[quote who="Darvin3" reply="16" id="2081737"] This is why you should never use fleets in the first place. I find them largely useless, as whatever you gain from fleet cohesion behavior you lose from micromanagement headaches of fleet limitations.[/quote] you do know that ships grouped in fleets have VERY MUCH IMPROVED automatic focus firing behavior when compared to non-grouped ships. its so precise in fact that even ships with different ranges and weap
transitive
i actually think the Vasari hangar d got the best special ability out of Entrenchment. the shield boost thing from advent is pretty meh and is still no substitute for proper repair bay deployment. i do rather like the Synergy upgrade on Beam Defenses now. in alot of ways i think you get better performance out of 3 or 4 beam turrets than you do from an advent hangar d.
i recommend one of two paths to use as a Vasari to counter early carriers. 1) Lights and Flaks the first approach is a straight defensive counter. you can counter a carrier with about 2 Ravastra Skirmishers and 1 Junsurak Sentinel per carrier. you need the Skirmishers to actually kill the carriers and it will take a fair bit of time to kill them even so, because carriers are fairly durable and Skirmishers have kinda bad damage (even though they deal extra damage
...so you're writing a mod that tweaks some of the changes to carriers?
[quote who="Bobucles" reply="11" id="2079980"] The only major issue left is the tech level of the siege frigate, as the game ending unit comes about far too early in the game. [/quote] yet again, agree. i'd like to see a more viable implementation of the Siege Frigate introduced in an upcoming patch. my hopes are that the ship will be more useful in frontline fleets but also come out later. Tech tier 3 sounds about right in my opinion.
[quote who="EadTaes" reply="2" id="2080350"]Don't worry i am working on a proposed change to the mechanic so it becomes better.[/quote] ...so you're a developer for Ironclad?
logarithmic scale. small numbers on a log scale are MUCH MUCH tinier than big numbers. so difference between 280 and 20 isn't literally 260, its many degrees of magnitude apart. think decibel levels or the richter scale.
[quote who="Bobucles" reply="8" id="2078837"] The problem with that is "corpse collecting" is not a STRATEGY. It's a CHORE. If a siege frigate is only good at mopping up after everyone has left, then they serve no true strategic purpose, other than to waste a victorious player's time.[/quote] exactly.
[quote who="Agent of Kharma" reply="3" id="2077382"] I can't really make sense of any other role for a siege frig.[/quote] the role i have in mind for the siege frig is Economic Warfare specialist. i'd like to see Sieges seriously threaten enemy economic development by pressuring their planetary population (and thus tax income collected) and their resource extractors. it would be nice if the ships were strong enough and capable enough of self-defense to
[quote who="PeterRhodan" reply="21" id="2076250"]Nor mine - they are certainly less useful now but still very useful in the right situations - I played a game online the other day where my fleet was smalller but I had Persuasive Economy so could out econ them - I got into an attrition battle with one opponent and basically built ships faster than he could kill them or build enough reinforcements to counter my ever growing advantage (after a certain point) - he then retreated - I followed beca
you could also try bomber squadrons and Junsurak Sentinels to take out the SB's own fighter squadrons. i'm still trying to figure this stuff out too, but at the moment i'm treating SB's more or less the same way i would have treated a Sins 1.14 grav well loaded up with turrets and hangar d's.
the deterrent on getting additional caps after the first is simply that they underperform as freshly built level 1 ships when thrown into the shark-infested waters of midgame fleets. i legitimately think you would see ALOT more caps being built if they could be cheaply levelled up to 4 or 5, which is where they need to be to compete in the mid-game. as it stands now its just a bad investment because its equally(if not more) likely to get fragged by bomber squads or LRFs while its still a most
i still maintain that the only real problem with cap ships is the difficulty of adequately levelling ships built in the mid-late game. it should be possible to buy training up to level 6. training should take less time (90 seconds is too long, maybe 60 seconds is appropriate). and training should be cheaper by a large amount (maybe half the cost). some cap abilities could be tweaked or rebalanced a bit but none of them are game-breaker
[quote who="Agent of Kharma" reply="17" id="2075361"] concensus is that sieges are in a bad way. please change them and make them non-bad. Well for the record, that certainly isn't my consensus.[/quote] i didn't mean to imply that non-bad requires a buff. what it requires is a more thorough evaluation of their proper role in the balance of the game. if it is determined that they are so impossible to balance that they must be removed and only cap ships ca
at the risk of saying something that has already been made completely obsolete by Entrenchment... the mainstay of planet defense is done by building two overlapping repair bays and planting a frigate factory in between them. leave some fleet supply open and build ships in response to invaders. you can pick the ideal counter unit based on what is attacking you. once (...if) you succesfully repel the attack you have already built counter-attack forces and can press offens
this is alot of yammering considering there's already a concensus from both sides. everyone agrees that 1.0 sieges were stupid overpowered and 1.14 sieges are next to useless. all this talk just about what kind fix you'd like to see? none of you are developers anyway. who knows what Ironclad will end up doing. I'm gonna start learning the ropes of Entrenchment first before I start thinking about where sieges fit into the new game balance. the status quo of sieges in thi
[quote who="EadTaes" reply="11" id="2074363"]How about using it to gain or rather regain a tactical advantage over your enemy? Think of ways to do that. [/quote] running out the clock until your Missile Barrage cooldown finishes? i thought that was implicitly covered in the notion of "ability is mostly defensive". if you really wanted 2 missle barrages you could have built 2 Marzas, right?
[quote who="Howdidudothat" reply="11" id="2074791"] {-------------KOL--------------} Because my Dunov is right there with the Kol, and I just bring the whole mess of ships/SC right into the fight. I call it the TEC battleball. When this happens, the effect flak burst has is less than/equal to that of magnetize. So here's my Battleball: ............................ <br
what we all know is this: starting from scratch with full anti-matter a Jarrasul beats almost everything in 1v1.(maybe a Radiance can beat it) what we neglect to talk about is that fights enver start from scratch. a single cap ship can't be everywhere at once, particularly one as slow as a Colonizer cap. phase jumps happen. reinforcements happen. opponents with surprising strategies happen. i think the concensus that "egg is the best/egg is overpo
in the long run a level 6 egg is a more effective cap ship killer because level 3 Nano Bomb is insane. in the short run a Kortul has the advantage. if your plan is to go hunt down his cap ship early in the game you will gain better performance from a Kortul for these reasons 1) you will be jumping to distant grav wells and pressing the attack as much as possible. all that phase jumping will leave you with basically no anti-matter at all at t
[quote who="EadTaes" reply="8" id="2074122"] its just defensive now. you can buy time for reinforcements to show up or you can use it to make a safe retreat. its pretty bad now to be perfectly honest. You sir fail to realize the potential it has. Start thinking outside the box.[/quote] outside the box, eh? - you could use it to immunize your fleet as you run through heavily defended territory and break through into a lightly
at the risk of looking retarded... no contest that the build order on Advent caps is almost always Mothership->Halcyon->Radiance as the first 3 (if you didn't just open Radiance on a rush map where it will be your only cap ship). its the 4th ship I'm asking about then. I usually pick a Rapture. Its actually got nice frontal arc gunnery so its pretty good at taking out other cap ships in gun fights. The support abilities it offers I thi
ok, now i'm resorting to primitive ASCII art for demonstration purposes because you've got my all kinds of confused. below, in shitty ASCII representation is an approximate comparison of the ranges of various things. the {----} represents the range of the Kol's Flak Burst. the lines represent weapon ranges of SC and Your Fleet. Notice how the Kol's range is greater than range of the SC so that it is impossible for a squadron to be in weapons range of your fleet without also being
[quote who="Howdidudothat" reply="4" id="2073210"] A smart player will micro his SC with a Kol around too. [/quote] how does this ever work? the Kol is always going to be in range of YOUR FLEET. you can't possibly be attacked by strike craft without those same attacking strikecraft flying right into Flak Burst range. i just can't think of any scenario ever where its somehow possible to attack a fleet with a Kol in it without the Kol flakki
[quote who="spiralblitz" reply="5" id="2073790"]Armistise only works on things in the grav well at the time it went off. So its fun sending in the Akkan alone then sending the fleet in after it.(unless they changed that I think they did not sure but i used to do this.)[/quote] was changed to prevent exactly the kind of abuse you described. i used to do that alot too. now, anything that gets hit by Armistice becomes invulnerable until it wears off and incapable of firing