DatonKallandor

DatonKallandor

Joined Member # 2449585
0 Posts 100 Replies 1,335 Reputation

[quote] That is basically the same thing, but this is more gimmicky actually as this makes less customizability to the player not to mention the items designed to be for certain Demigods will ultimately judge their balance paths and effectiveness.[/quote] No, that'll actually increase customizability - if there's more than one option and they're mutually exclusive (as they should be - a demigod with 2 arms should not be able to wear 4 sets of gloves at the

95 Replies 228,239 Views

[quote] Constant interaction? Err, thats your measure of quality? Id rather have better game design where I need to think wether thats useing tactics, or aiming, or teamwork you know. The lack of any simulation on the weapons put me off the game personaly, that and I don't like hotbar skills with guns. But thats just me, clearly im not the only one.[/quote] Quality doesn't even factor into it. You claimed TB was "just like WoW but with guns" - that is factually not the case.

32 Replies 80,377 Views

[quote] Also TB wasn't very 'unqiue', bad sci-fi plot combined with a basic rip off of WoW with most of the meele quest rewards replaced with more rifles? Ha. [/quote] That pretty much shows that you never even played TB. It was one of the MMO's as far away from WoW as you can get. Along with DDO, it was one of the rare MMORPGs that required constant player input for combat, instead of the standard Everquest/WoW autoattack with occasional one-click skill triggering

32 Replies 80,377 Views

[quote who="Bodyless" reply="8" id="1950086"]TR was one of the few mmos i actually enjoyed playing for some time. But at some time it didnt offer any variety anymore because there too few skills. The lack of support did the rest.[/quote] Lack of support? What the hell are you on about? It was getting free content updates in the vein of DDO and LotRO right up to now. If anything it's one of the best supported MMOs, along with CoX, DDO and LotRO.

32 Replies 80,377 Views

It also seems that the demigod's autoattack has been severely crippled (especially for close combat demigods) which makes the loss of the attack-move hotkey all the more frustrating. Playing the unclean beast is an exercise is needless clicking.

9 Replies 2,597 Views

Not when it's worded the way it currently is. Tooltips should NEVER rely on something as subjective as "common sense". They need to be simple and most importantly precise. If they leave room to manouver as to what they mean (or worse - are blatantly incorrect) then they are in need of repair.

9 Replies 2,012 Views

[quote quoting="post"]- Range too low - Tower range needs to be upped a touch. As Regulus you can sit out of range and snipe them to your heart's content. Increasing range would mean that firstly, it is no longer possible to simply pick them off from afar, and secondly that you will need to wait for creep waves to begin attacking before beginning yourself. In DotA, the tower range is implemented in a way that means you cannot sit out of range and take them down with your auto-attack

25 Replies 3,984 Views

You can stack the mines to quickly do enough damage to a demigod to force a retreat (although Regulus could be improved by removing or reducing the mine placement cooldown to make it energy dependant instead of cooldown) Also keep in mind that you can't equate mines with splash damage items 1:1. Splash damage items cause friendly fire. A splash-Regulus will wipe out the enemy minotaurs and your own minotaurs as well - and you aren't exactly helping your rook when shooti

20 Replies 3,463 Views

[quote]Actually I'm not sure now. I played a game today, and the effects were disappearing again So I guess maybe it's not the particle count. It's really annoying... The ships sit there and damage each other with no bullets or beams or anything flying around.[/quote] It looks like a particle counter leak. Some structure/ship/entity emits particles that are considered visible by the game at all times, which, after a certain time/number of entities results in the perma-lock of "too many

770 Replies 2,178,652 Views

[quote]Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.[/quote] It only speaks volumes on how out of touch with reality the devs are. Or how

770 Replies 2,178,652 Views

Vasari use Beams, which is wierd since Advent are obviously the Beam Weaponry Masters. It looks like they ran out of time to think of a 3rd variant of bombardement.

17 Replies 11,475 Views

Yet it's utterly useless because the Z-Axis doesn't expand far enough to allow meaningful maneuvers. It's identical to the Star Trek Armada implementation - a gimmick to make formations and building placement "look cooler".

1 Replies 11,162 Views

[quote]So, in the end, are we going to be arguing in terms of the game or in terms of realism?[/quote] In game terms, shots could be dodged if ships moved and shots were actually calculated instead of automatic hits. In real terms, the combination of extreme range and inability to determine actual enemy location (thus working with probability wave targeting) also allows dodging unguided shots even with very survivable G forces (5-7 + crash couches and pressure suits).

294 Replies 307,046 Views

[quote]lol @ the fanboy hostility.No bashing from me, in fact, I have no problem with ppl that have 6 hours to play video games...just find it hard to believe there are many ppl that can, except perhaps the very old, young kids, people without jobs/families, nerds without any form of real life social life, that sort of thing. What's odd, however, is the anger/rage like seen in the post above this one. Games needn't take hours to be strategically deep and just because a game is enjoyed by the mai

243 Replies 293,859 Views

[quote]It is the case when the devs deliberately wanted to create a game featuring thousands of ships in real time that would run on four- or five-year-old hardware.Sins could no doubt have been made much more visually appealing, but that limits the audience significantly, especially given that many strategy game fans aren't quite as obsessed with cutting-edge ninja PCs as, say, FPS players.[/quote] "Sins of a Solar Empire is powered by the Iron Engine - a brand new, advanced graphics e

23 Replies 43,797 Views

[quote]And you sir, have a pretty big assumption in your argument as well. Having not played the game, I can't answer this, but I doubt that any ship can shoot the distance from the moon to Earth (please correct me if I'm wrong), which is about one second. So assume FTL detection and instant implementation of avoidance procedures - you have 1 second to move the entire ship out of the way. I don't know about you, but I don't very much like soupy crewmembers. I like it when they're nice and fi

294 Replies 307,046 Views

[quote]You can not dodge a laser because you can only detect something being shot at you at the speed of light.. So you can SEE that a canon fires before the shell hits, but "seeing" the laser fire occurs at the same time it hits, since it is focused light. You can however theoretically dodge RANDOMLY causing the lasers to miss... If only you could accelerate at over a million G. (G = acceleration of gravity of earth). I have included the math in an earlier post... A tiny frigate could dodge

294 Replies 307,046 Views

[quote]Well if some one flys into your gravwell with 200 frigates with moving turrets its going to be a resource drain on any system i think thats why they left them out[/quote] That is not the case. HW2 had animated turrets, as well as more intensive projectile calculations - and handled hundreds of turrets just fine. In fact, even HW[U]1[/U] handled hundreds of turrets just fine. The CPU issue is quite simply wrong.

23 Replies 43,797 Views