298 Views

[quote who="JuleTron" reply="59" id="3310644"]There are different ways to fix this. One possibility is to make Micro-Phase Jump an ability that channels for a few seconds before activating and then after teleportation occurs, it can't use any special abilities for a brief period. This might buy some time for the other player. Also, the cool-down time and possibly range could be tweaked so that it can be caught. The VL Titan is also hard to AM drain because it so rarely uses it

129 Replies 106,312 Views