Sorry about the swearing yarlen, another social norm I've never been able to figure out and don't even notice. Hull phase out lasts 8 seconds for 50 antimatter, that's 8 shots in a row, over a minute phased out. Assuming two marauders and one devastator against three dunovs, what would you say are the odds of them not being able to dish out 5k damage in 64+ seconds? Whether it's a reasonable expectation for a counter is questionable, but not whether it's effective. This couldn't be a
psychoak
It doesn't and they don't. The evacuator has a very nice ability, but phase missiles bypassing shielding are largely worthless right now. Maxed out with cruiser support it would be easy, but they suck monkey nuts at the tech levels that were tested. 40% bypass damage would actually be pretty good at it, but it's irrelevant to the scenario since dunovs are only a problem early. So far the thread has been filled with posts of the opposite, people that think they can beat it. Only a fe
I would like planetary upgrades to stay perhaps, and definitely not start at minimum population, but orbital structures aren't controlled by the populace. These aren't very democratic regimes, the military isn't necessarily going along with the civilian whims on every planet. Not much of a view either direction on that.
With shield mitigation, fighters going in formation would probably be counter productive. To control their movements however, you do have options right now. You can waypoint them to a ship which is supposed to make them act as a sort of guard and only defend locally, I have not tried it myself however and it may have been an overly vague explanation of the following. You can set their stance independant of the carriers, they will default to following them around until they engage someone, and
There is no hurry, I'm not taking it personally, and you need to read your own posts. I'm not saying you're a dick too, I'm saying you need to go back through the thread so you can stop arguing with the recorded posts and telling me to read more thoroughly. Think of it as a memory refresher, mine is shot to shit so I have to check things all the time, although I do tend to remember my own posts for the first week or so. I'm posting out of boredom at this point, I already want them cha
While you're being the devils advocate, read the thread through from the start, your own posts included. Since you so nicely summed up your tests, I'll tell you why they don't mean much to me. [I](all ships are at equal levels, full HP, full Shields, and full AM at start of test, all ships position at the edge of a gravity well, usually an asteroid field or asteroid planet, thus a small one. These are only tests I've personally participated in)[/I] First problem, this
You could always make them trade ships of a sort. Set up a depot somewhere that pops out supply ships and have it either auto-target fleets in enemy or neutral territory or waypoint to the fleet to supply it.
Possibly because two support vessels as a solitary fighting force is stupid? You wouldn't try to kill two kodiaks with two hoshikos would you? They have lower damage and no damage boosting abilities, they suck at killing shit, better than scout frigates, but then so are hoshikos. Naturally this stupid decision in making a fleet of support ships doesn't seem to apply to dunovs, a point I agree with you on. They do work rather well, as cheeseball combos tend to do. The only specific s
After SP2, xp will crash programs with 256. You could almost get away with it before SP2 as long as you didn't do something stressful, like run outlook while browsing with an anti-virus on. Using 128 was suicide. Using a pci video card to run sins isn't going to go well either. You're getting either a radeon x1550 or a geforce 6200 unless someone has come out with a new one. Those are the biggest and baddest outside of developer cards that cost four times as much and perform even wo
It's RGBA in hex. I'm guessing you don't know hex since you didn't recognize it, you can use the hex converter at this link, alpha blending is the transparency, 0-255 for transparent to opaque, the same numbers apply to the color codes for red blue and green levels. [link="http://www.easycalculation.com/decimal-converter.php"]hex converter[/link]
I don't think bovi can help making stupid posts, why bother jumping on him for them?
Only capital ships.
Because he's being a tard? There are real concerns with the dunov, they aren't whether or not it can be defeated by really stupid fleet compositions. Instead of bickering with schod over whether poorly chosen tests are fair because he didn't get to spend twice as much money, he should admit that they really suck as examples and get better ones. Stupidity by choice is irritating. And no I can't test them myself, it will be another six hours or so before this idiotic connection is stab
Nice cherry picking there gauntlet. Instead of taking stupid pills before picking tests, think about an actual game and what would happen. The worst case scenario I can see is tec vs vasari and the tec player went with a dunov as the flagship while the vasari player took the carrier(piss poor damage that). With the magnetize ability on the flagship to take out the bombers right off, you should be able to all but neutralize the carrier as a high damage force, meaning it will be more th
While it does seem odd starting with the best ships first, there are late game ownage ships in the mix. The combat cruiser on both sides really cleans clocks. A fleet with kodiaks in it instead of cobalts for the fodder line ships is much more powerful.
The Dunovs are only useful micromanaged, the added complexity is on both sides. It's not exactly a problem for just the reciever. Two dunovs are just 120 fleet points instead of 80. You could neutralize two at once for a short period of time and kill the third easy without even using a second marauder.
This thread is absurd. If someone can't beat two dunovs with a marauder and anything else, they are really really stupid. Light frigates, carriers, hell, planet bombers can probably do it. Just phase out one dunov and kill the other one with nothing to regen and no one to regen it. An equal number of evacuators will kill both dunovs with their shields at full. They have ample antimatter to chew through the entire hull just fine. Against a nice "little" frigate army, ok, point, duno
I'll give it the diversity factor, they are diverse sides thought up by games workshop, but the balance being perfect? After eight years of patches yeah. The interface was horrid, even for when it was made. With a couple dozen units on each side it was playable, with a hundred it was a nightmare, and I was fast back then. CNC at least didn't have the horrific limitations that made large scale battles such a goddamn pain in the a
I'd try running it in windowed mode too. You might have a background program that is stealing the cursor focus, which would potentially cause that exact problem. In windowed mode it would be obvious what was going on and you might be able to spot which program it is that's stealing it if so.
Part of it is shield and hull regen. Two cobalts going at it chew through an awful lot of regenerated shielding and hull. Even if it is just 5%, it works out to significantly more when you reduce the dps by the regeneration rate.
They can be repaired too. It's dangerous to use the Vasari carrier special near queued buildings.
Or an ai game, or a 4 player ffa where you aren't the one that gets double teamed first.
Trade boosts can be substantial. All things considered, research really doesn't cost that much, it's just at the wrong time. You need to be doing it before you improve on a planet. Exploring an ice world costs you a few cobalts and a couple hundred crystal, exploring it after that isn't a painful decision costs you dismantling the research centers and moving your trade to the place to take advantage of the 60% increase in trade income. I can't say it's cost effective to do so in mp,
At 8 a piece for one squadron I wouldn't call carriers themselves cheesy, massed sovas get there, assuming they are all level 6+. But what would you be doing letting someone get them up that high? Now hanger bays stuffed with bombers are another matter, those can dish out some serious damage and aren't a very vulnerable investment in comparison to carriers. You do not want to be bringing any capital ships into a gravity well with 9 hanger bays even if there isn't a single ship there and regar
Isn't very ram intensive? Sins just locked on me in a multiplayer game, and while I'm sitting around watching it to see if it creates a minidump file, it's chewing through a gig. First crash since beta2. Doesn't seem to want to die properly. Details. Multiplayer 1v1 with chickenfur. Current activities were managing a battle in one of his gravity wells, something of everything in frigates on both sides, no cruisers, one carrier and one dreadnaught type capital shi