He had mass disorient? Were your ships affected by it? How upgraded was his starbase. Was he using repulse (i.e. how long did it take to take out the guardians). I feel like you guys are leaving out some info that would make the difference here.
Raging Amish
Illusion doesn't require antimatter. It just has a cooldown time. He was abusing repulse. That's where I draw the line. I can take most of the current imbalances. The second I see repulse (10+ guardians), I leave the game. You can say what you want about me. If you use repulse, I will leave. I'll spend my time playing a game where my efforts will prove fruitful. Repulse is the the most bastardly thing to use in the game. Advent already have the most broken fighting unit. You put repul
Don't think what you're asking for is possible. The point of setting everything to fast is mainly to make the game go quicker. Online matches take 1 1/2 hrs +. Anything to lessen the time, the better. If it was people would probably be doing it because of how long games of sins take. Smart money says no, but hey, who knows.
Nay Nay to changing RA. They got it right. RA is for the booming Vasari Economy. That's why it's tier 8.
Remember back in the days of 1.04 on regular sins when devs buffed the Illum and carriers didn't really work as the counter? Well, basically, we're back to square one. The most common strategy out there is to spam Illums. Illums actually beat HC's (if you can believe it, Illums crush Enforcers). Balance is bad at the moment.
Deciever, take a look at Illums the next time someone uses said ability. If you look on the quick reference bar on the left, you will see that the Illums that are fake come last in the list. If you go into the mode that allows you to select ships one by one, you can micro to avoid attacking the fake ships. Also, don't forget that a mass of Illums is the hardest fleet to take down. It shoots in all directions, meaning the only thing that's gonna break it up is either subverters (too weak), rep
Oh, and to make this point separately from my previous reply: If done right $$$ shouldn't nerf carriers to obsolescence. I'd want the cost of the actual strikecraft to be cheap. That's the only way it'd work. Thanks to complete wipeout ablities on capital ships, making strikecraft expensive is not an option.
The point that seems to have been missed here, and that I must stress is that strikecraft are the only unit in this game that cost nothing to replenish once lost. No other unit can recreate itself indefinitely at no cost to the user.This is why carriers have been so hard to fix. They couldn't be balanced in the first place. Have you ever played a game where strikecraft were free? NO. IT DOESN'T WORK and is unsensible in terms of balance. Before in 1.1 strikecraft were too poweful. Now
You sure turrets get capital damage? We're talking about turret turrets right? Beams on Advent. Missiles on Vasari. Gauss Cannons on TEC? I could have sworn they were antimedium. Guess they changed at some point.
I have a better question. For what sensible reason did you have (400000+) creds, (50000+ metal), and (26000+) crystal?
ED: While I like original ideas that make sense, the fact is a radical change isn't going to be made to the game. To answer your question, yes, accuracy does apply in this game. Almost everything has a 100% hit percentage. The exceptions are: 1. In asteroid Fields accuracy is lowered by 20% 2. The Akkan raises the hit percentage of ships around it with it's third ability. 3. The Rapture (Support Advent Capital) has an ability called vertigo. With each level, it
Astax, you got me thinking. What did the Devs do when Returning Armada was abused and it needed to be balanced? They nixed the free ships that cost only antimatter and made the ability cost cash. What did the Devs do when people would spam mines (Cykur, here's looking at you) in a single gravwell because mines only cost antimatter for Vasari and Advent? (This is also the issue combined with the fighter bug that made me leave the game). They made mines cost cash. M
I know this isn't the answer, but thanks to Vasari Phase Missiles, Vasari Bombers are the best at taking out starbases. Phase missiles excel at taking out 1 target i.e. caps & starbases. If you can somehow limit your enemy to having only his starbase you might be made in the sun. If it's late game and he has a ridiculous eco, he probably hasn't been paying too much attention to defenses, but rather his own ships and his econ. This in general means the only thing you'll run into is his sta
Well...kinda sorta and not really. In most games you pretty much have a good chance of getting at least 1 cap to level 6.
I've lost karma twice now, When I was at 46 before it went down to 40. Now I just got up to 47 and it went back down to 46. Grrrr. Jim Carrey had the number 23. I've got double that!
Looks like you and I are on the same page after all Astax. Cool. I just hate lrfs as they stand now. They're early game HC's, and in the Illums case, all game HC. The LF could use a buff to fulfill a role, but the LRF needs a nerf to fulfill its role. It's supposed to do a lot of damage, but be easy to destroy compared to other units. The in game description even says this. But that's not the case. At all. LRFS shouldn't be giving HC's such a good run for their money. Just a side
If he's massing scouts that means don't get anything with light armor. I will tell you flak are a great counter to scouts. Flak have so much armor and do decent damage against light armor. I'd say ur best bet is to use flak and see if you drop a starbase on his ass. Don't be scared of getting fighters. You have to remember that 1 carrier is 14 ship slots. 7 scouts is 14 ship slots. 7 scouts will never take out a carrier quickly. 50 won't for that matter. Take a look at his # o
Moment of reality: It's been over a year of this stuff. If it didn't happen when it came out, I doubt it'll happen now, or ever for that matter.
I like the starbase. I just don't like that it's such a good option so early. Maybe it is balanced. This is a point where I think I'm probably a bit biased.
[quote who="Astax" reply="3" id="2317778"]Raging: there are 3 frigates that are damage dealers in the game: LRFs, HC, and Carriers. Flak was not meant as a damage dealer so it had its damage vs frigates nerfed. It can still be used sorta against LRFs, but to counter illums u usually need more flak than enemy has Illums, so its not real counter. LF will never be a damage dealer, we know why. But they do hold a decent role in coutnering other stuff. Personally I rather these w
I think Illums might beat all of the HC's. LRMS might beat enforcers. LRMS actually do a ton of damage, just as much as Illums. It's just they fire missiles so some of their damage goes to waste. The rest I think the lrfs lose. Assailants won't beat any of the hc's is my guess. I'd be willing to put together numbers and explain how the test needs to be done. The fact that we have to contemplate this test is just wrong though. There should be no question i
Woot! Triple Post!
Woot! Double Post!
I dunno. If bombers can and will maintain their job as the sufficient counter to HC, then I disagree. I realize the blanket nerf to lrf's probably won't happen. It's more of a fantasy of mine. What I think is more reasonable is to bring Illums back down onto par with LRMS and Assailants, and to bring Enforcers up onto par with Kodiaks and Destras. That's probably the fix that should happen first, and is most likely what we'll see in the next patch, or diplomacy, if that's the
The ruiner is the only actual mine layer ship. Advent can make strikecraft, sure. But those strikecraft require antimatter to make and take some time after deploying once to use again. Not to mention using a slot of strikecraft for mine laying drones takes away a squad of fighters or bombers. The ruiner is unique because first it can lay down 2 different types of mines, and second it has the unique ability of just pointing at one spot and dispersing 10 mines with ease . Drones do that