RespawnedTitanL10

RespawnedTitanL10

Joined Member # 4731262
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I'll write a more elaborate/4noobs version of this (in the top post) later/tomorrow, but here's a quick update on the Orky maneuvers: - the winner is "flower power" which simply means to position the Orky in the middle of the enemy formation and just keep it there with strafe movements. To get Orky positioned for flower power use a ramming/run-through of their formation followed by a sudden stop in their midst or let them chase the Orky and cause them to overshot by a sudden stop

17 Replies 95,645 Views

Does anyone know how to make the game recordings (recordreb files) save to a text-based format instead of binary? I know it's possible to do that for save games. I'd like to write an external parser/plotter for various things over time from recordings, in particular in order to better evaluate the combat effectiveness of some maneuvers by plotting things like hp and effective dps over time for ships with all-around weapon banks when they move around. I know how to look at the instanta

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[quote who="candido-" reply="1" id="3469135"] Ummm.... what are you doing with your orky? You know about micro? [/quote] In my experience, micro with the Orky is hardly worth the time. It buys 5% more survivability at best. Below is a primer on the maneuvers I know of. If you know of more effective ones, let us now, preferably with a pair of comparison fights (with and without your bag of tricks to compare

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After seeing some cringeworthy decisions made by "pro" Vasari players in some replays posted here, I'm going to share my bits of knowledge experimentation in fighting with and against the Orky. I posted a bit of this in the giant mythbusters thread, but I think a separate thread is worthwhile for the Vasari mainstay weapon. Upgrades and tanking capability What we know (I've numbered the paragraphs so we can more easily refer to them in the subsequent d

17 Replies 95,645 Views

Frankly, I've seen few play Vasari well. Since this is the mythbusters section, quick question for Vasari players: 30 Disciples vs Orky (neither with any upgrades/research) who wins and by how much? And the same question but with 40 Disciples. The answers are rather surprising (highlight with the mouse to read): in the 1st scenario the Orky will survive with slight

60 Replies 57,229 Views

[quote who="DirtySanchezz" reply="15" id="3468532"] Quoting AgentExeider, reply 14 @OP HOLD SHIFT, you can send more when you hold shift. The OP knows that. However, even that is still insufficient if you have, say, 200 creds/sec plus Pervasive Economy and you want to give an ally 40,000 creds in a jiffy (they can pile up as you're focusing on other things).[/quote] I guess you can play a modded game with buildCountLargePerButtonPress

23 Replies 37,045 Views

[quote who="Hydraling" reply="6" id="3468743"] Second game (6): http://www.2shared.com/file/Hvt1KEwO/AutoRecord-05182008.html? Team 1: Suzhijiang, DirtySanchez (UT4), HuyMac, Sinkillr vs. Team 2: Jbaum, Germack, darkiconus, VeteranCorp HuyMac makes a critical error by choosing to go culture when in suicide position. He is quickly finished off by Germack and VeteranCorp. Meanwhile, early feed from Suzhi

15 Replies 84,572 Views

EDITED TO ADD THIS FAIR WARNING: It appears that Sins playbacks (and save games because they are related) are unreliable or at least very sensitive to goodness-knows-what. Basically, Sins playback can internally desync and can show two different things on two different playbacks of the same recording. Apparently, that happened a lot the first time I watched the first recording posted here. For example, when I watched it a second time, HuyMac wasn't the dummy

15 Replies 84,572 Views

[quote who="WJC3688" reply="9" id="3467907"] The AI attacks my constructor frigates pretty consistently. Pirate raids in particular pretty much always kill off any constructors at the planet before they can erect a meaningful defense. They might get 1 or 2 turrets up before they're gone. This might just be the pirate flak passively targeting them with weapon banks that aren't aimed at its primary target, though. I haven't tried ordering the construction of structures far awa

10 Replies 13,231 Views

I see Predator is not doing anything in the beginning. I'm guessing afk means " Away From Keyboard." HuyMac also didn't do much except move his two initial scouts. Didn't even start a cap ship. o'( )'o has made pretty questionable decision at the start IMO to send his Radiance to the rear moon, which is also connected to his ally. He could have easily taken that with just frigates, of which he had build 3 already by then and just kept them sitting

15 Replies 84,572 Views

When it's attacking I've hardly ever seen the AI target the constructor ships. It will target stuff being constructed fairly often, but not the constructor ship. For example, it warps in with four Disciples on a freshly acquired asteroid, which is just starting to build its first turret. By the time the Disciples cover the distance from the edge of the well to the turret, it's more than half-way built, too much for the four Disciples to kill... When defending the AI (even

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After a bit more testing, I'm inclined to agree that the Corserv explosions are a bit overpowered. I've totally destroyed two had AI fleets with a Corsev using the boarded bang. The first fleet had about 20 corvettes and died to a single level-2 explosion (probably level-1 would have sufficed.) Next came a bigger fleet made of about 15 corvettes, 10 Cobalts, and 15 Javelis (LRF). The whole fleet died in two level-3 explosions (from a now level-5 Corsev): first one took out the corvett

25 Replies 41,596 Views

Ok, on a different tack, I'm having trouble adjusting the explosion from the Corsev demolition team. It does a lot less than the rated value even against pirates, who don't have shield mitigation. For example: a serious upmodded bang of 1800 raw damage does 957 actual damage to an armor of 4 and 833 damage to armor of 6, both of which correspond to a damage before armor of 1148 (or 1147.9). So what causes the drop from 1800 to 1148 (before armor) on a pirate? Th

2,761 Replies 7,649,845 Views

[quote who="Lavo_2" reply="2262" id="3462759"] The amount it increases per damage is defined in a faction's PlayerRACE.entity file.[/quote] Thanks for the pointer. I'm guessing shieldAbsorbGrowthPerDamage is the mitigation increase rate per unit of damage (normally this parameter has a value of 0.001000) and shieldAbsorbDecayRate is the decrease rate (normally 0.012500), this one per second I presume. That would explain why a Cobalt firing on another makes the mitigation

2,761 Replies 7,649,845 Views

I've been trying to build (as a separate piece of software) a mini-simulator and optimal solution solver for stand-and-shoot matches (see https://forums.sinsofasolarempire.com/453834/ ). One critical constant that I'm unable to find is how much shield mitigation goes up or down (i.e. its slope values) in response to damage taken or lack thereof. I know that the maximum mitigation is a per-ship/entity value. But what about

2,761 Replies 7,649,845 Views

From the above, it may seem that in a 4 cobalts vs. 4 cobalts, the 2/2 fire split would be superior. But it's not, because two cobalts firing at another will raise the shield mitigation more than the pirate scouts' fire does, way up to 57%, albeit more slowly than the 4-way focus fire does. So it's back to the drawing board for small scale cobalt-vs-cobalt strategies; one can't apply directly what we've learned from the pirates firing. So round three of testing...

4 Replies 18,267 Views

Round two of testing 3 cobalts (no upgrades) vs. 3 pirate scouts (default=4 armor). This time with MANUAL fire, pirates player controlled. * strategy 1: each pirate fires at its own cobalt; the cobalts focus fire (and are AI controlled). - when first pirate dies, the cobalts just lost their shields - when second pirate dies, two cobalts are at half hull, the other [which is no longer being fired upon] has recovered 84 shields - the last pirate manages to kill one c

4 Replies 18,267 Views

Slightly inspired by the Mythbusters thread, I've taken the time to do a bit of testing of the effects of shield mitigation in the 1.82 dev exe. Here are my notes: Setup (default settings, really, just repeating the info here for clarity) pirate scout damage mod is 100% vs. medium armor; cobalt only does 60% vs. pirate armor. Test1: 1 cobalt (2 armor, no upgrades) vs. 1 pirate scout 4 armor (default) - shield mitigation never exceeds 15% on the cobalt - pirate

4 Replies 18,267 Views

[quote who="Seleuceia" reply="15" id="3462218"] I'm thinking that the damage was intended to be delayed...it doesn't really make sense for the explosion and destruction of the ship to occur after it has already magically damaged the ships around it...problem is there's no easy way to delay those buffs that are conditional on being boarded without introducing more buffs or really reworking the ability....[/quote] Looking at files more carefully, there are actually thr

25 Replies 41,596 Views

[quote who="Seleuceia" reply="13" id="3462158"] Dem teams does NOT have any delay...it is true that the "suicide ship" does not blow up until ~8 seconds later (8.2 IIRC), but the damage itself is instantaneous....both the game files AND testing will confirm this...[/quote] Indeed the damage doesn't have a delay. Which may or may not be another bug, given that it precedes the supernova style visual effect by the ~8 seconds...

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[quote who="Cykur" reply="8" id="3460752"] You missed my point. If you want to beat the AI using a cheese tactic, that is totally up to you -- no one is making you do it.[/quote] And I guess you've missed mine. Scouting an enemy system for as long as you can doesn't seem all that cheesy. Unlike, say, using mines, although I hear the AI got better at dealing with those. I guess I should restrict myself to linear paths with the scouts, because that's all th

23 Replies 17,998 Views

[quote who="Seleuceia" reply="8" id="3460774"] The main ability is demolition teams, not boarding parties.... And the "complaints" about the Corsev revolve around demolition teams instantly doing damage and thus being near impossible to counter without an AM depleting ability.... [/quote] I guess we're read different threads about the Corsev. The demolition has an 8-second delay, but you have to be zoomed in to see the hovering icon. They shoul

25 Replies 41,596 Views