Okay rephrase by weapon type I didn't mean lazers, projectile or missile or what ever. I mean't anti-light, anti-medium, capital ect. From what I know you cannot have mroe then 1 damage type per ship. How ever readign back the Vasari SB I remembered that the damage of it'S 2nd weapon is anti-structure and not capital like the other SBs or it's 2 other weapons. So I wonder if it would be possible to do it on a cap now.
EadTaes
Alcool only deludes the mind. So I guest you would fail at alot of things and yet still fell superior right?
I think they went way int he ball park and are now completely lost without a single clue were their at.
Hell yeah Better has usless flak only then usless anythignt hat aint LRFs. You can always sart again working on that small problem by exploring a new avenue. The nerfs to carriers just fucked the dog like they say.
[quote who="Whiskey144" reply="23" id="2300153"]the Vasari need one because while the Orkulus does do it in an ACCEPTABLE fashion, it is by no means OPTIMAL. They are just to FREAKING EXPENSIVE to be useful. I will concede an ENTIRELY new bunker-buster isn't necessarily needed, but something like a new anti-structure ability for the Assailants would be good.[/quote] A new a abilaty on the assailant would be to spammy. With my capital only research Idea you could add a researcht hat wo
Me what I see int eh third pack is name that goes as such. "ESCALMENT" or "ESCALATION" What I expect to see in it. SubCapital Ship like in Volt_Cruelerz https://forums.sinsofasolarempire.com/358359/page/3/#replies thread. Altout I can't bare to look at the cylindrical ships. Capital ships gettign the power they shoul. Ei fix simple stuff like Akkan colonisation just to name one. Followed by a Capital ship only Research tab. This tab would open up research topics only f
I would just like to point out that all of thsi talk about imbalances and what needs to be fixed only became rampant under patches 1.02 and 1.03 entrenchment. Under 1.01 these issues we still present how ever they weren't weived as rampant problems as they are now for back then carriers could fillt he role they were supposed to fill and thus minimised the problems we are all talking about. So lets all just eb honest and say it. Ironclad You SCREWD up in 1.02 and 1.03 Time to u
Cool keep us psoted.
I got fallout 3 for my Pc and problems do occure. It's anoying. Wish they would make good ports instead of half assed ones.
[quote who="Darvin3" reply="12" id="2298360"]Actually, if there's one test I would like to see, it's a test of how long it takes each type of flak to clear out each variety of fighter squads. That is, put 6 flaks up against 6 fighter squads (for each racial combination) and time how long it takes for them to go down. If there's one thing the community lacks right now, it's much consensus on whose flaks are better at killing fighters and whose fighters are best at surviving flaks.&
[quote who="Cykur" reply="14" id="2298317"] I disagree, giving Siege Frigs heavy armor will make the LF the hard counter, LF do +50% damage vs. heavy armor and they have +50% faster speed then Siege frigs. So, in theory, this alone should make LF a real threat to Siege Frigs. So if someone "goes Rambo" with Siege Frigs, all you've got to do is build LF. Even if they drop the supply points of SF from 14 to 10, you can still build 2 LF for the equivalent number of supply points. I say its
Wtich is in part why I thing they should be heavy armor not Very Heavy. That way LFs become the counter. But before you can do that you need to fix LRF, Carriers and Flak.
That'S huge. However just want to stress that lets not endup makign all races identical. But I am interested ins eeign the results and know some will be interesting. I can already tell that the Vasari scouts will get creamed. How ever for neutral combat "witch is were scouts should be used" The Vasari scout is a bit weaker sicne it can capture the neutral while Tec and Advent will need to wait to get a colonie frig. The mecanic of that is why I voted no change on Vasari scout in the v
Base lvl for not. If it proves to strong it can be lowered. But it wouldnt work since you can onyl have 1 weapon type per shipa nd cap have capital weapons. You wouldnt be able to put anti very light weapons on it. Unlest the DEVs rewrite that hardcode.
[quote who="beavs91" reply="3" id="2279225"]Defineatly think the carriers should have more squadrons, some of the other captial ships, when high level have more squadrons than the carriers, they should also have some anti fight craft guns, like the garda frigates.[/quote] Indeed caps do have the weapon slot needed to ahve Flak capabilaties. But their overall flak power should not be mroe then the power of 2 flak frigates.
I'll give a new reply. to amke things clear incase some things have changed. Siege Frigates Buff Siege Frigates Increase Hp/shields/armor?: Yes. They could use some but it's not the prioraty. Change armor type (currently light)?: Change to heavy. Decrease Resource cost?: Yes definately. Decrease Supply Cost?: Yes from 14 to 10 <br /
Even if you have a huge ass galaxy that holds 12 or more artifacts it's not a garanty that you will find all 12 as sometimes artifacts will repeat them selves. Sadly even if you find 2 of the same artifact you do not get double the bonuses.
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You got it dead on.
1: Would rather keep damage as it is but add an effect to target of -1/-2/-3 armor per lvl of gauss gun. The abilaty says it penetrate armor so it shoudl leave a hole behind and a hole whould mean a weak spot that will recive more dmg. 2: Flak burst is just fine as is. 3: Radiation bomb already deals abysmal AoE damage since the radiation only lingers for 5 seconds. So you barely caussing 100 hp dmg to sourounding ships not counting mitigation. 4: It already hits all t
Because it still looks like a tune. And Axial gun doesn't mean it need to be the center of the ship. It mena it eed to be aling and perma fixed into the frontal direction of the ship. So you cna place the gun were ever as long as it is pointing in the rigth direction. Right now i'll be honest it looks betetr then before. Before it looked like a tube. Now it looks like a tube with wings. So still looks liek a tube only with extras.
Still need to move the rail gun away from the center I say. Oh also form what I know udnerstand the Sins engine only accept quads ans triangles. But I see a pentagram. Near the front of the ship.
Frankly and add is not needed in this deparment. A fix will largely surfice. An ad of a subcapital ship as invision by Volt is something that is missing. Not to mention that add opens the door to fix the CAPs lacks in power in certain sections by making their abilaties work as they should and creating CAP only reasearch that will improve only capital ships. That's somehting I'll message you about Volt, but implimentation will need to wait until the destroyers and lancer are more along
Cool can't wait. I'll keep working on mine as well. In the end a combination fo feature from both will probably give us the perfect ship.
The back engines i just drew there to make and end the ship is actuly a bit longer has a rear flight deck unde the rail gun and the engines look nothign like that. But it does in part resemble a KOL as for the KOL is the first purpace built warship of the TEC. All of the other ships were civilian craft modified into combat ships. So I brlivr if TEC were to start creating new ships they would trya nd copy off a succesful desing. The front blocky section is bigger/larger then the rest of the sh