archpsi

archpsi

Joined Member # 2382175
13 Posts 120 Replies 1,192 Reputation

map I made awhile ago: [link]http://files.filefront.com/cap01galaxy/;9680440;/fileinfo.html [/link] this map lets you test each capital ship or combinations. -You start with each capital ship (independent of race), sorry but you will need to level them up. -Your homeworld is connected to 6 other planets (you start with 6 scouts), some are just normal pirate bases, one is a super hard pirate base and theres one terran planet that has a strong neutral force aroun

1 Replies 3,056 Views

In this Im going to write the decent counters to each ship (decent means that they deal enough dps for their supply/cost that they can be used as an effective counter vs the countered unit). format ship type: list of counters not in any particular order (preference depends on what mixed fleet your creating and which race you are). LRM/Siege has the following counters: -flak -scout -fighter -heavy (heavy take more damage from illuminators than other LRM'

5 Replies 4,946 Views

attack rates usually dont work in a deductive manner like that in any game, including sins. most games use the formula of: [b]new attack rate = old attack rate/((1+percent of increase in speed/reduction in case of ins)*(1+percent of increase in speed from other source)*...other sources)[/b] checking a devastator thats level one and three confirms the above. basically 75% reduction in attack speed in this game is less than 100% increase in damage output (75% increas

27 Replies 26,789 Views

the abilities of the colony cap ships take some time to kick in, as in maybe 30 to 60 seconds. e.g. for advent the -cost only kicks in after 30 seconds or so, so you need to wait before purchasing the planetary upgrades (it stays at 450 credits.. for like 30 seconds than goes down to 360 or less).

11 Replies 6,661 Views

maybe spacedebris is right and they were all utilizing the exploit in the black market (some kind of exploit that gives massive amounts of resources, but needs 2+ players to do), especially if all of them had close to identical curves. check for an automatic replay.

11 Replies 7,894 Views

[quote]So now flak/LRM vs. support/fighter turned into flak/support/LRM vs. fighter/support/LRM. Isn't this one of those logical fallacies that people commit often in an argument? I forgot what the fallacy is called.[/quote] ah I see whats going on, I was under the impression that you were making a what if scenario for 1v1 maps as I kept referring to, but you weren't. your what if scenario wasnt a player who was playing on a small map and didnt have time to easily tech to support/fighte

67 Replies 30,418 Views

[quote]the dps displayed ingame is off by 0% to ~20% to the true dps, otherwise the charts are quite good.[/quote] I think you didnt understand what I was implying in my quoted replay, I was implying that your charts are also incorrect by using the in game dps display and not the actual dps. example: advent bomber actually does 2.548 dps, not 3 dps. advent fighter actually does 1.33 dps, not 1 dps. about capitals and damage increase when leveling, che

109 Replies 383,572 Views

[quote]According to the manual, 'shield' mitigation applies whether the shields are up or down.[/quote] do you know why said I was waiting for people to bring up the manual argument in my previous reply? the manual states that shield mitigation applies to the hull only if the shields are down, which means that if you do take the manual as being correct (which is unlikely as the infocards, which give false ingame info) then the missiles that have phased through and hit the hull

32 Replies 17,136 Views

if you researched the phasic barrier, some labs might have activated it and it doesnt disable the phasic barrier automatically, so go around and check that each of the 8 labs is working(phase barrier is disabled)/built.

3 Replies 12,489 Views

[quote] This makes them more viable to use when attacking a heavily defended planet since the planatary defense hangars have been increased, and makes having a [b]few flak frigs[/b] part of your fleet much more useful.[/quote] I think you truly overestimated how good flaks are, by a significant margin. In its current state the mod makes all frigs and cruisers except carrier cruisers useless. heres two replays thats [b]equivelent[/b] to if it was your mod and under

21 Replies 9,822 Views

[quote]I've yet to see it happen in multiplayer against a lrm swarm, if both players micro, the lrms will still shoot while moving while the flak fleet has problems getting into position. [/quote] LRM's have to stop while shooting and if they are moving away from flaks, by the time they turn around the flaks should be in range (speed difference is tiny). Flaks are one of the only types of ships that can move while shooting without any problems.

11 Replies 5,632 Views

[quote]support cruisers (not heavy) do really poor damage to flaks (under ~5 dps), so while flaks might barely scratch support cruisers (~2 dps to ~8 dps, around ~4 on average), the same applies to support cruisers.support cruisers are good in supportive capabilities.They do over 5 DPS. Over 6 fully upgraded. Flaks have heavy armor. What damage type do you think support cruisers use?And where'd you get the ~8 DPS from? Fully upgraded TEC and Vasari do only around 6 vs. heavy armor(and thats only

67 Replies 30,418 Views

[quote]i disagree with you because of a single thing: u will never encounter 10 illuminators, u get 40+.I just lost a game against one good advent player which attacked me in the end with 110 illuminators. i had battles over battles with him and only thing that keeped me in tha game was to spam LRM`s i ussualy engaged him with 60+ against 40+ and i would had losed every time. carrier spam do not work cause illumi are faster than carriers and carriers died tooo damn fast to their concentrated fi

70 Replies 39,353 Views

[quote].But a balanced LRM/Flak army with good capital support, will beat advent drone carriers pop for pop[/quote] ye Im trying to imply how a LRM/Flak army will defeat a LRM/carrier (the carriers might not be destroyed, but having dead fighters make them obsolete) army for equal supply or resources (the tiers of all ships is between tier 1 and 3). [quote] hey do piss poor damage to all cruiser types, including carrier cruisers. Support and heavy cruiser types also do more

67 Replies 30,418 Views

[quote]It's been pointed out that capital ships gain much of their usefulness from abilities as they level up. Carriers would seem to be at a fundamental disadvantage if they don't gain experience from damage inflicted by their fighter wings. If fighter-inflicted damage doesn't translate into carrier exp, then carriers level up more slowly, and are therefore limited. Granted, it would be pretty awesome if you could get one to a really high level, but I honestly don't see it happening.[/quote]

27 Replies 16,031 Views

[quote]There would need to be a "request save and continue later" button on the console where all players must agree. If all players agree then there would be no penalty for quiting.[/quote] QFE yep its a simple solution (they can use some of the code for starting the game and modify it..etc) and should be something added in a patch.

175 Replies 268,837 Views

[img]http://img205.imageshack.us/img205/9272/bomberskf5.jpg[/img] 5x means 5 bombers per squad. if you zoom in till you can see the fighters/bombers themselves and then hover the mouse above them, you can see the stats. the damage displayed there is incorrect as many other dps figures displayed ingame or on infocards. e.g. vasari bomber does 5.7 dps, advent bomber does 2.53 dps

27 Replies 16,031 Views