[quote]With the mitigation method the early game will become a walk over for caps....[/quote] Not at all. If you are talking my "diminishing returns after X numbers of lrf" mitigation, it won't affect early game, unless that early game entails 30+ illums bearing down on your capship. If you are talking my damage cap - same. If you are talking Deceiver_0's mitigation increase by leveling caps, that won't affect early game. And if you are talking my mitigation in
Agent of Kharma
Hi DesConnor, I think the reason pros aren't lining up to do your suggested testing 1v1 is that everybody and their mother already knows Advent is OP. I mean, usually when you see people calling for nerfs of something, like marza MB, you'll have a bunch of defenders lining up on the other side of the issue, saying no nerf is needed, blah blah. But just look at the absence of people lining up to defend the Advent. The silence on the other side is deafening!
[quote]A couple of months ago everyone was saying caps suck take the 1 free cap then scuttle the cap ship factory. Is this due to a patch change?[/quote] Yes, major change. Caps got buffs in last patch. See patch change notes.
[quote]Though it is less realistic than mitigation with levels.[/quote] Not sure that I agree, but screw "realism," I care more about solving the problem. The problem is cap survivability scaling to fleet size. My solution is cap survivability (mitigation) scaling to fleet size. Problem solved. [quote]Scaling to fleet size is like saying "I have more ships, so they are stronger"[/quote] Scaling to fleet size is like saying "there is a problem with c
[quote]Illuminator spam in particular is due to a bug that causes illuminators to deal extra damage. Once that bug is dealt with....[/quote] LOL, like when the hell is that supposed to happen? Next lifetime?
[quote]Ok here would be Cap ship Mitigation stats if the increase was 1.8% per level and cap was 80%:[/quote] Not a bad idea, per se (bumping mitigation as a cap levels). I'd certainly support it over doing nothing. But can we do better? As I and Darvin have said, the problem seems to be that the role of caps does not scale with fleet size . The above makes mitigation scale with cap level.
[quote]My point is, if that were to be implemented, it would completely destroy FF. It would be worthless beyond a point.[/quote] I enjoy reading your thoughts on
I thought about this last night and today. Like MindsEye says, why make it complicated? What about a plain, simple DAMAGE CAP (dps) for capital ships? This will have the same effect as my previous system or other systems proposed. Anything under the capped dps to capships get's through unmitigated. Anything over gets pinched. There could be some exceptions made, like TEC boombases,
[quote]Dual Sovas, tested and confirmed. Missile batteries will tear up enemy halos and disciples, especially having 2 sovas to drop them, pump out cobalts along with that and you should be fine.[/quote] Thanks. Honestly, I figured dual sovas would win if the halcyons wanted to sit in the same place and bomb the planet. Sovas are tough.
I thought about this last night and today. Like MindsEye says, why make it complicated? What about a plain, simple DAMAGE CAP (dps) for capital ships? This will have the same effect as my previous system or other systems proposed. Anything under the capped dps to capships get's through unmitigated. Anything over gets pinched. There could be some exceptions made, like TEC boombases, vasari superweapons, missle barrage, mines, maybe celeio designate target
[quote]If you make caps to tough how would you ever kill a level 6 marza?[/quote] Well like I keep saying, caps would still be plenty killable with this system. Wouldn't you agree that 20 illums are plenty effective at killing a cap? I've said a couple of times that anything 20 or under would deal full damage to caps. I pulled that number 20 out of my ass, and it could be adjusted, but you get the idea. Don't know if you are into math or not. But here i
[quote]I am against this reducing damage from lrf to caps.I am more for caps getting better miti as they level up.Maybe 10% total or something.Lrf are only counter to caps early on.Most people dont have many bombers and a dual sieg cap rush would be really bad if nothing can damage cap without huge numbers.[/quote] Hey Eye,I think that you think that I'm proposing that only "huge numbers of something" can damage a cap. Actually it is the opposite. I am proposing that huge
[quote]On a side note, I thought you were not playing multiplayer anymore because you say it sucked so much, agent.[/quote] I said I was extremely careful and judicious about the games I played in, and who I played with, and thus it was extremely difficult for me to get games most of the time. I also said I had scaled back my involvement in multiplayer. But I did not say I was not playing multiplayer anymore. [quote]I tire of seeing you gripe in an unproductive man
[quote]So, general agreement. 10-20 illums is counterable, 30 will melt a capital ship ridiculously fast...[/quote] Just watched replay of a recent game. How many illums does it take to be a threat to capships? 23. I lost my cap, then my teammate lost his 2 caps to the same 23 illums, and my teammate was running from them. 3 caps killed from 2 different players in minutes to the same 23 illums. Can find a few more details here: https://forums.sinsofasolar
Just watched a replay of one of my recent games. ANATOMY OF AN ILLUM SPAM: - Illum spammer drops 2 mil labs, builds halcyon, scuttles capship factory, builds 3rd mil lab, researches illums. - Illum spammer takes roid. First illum rolls off assembly line. Time: 5 minutes. Second illum rolls off assembly line. Time: 6 minutes. No feed. How this went down was, the illum spammer clashed with me shortly after, and killed my c
[quote]So, general agreement. 10-20 illums is counterable, 30 will melt a capital ship ridiculously fast, 50 will push you on the defensive regardless of your fleet, and 80 will roll a starbase without trouble. Glad we got that cleared up.[/quote] Actually, 30-50 range is where upgraded starbases start dropping like flies. Unupgraded ones will drop to less. I'm so glad some think that illum spam isn't an issue anymore. Played against an Advent today. The re
[quote]but like i said, with enough firepower, everything drops pretty quickly... and to be honest... it should be a valid tactic... if you want to take something down quicksmart, you turn all your guns on it and dont stop firing till its like a bug on the windshield[/quote] Well if this should be a valid game mechanic, then what is the purpose of capships? If you said "colonization," then I could agree with what you say here. And if someone screams that they lost their ca
[quote]No, I do not have this problem.[/quote] Then you're the only one. I've seen every top pro out there lose multiple caps in a game to lrm. [quote]If you manage to let your opponent to spam illums/LRM/Assailents before you can react, you lost already, game over.[/quote] This simply isn't true. Games are full of illum/lrm/assailant spam, and always have been (except in the uber-carriers patch). Sometimes those spammers win, sometimes they lose.&nbs
[quote]TEC can be an offensive CIV if played right?[/quote] TEC is just as offensive as any other race. All races are offensive. Don't fall into the thinking that TEC isn't offensive.
Greyfox2, illum spam is still here. I see massive illum fleets all the time. Every game I play. The way it always works is, you'll see 8-10 after the advent player's initial scout/disiple spam (if you are getting dual-halcyoned, those 8-10 illums will start rolling in after you've made your lf to defend against his lf/scouts/halcyons). The next threshhold is 30-ish, then 50-ish, then 80-ish. 30-something illums are already nasty - capships better get the hell out
[quote]The final problem is that if you throw enough bonuses on to illums (such as guardians, shield restore, energy amplification, etc) they can actually beat their own counter quite handily.[/quote] Plus, guardians actually repel heavy cruisers, allowing the illums to kill them with impunity. I just think it's ridiculous how easy it is to kill capships. The only way I can keep them alive once critical mass fleets hit the map is to keep them out of battles.
[quote]Caps should counter Caps. I prefer a more severe counter system that forces players to maintain a mixed fleet.[/quote] You know, I actually thought of this idea a while back, but I didn't propose it here because I thought it would be considered too radical. [quote]You know what? I'm just going to outright agree. I've flip-flopped on this issue myself, but I'm tired of just seeing simple focus fire causing capital ships to melt in seconds.[/quote] I'm glad we
Some people are proposing buffing battleships. What about making battleships more resiliant to the attack of the lrm class frigate? That would give them a distinctive role of sorts, and allow them to be used as a "meatshield" between the attacking lrm class frigate and the rest of your caps. I'm just brainstorming, but it's an idea, anyway.
Okay, what I'm about to say isn't a new problem, it is old, and is something everybody has seen and experienced: I think caps are too vulnerable to masses of illums/lrm/assailants. caps = expensive, not spammable cap killers (illums, etc) = cheap (relatively speaking), spammable You see the problem? Herds of relatively cheap spammable units vs. a couple expensive caps? The problem is this. Caps are supposed to support the fleet. Or, if you
[quote]Lastly, for the love of chocolate, strongly consider seperating the graphics engine from the game engine up front.[/quote] Oh, believe me, that decision has already been made. I would never entwine the two. [quote]Higher elo chess is more strat than tactics.[/quote] Yes, but that's because both chessmasters are already tactical geniuses, and they cancel each other out on that level. You won't find a grandmaster who is sucky at tactics. Still,