I happy with the LF/Carrier balance. It works.
DarkCloud
@jsw Its your battle tactics that achieve your strategic goals. Since you want to be technical and not read between the lines a bit..hehe. The ai does a great job of managing SC. Now for those of us who like to get that extra punch in a battle when and where it's needed. We manage our SC. Its fun and adds depth to the tactics employed in battle. Sorry for those who just want to point click say fight and watch. You can do that vs Ai. It doesn't counter moves or fight back in a human way. It j
I disagree.
First of all I must say I'm happy with the balance as stands LF vs LC. It works. ==Flak== How about taking flak back to almost 1.05 with an increased fleet supply and cost. Lf actually counters flak now so this may work as well. It also makes you manage your SC. Which is good because it engages you. Adds more strategy to fleet engagements.
I host alot and in 1.05 it gave a numerical value of user actions. Under the empire tab after a game. Now it is weird like a huge negative value. Without any play stats.
OP say it all.
So far its been working seemingly well. I've seen it happen all three times a host has dropped in 1.1.
Ok, since this is the beta what do we want from flak? Imo part of the problem is the fighter. It is too good vs to many things. Or at least does enough while staying alive to do more. I.E making bombers not quite, but almost useless.(In a fleet action. Vs defense and planet structures bombers are the ticket.) Flak. As much as we all want these giant unopposed strike craft battles. Where we clear whole enemy fleets in minutes kinda takes away from the multi-layered strategy that sins is.<
The Pirate tab buttons do not work when chat bar is up.
Flak is not, but almost useless.
Agreed
Also, don't get me wrong. I love the new carriers..er when they fix em anyways. Fighter bomber opps is the part I love the most. However the reason I started this thread was to help define the new role for flak/dv/sent.
So flaks new role would be?? Well not much as I can see.
A particularly nasty exploit. You have to use it. You end up using it anyway when you switch up.
Well, partly the fact that the follow on reinforcements slow the jump. Maybe I'm just being nit picky. It's not something I can't work around. Just minutely different.
I found the difference. Or at least one so far. In 1.05 ships jumping from frig factory to a neighboring grav well. Where I would have a fleet assembling. Ok, time comes that I need to move. So I set my flt to group jump(also set waypoint to jump). At this point the ships I have fleeted together and set to group jump. Generally when I know I'm going into a fight I have reinforcements in route before i even jump my fleet. The reinforcements jumping in would not be apart of that group jump. What
I'm more talking in flt defense. Defending your flt from SC. Lf's counter the actual carrier I understand. Where flak previously protected your fleet vs SC. Isn't that back wards. Shouldn't flak protect vs bombers. Fighters only damage light targets. Bombers are the main threat to the flt. Especially now that they have been buffed.
[quote]Is this a new thing in 1.1, Yarlen? I don't remember seeing anywhere that there would be a set amount of time ships will wait, just the 90% of the grouped ships thinger.[/quote] This is how I thought it worked as well. Now its as Yarlen said they seem to wait a few seconds and jump. IE Cap ships jumping before the fleet and arriving alone. There's some change to it. To fix it in game. I generally waypoint to jump. Using the shift make a way point in the jump lane. Then have
Open discussion on the balance to the anti-strike craft ships. 1.Can they handle the increased number of strike craft? 2.Whats the counter ratio flak/sc? In play testing so far I find flak to be way less effective vs counter with SC of your own.
Maybe I should say its hinky from the 1.05 to the beta. Not broken just funny.
I've test a few times at this point. The grouped phase jump is not working. I group my fleet and right click on the move key. Bringing up the 3 green arrows for grouped jump, but the ships don't wait.
If this is the beta I can't wait to see the finish mod. A friend and I have been gaming online with it. I use custom maps with no pirates and no derelict ship yards. So no issues there. However some of the autocastes are a little funny. It's like you have to make all the ships do there thing. Anyone else notice anything funny with the auto caste?
July 23 2:23 est No patch as of yet :(