[quote who="Sinperium" reply="95" id="3143724"]to swap ultimates on the two Advent titans so I can instant capture [/quote] Repossessed planets start at 0 population just like normally colonized planets(they also lose all planetary improvements and start building from 1 planetary HP like a normally colonized planet). Besides thematics and the fact that you instantly gain control of an enemy planet, the newly acquired planet is in no way different from a freshly c
bilun
[quote who="MayallCommunion" reply="89" id="3143348"] Quoting bilun, reply 80 Quoting MayallCommunion, reply 79 Quoting Yottsu, reply 77 Quoting MayallCommunion, reply 76Also I just remembered Vasari Loyalist can destroy planets. Keep that in mind. Their level six titan ability is nothing to sneeze at either. Well im speaking in terms of just countering Wail. The only race that have trouble with Wail is the Advent. Aye, th
[quote who="SithLordAJ" reply="4" id="3143049"].... So, the final tally, if you have AR, the tier 6 shield tech, DE, and FU (heh) is: +45% dmg, +20% phase missile block, +12% mitigation, +5% range.... if in culture and hit by a DE... without the DE, but still in culture, you're all of the above -25% of the dmg bonus (or only +20% dmg). ..../quote] Not quite the case as from what I've seen there are 3 stages of multiplicatively stacking damag
[quote who="MayallCommunion" reply="79" id="3143059"] Quoting Yottsu, reply 77 Quoting MayallCommunion, reply 76Also I just remembered Vasari Loyalist can destroy planets. Keep that in mind. Their level six titan ability is nothing to sneeze at either. Well im speaking in terms of just countering Wail. The only race that have trouble with Wail is the Advent.[/quote] Aye, the only faction without a pretty hard counter is the advent loyals-
[quote who="Fyrstar2002" reply="65" id="3142690"] Quoting MayallCommunion, reply 54I think they should add a warning time of four seconds. Put it in the infopanel where it will say "Wail of the Sacrificed is being used". If you zoom out to see all the planets, maybe the planet with Wail can have a purple glow(ping?) around it. This would give the TEC time to react with Armistice. So far the known counters to wail are. Armistice, Novalith for the TEC. Thats not to unreasonable.
[quote who="SpardaSon21" reply="3" id="3141237"]I'm probably going to catch some flak for this (pun not intended), but a good way to kill bomber and corvette spam would be to change them from Light armor to VeryLight armor, the same as fighters. I've never understood why fighters get VeryLight armor yet bombers and corvettes are as well-armored as full frigates.[/quote] Corvettes already have very light armor. As for b
[quote who="RiddleKing" reply="81" id="3140809"]OMG Is there an employee who intentionally sabotages the advent?[/quote] It's a goddamned conspiracy I you. I bet phase missiles were his idea. [e digicons]:P[/e]
Honestly not a fan. less strategy that way. As it stands each race has 5 options for a flagship and that choice will have strategic implications on the entire game. Make titans into flagships and each race/faction has exactly one choice in the long run. Moreover It makes titan balance too much of a game-altering factor in this game mode. Suddenly Titans with good survivability become far superior, leaving other fac
[quote who="SithLordAJ" reply="6" id="3140736"]adding another wail target directly to your kosutra? I'm pretty sure that is the worst possible move you can make.... unless it doesnt carry over the temporary [/quote] Doesn't Kostura also disable all non-SB orbital structures for 3 minutes(which prevents the temple of communion from activating Wail)? The phase node only lasts 1.5 minutes. Which make it an even stronger counter beign that it can be us
It's fine. It is potentially devestating, but the cost is high and the counters are there. Sacrificing a 300+ population will cost the advent player something like 9-10k credits over the next 40 minutes(and btw 40 minutes is how long it took to charge that full strength blast). Moreover there are counters, a few things to keep in mind: 1) First off Wail doesn't damage units in th
Assimilated populace doesn't seem to be applying it's buff as of the most recent patch- perhaps something got messed up when they upped it's duration?
So i just had a thought. Once again on the idea of making revelation help the advent against sieging hard targets such as starbases: What if we kept the same basic concept of the current guidance, but chanced the +25% ability cooldown rate to "nearby allies have the range of their weapon systems increased by 25%" This would be a useful stat in general, and more to the point, being able to potentially outrange a starbase's weapon systems
[quote who="Khezef" reply="5" id="3140083"]use, two of the posts here have counter argued the idea that these weapons are useless when the OP is about them[/quote] Honestly I wish they had just done this rather then the implemented 4 limit. it's simple, allows players to protect one world from superweapon tomfoolery, means superweapons aren't a huge factor in capital planet victory games, and does less to nerf the overall potential of superweapons the a hard cap
[quote who="Leuthesius" reply="15" id="3140256"]I've got no idea what you guys are talking about. I tried corvettes out and they died like flies.[/quote] Corvettes have been nerfed since this thread was made.
Easiest way to buff them would be to: -increase DPS per target by maybe 40-50% -reduce targets from 5 to 3 The biggest problem with the Starfish is that it cost twice as much and deals 33% less damage per target as compared to the Ogrov. Which basically means it has to to be attacking all 5 targets to even come near the efficiency to the Ogrov- which is impractical, as you rarely have more then 2-3 actual priority targ
I've been wondering for awhile how the nitty-gritty of cooldown rate boosters/debuffs work. Ordinarily I would simply assume they reduce the cooldown times of abilities used during the effect by the appropriate percentage. But many of the info cards say things like Increased cooldown " rate " So my question is this: suppose we have a 100 second cooldown ability that gets used while under the effect of a +25% abili
As had been said already they wanted not all level 10 capitalships to be identical. The reduction of earlier ranks of the skills was to prevent power creep. Let's face it, not all abilities are created equal, and a whole new rank an increment higher then the trinity level 3 values to all of your capitalship's important abilities(rather then blowing the point in the inevitable cruddy ability many cap ships have). In essence they were trying to ba
[quote who="IamMirezNL" reply="2" id="3139279"]Hard to do from a programmers perspective.[/quote] Well one thing they could very well do is create "classes" of weapons that use the same tech upgrades. For examples have advent laser upgrades also improve the weapon damage of autocannon, pulseguns, and flak on ships they steal(and conversely TECH autocannon upgrades improve laser/pulseguns on ships they steal with corsev). Perhaps plasma could correspond to phase missiles/mi
[quote who="Seleuceia" reply="57" id="3139179"] Quoting bilun, reply 56If I'm missing something, by all means point it out You aren't...he's just trolling, I assure you...[/quote] I'm a bit bad at picking up on those sorts of things once I'm in math-mode [e digicons]:blush:[/e]
[quote who="RiddleKing" reply="54" id="3139140"]dmg retaliation: Vengeance targets the unit recieving the most damage (as i was made to believe) just like how reverie and detonate pick caps when available etc. Now when your assaulting a star-base head on with desciples , a halcyon and rapture its actually going to go down fast if your going retaliate 130%/200% of the damage its inflicting on your specific ships. I
So I just noticed that enemy ships stolen by abilities or in the case of the advent rebels revived as clones don't keep any of the original owner's weapons/armor/ability unlock research upgrades. This left me kind of disappointed as it means in longer games suddenly the ships you're stealing will be inferior to your own ships if they were originally controlled by another race(well for most combat frigates). Part of the fun of stealing an enem
[quote who="RilletSnowy" reply="2" id="3139154"]Isn't Wail of the Forsaken meant to effect adjacent gravity wells not the one that you activated it in. I haven't used this ability in awhile, but when I did that was the case.[/quote] This. it doesn't affect the gravity well the planet is in. Only the adjacent gravity wells.
[quote who="RiddleKing" reply="52" id="3139069"] Quoting bilun, reply 51So I had a thought over in another thread. The advent have always ahd trouble dealing with hard targets such as starbases as they have no strong anti-module ship such as the TEC's Ogrov or the Vasari's Orky. What if guidance were instead reworked into an anti-structure ability? This would certainly fit as the Revelation is meant to be a heavy assault capitalship.
[quote who="GoaFan77" reply="18" id="3139123"] Quoting bilun, reply 17Well the advent has always had an amazing late game- with the domina fixed this is certainly a bit more so. How was shield projection made more efficient though? I seem to have missed that change. They changed the autocast so that multiple guardians shouldn't all autocast at once, leaving you at times with 5 shield projections and sometimes none. That said they really made it worse as it will now try to
[quote who="RiddleKing" reply="15" id="3139066"]Lets be realistic: 1. Cleansing brilliance is a level 6 ability so its not worth waiting for. [/quote] 'tis true [quote] 2. Talking about how armor affects abilities is a thing of the past thanks to fracture. [/quote] Not sure I agree. Fracture should certainly be included in the discussion(as a counterpoint to malice being affected by armor twice) T