Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 899 Replies 24,876 Reputation

Update on changes made...since this thread is getting long... Skirantra: Scramble Bombers 1/2/3 releases 1/2/3 bomber squadrons per use Duration = 60s Cooldown = 24s Antimatter cost = 45/50/55 Sova: Heavy Strikecraft increases the armor and damage output of the host’s strikecraft <p style=

198 Replies 68,368 Views

Now, back to missile batteries... Cluster warheads currently works as such... The range of the splash damage is only 1200m, but the real limiting factor is the max targets, which is 6...it also does 10 damage as splash damage, which I assume is mitigated by shields... My feeling is, apply these mechanics to missile batteries, but don't use the actual ability cluster warheads.. The ability could have a cooldown time, but these things aren't lasting very long, so

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I looked at the three colonize abilities again... This time I was more precise and I did multiple situations.... Let's assume you are colonizing both the asteroid and the ice/volcanic by your HW (allegiance=90%)...let's also assume that one has 2 asteroids while the other has 3 asteroids...this isn't perfect, since the average asteroid count is just under three and the second planet your cap colonizes probably is two, not one jump away from your HW, but this is close enough...

198 Replies 68,368 Views

Sins is the first rts game I have every played... I started with turn-based stragegy games (alpha centauri, civ 3) and then at some point started with the total war games (shogun: total war)...over time I moved to more recent turn based (civ 4, galciv II) and total war games (rome and medieval II)... Like you, I was very hesitant to buy sins... But I did... And I am damn glad I did too... Coming from turn-based games, sins at first was very dif

7 Replies 7,312 Views

As for the akkan...you bring up good points about its interrupt ability...I've always felt that lvl 3 and 2 were a big step above lvl 1, though the difference between the cooldown and duration is 7s for all three levels...so a ship's ability to escape really doesn't change if its in position to jump... I feel like something needs to be done with ion bolt to make it just a little bit more powerful, but I'm not sure where...I originally was thinking lvl 1 and 2 needed a buff, but now I'

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The only problem I have with buffing the Sova through the TEC tree is that it would be the only ship in the game to be buffed as such...using technologies already in the game (your idea with the gauss upgrades like meson bolt and rocket burst is good) might work, but it doesn't reward you for having a high level sova...it rewards you for having a high level sova and researching one or two techs... A lvl 5 Sova is only going to have one lvl 3 ability at most (and like

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[quote who="Darvin3" reply="38" id="2671344"] You are when that Sova is sitting next to your homeworld bombarding it! This was a big strategy in 1.181; build two Sovas, park 'em next to the enemy homeworld, and throw down a bunch of missile platforms. Very hard to stop if it's well played. [/quote] Does this mean the proposed buff to the Sova is too powerful? We're looking at least at lvl 5 or 6 sovas...its gonna take a while before these things are po

198 Replies 68,368 Views

I agree with you that the Progenitor is fine as is... The Akkan I have a problem with... Its colonize ability is great (the best of the three colonize abilities) and doesn't need any more work...it's the other two abilities I have a problem with...targeting uplink doesn't stack, and there's not much point in having multiple ships with colonize, so successive akkans really only contribute an extra ion bolt and a back up in case the first akkan is destroyed (which is a sad reaso

198 Replies 68,368 Views

If the Sova is equal to the Halcyon and Skirantra early on (or perhaps more powerful), then buffing embargo isn't going to work, so I say that probably should be scrapped...the lvl 6 ability could be buffed, but I don't think that's the best option for buffing a late game sova... One thing that could be done is to make higher levels of missile batteries more powerful...instead of making individual missile batteries more powerful, allow more of them to accumulate....higher level sovas

198 Replies 68,368 Views

[quote]Keep in mind that this is antimatter that might be used towards other abilities, so the Skirantra (particularly higher level ones) is still losing out and has to do an antimatter trade-off. [/quote] This is very true, repair cloud is a good ability and actually has great synergy with scramble bombers since it repairs SC... I'm most inclined to go with 45/50/55...but if this puts too much pressure on using repair cloud, then 40/45/50 should work out fine...a

198 Replies 68,368 Views

Now, as far as LRFs and fighters are concerned... I have seen a lot of good suggestions, and after reading some of the later ones I'm reconsidering buffing fighters...whatever is done is going to be very tricky because it will affect many things... A major concern with my proposal of nerfing LRFs against caps it that it will be very difficult to deal with capital ships early on...this is a very valid concern and needs careful thought... Since solving the problem

198 Replies 68,368 Views

First things first...thank you Darvin, Cykur, and everyone else for your suggestions...this is good and exactly what I'm looking for... I tried posting something early in reply to Darvin's suggestion about Scramble Bombers, and I couldn't post, so sorry it took so long... Darvin, I like your idea for Scramble Bombers...under my proposition, higher levels would have allowed for the bombers to be shot down before they were replenished, so I think you definitely bring up a good p

198 Replies 68,368 Views

[quote who="Cykur" reply="21" id="2671045"] The other thing I want to point out is there will be no early game counter to a Capital ship except another Capital ship...maybe bombers if people can get them out soon enough. Early game Capital ship tactics would be very hard to stop -- without the punch of LRM Capital ships can raid, run to repair, and jump back in again and again. You will see a lot more tactics with 2-3 Capital ships attacking because LF's and opposing Capitals

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[quote]And this is what gives me pause. If we nerf LRF vs capital ship, we really can't nerf bomber vs capital ship without changing something else to give caps an early-game counter. This is also why I consider bomber/LRF a singular issue, because any change to one will invariably influence what we want to do with the other. I'm worried that bombers will still be death incarnate late game if we don't do something about them, however.[/quote] I agree, which is why I'm thinking only

198 Replies 68,368 Views

[quote who="Cykur" reply="15" id="2671015"] As I mentioned, you just increase Fighter Strikecraft power somehow and you get all the things you want.[/quote] First, I had not read your post before I made the post about nerfing LRFs...I was in the process of making it when you posted, sorry... Making fighters more powerful is a good idea...however, I don't know if it will get the result I'm looking for... More powerful fighters does weaken LRFs and Bombers, but it w

198 Replies 68,368 Views

Now for issue number 3...Phase Missiles... I have 3 issues with Phase Missiles: 1) They are on too many ships... 2) They are too good at killing caps... 3) PMs are disproportionately effective against Advent... This is how I want to see phase missiles in Sins...Phase missiles shouldn't be any more or less powerful than any other weapon against frigates, but should be significantly better at taking down high priority targets like Capital ships a

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Now, before I go nerfing phase missiles, I want to address some other issues that, indirectly, may affect the power of PMs... Right now the backbone of every fleet is LRFs and Bombers...later on, HCs become relevant, but for Vasari and TEC LRFs are still dominant...on a conceptual level, it is my belief the core of a fleet should be LFs and HCs, not LRFs.... Ultimately, I feel ALL LRFs and Bombers need to be slightly weakened...this will affect Vasari the most, which means tha

198 Replies 68,368 Views

First things first... [quote who="Ascension" reply="4" id="2670652"]this thread is simply another "oh no vasari is powerful for once! nerf them down again." [/quote] No, it is not...I do not hate the Vasari, I simply think they are too powerful...they have lots of unique advantages, and very few disadvantages...a few subtle changes that affect ALL factions but simply affect the Vasari more may be all thats needed... Second things second....THANK YOU DARVIN I wi

198 Replies 68,368 Views

Well, first off, did it get hit by a deliverance engine? If you are playing against the AI, this is HIGHLY unlikely, but I suppose possible...if this is the case, that culture loss will only be temporary, so no worries... More likely the enemy just has a lot of culture on your HW...there are three things you can do about this...one, bring your capital ship(s) to your HW, caps help to resist enemy culture....two, build more culture facilities, which might suck if you have to scut

13 Replies 11,573 Views

The first thing you should do before going against any SB is check its antimatter...if it has an antimatter capacity above 0, then you know it has special abilities...if its an Orky, odds are that ability is the deflection shield, which at lvl 2 is a huge defensive boost... If that Orky is using deflection shield, I'd say its pretty much a requirement that you bring in a radiance with detonate antimatter or a dunov with EMP.... As TEC, ogrovs are the best thing to tak

13 Replies 7,271 Views

I've played single player, I've played multiplayer, and quite frankly, the distorted game balance is sickening... I am not a pro player, I am not well known on these forums, and I have not been part of any large mod project...and I don't care...I want to balance the game as much as possible, I want input from the community, and I am making a rebalancing mod even if everyone else thinks its crap... Why is this not in the mod section? Because this isn't a discussion about

198 Replies 68,368 Views

Sins is 32 bit and there is a hard coded limit on how much RAM it can use anyway...at a certain point, the amount of RAM you have won't matter, though I suppose how fast your computer can access RAM would make a difference...most new computers now are going to be limited by CPU, not RAM or graphics, especially if you are using a laptop...I feel like the bottom of my laptop is going to melt through my desk one of these days, the thing gets so hot...

12 Replies 11,627 Views