Most of the better online players can take on 3 to 5 unfair AI's easily. You may want to use that as a guage to your skill lvl. You gotta look at it at the other palyers who play online on a regular basis. Having someone lose easily to someone in the first 20 mins without putting much of a fight will lose it for the whole team. It will be an up hill battle and possible waste of the time for the next 2 hours as they try to recover from a teamates easy early defeat. I
JohnJames
all they need to do is track stats using cd keys. If someone wants to smurf, they would have to buy the game again which translate to more revenue which means more development. A win win situation for all.
SOSE will not have a bnet style match making. With 100k's of game sold, less then 1% go online. Not enough players. As for their beta ready to play system. You still can smurf.
[quote who="charon2112" reply="21" id="2412377"]This is why I never, ever play multiplayer. At least the AI is consistent. And it doesn't mind if you pause or save and continue the game later.[/quote] but when you can beat the game with 9 unfair ai teaming against you without the use of SB, its time to play online.
[quote who="Vimpster" reply="13" id="2408035"]I've mentioned this in another thread, but I always thought that Vasari were the best. Certainly they are the best defenders of the 3 with phase stabilizers and mobile starbases and whatever the ability is called that their hangers get that freezes all the strikecraft for a lengthy time. What do the other races have that comes close to comparing to phase stabilizers? And the bigger the solar system the more potentially effective they are. <br
Yeah Vasari has it ruff these days now. RA got mad nerf. I havent seen it used in over 400+ games. I was the one last to use it and that was just for fun. The Kortul got buff but some changes like the Jam weapons seems like a good idea in paper, but in practice not useful due to the AM requirement and duration of ability. 20 secs = 2 past of sc at most. Plus the other guy can just dock his ships. Sentinals also got nerfed.&n
[quote who="Blair Fraser" reply="15" id="2399937"]I just checked the entire history of the BuffChargedMissilesLightSelf.entity file. It has always only affected only strikecraft. So no, it was not nerfed.[/quote] checking old replays it was nerf
[quote who="Blair Fraser" reply="13" id="2399867"] Quoting Qu4r, reply 11 Quoting JohnJames, reply 8 Sentinal Charged missle bug? u r officialy considered to be too efective to have another advantage as unbuged sentiels We verified that it was behaving as expected. We were worried it wasn't doing its AOE effect but confirmed it was working.[/quote] So sentinal isnt suppose to do a
Sentinal Charged missle bug?
[quote]To JJ: Taking each time immediately after damage raises shield mitigation as the data points, did the mitigation rates of the two ships show a linear increase, or did the shield mitigation show a plateau some time during the fight?[/quote] Rapid increase (4 to 5) at first then slowly increaseing only (1-2) Max mitigation is 60%
[quote who="Astax" reply="32" id="2398423"]I think the missing factor may be that illuminator damage is frontloaded, while assailants is backloaded. I think the frontloaded damage deals damaged based on initial shield mitigation, not accounting for the shield mitigation rise resulting from current shot. While backlaoded does damage based on the mitigation including the damage from current shot. This would mean that Illumiantor will have less of its damage mitigated before the ship hits
[quote]Assailants: Available at tier 1, they are the worst starting lrf, but are the most upgradable. They don't QUITE get as much armor as TEC (5 vs 6), but get +4 armor by tier 4 ( as opposed to +3 for TEC ). They get +20% shields potentially, and +30% hull. The unique factor is that they get +50% damage as opposed to only +30% for the other races. Assailants are available early, but start off with the worst stats because they're available so early, but are more upgrad
[quote who="Hound" reply="28" id="2398381"] Mechanic-wise, I would say why the Illum wins 1v1 is because of the mitigation and higher shield regeneration rate. [/quote] This is the assumed reason why lums win but its completely false. If you look at a 1v1 battle, you will see that lums dps on assailant raise shield mitigation as well and the difference range from 5 to 10% in shield mitigation. Both have the same regen rates. &nb
The reason I bring the 1v1 match because it gives you a clear picture of the combat mechanics of the game. Yes I'm aware that 1v1 fighting doesnt happen, but if the combat mechanics is broken for 1v1 how are they not broken when you get more ships in the battle
[quote who="Itharus" reply="3" id="2397681"]Have you factored in passive regeneration rates on the shields/hull?[/quote] I've calculated damage done to shield with mitigation, shield and hp regen, mitigation increase and decrease (with and without mitigation lag before mitigation decreasing), combo damage of shield and hp, I first tried just using excel simulation but when comparing with actual results its way off. I have tried to adjust mitigatio
I've created a spreadsheet (so has amish) to take account increasing and decreasing mitigation, hull and shield regen between fire, and damage decrease due to armor and shield mitigation (and combo of) and still can not get it to follow actual results. Spreadsheets say that assailants should win in 1v1. Theres a missing factor that I'm not getting that allows a lum to win with 200+ hp
I know the basic concept of shield mitigation. I want to understand how quickly it increase and decrease. Does it decrease immediately after the attack?
[quote who="crashmatusow" reply="12" id="2397236"]so wait...lums are tech 3, requiring 3 labs, and assailants are tech 1, requiring 1 lab and the assailant is supposed to be better?[/quote] You fail to understand the fact that in a group lums would double their dps due to side beams firing. Also lums and assailants almost cost the same. Hence why assailants should win in a 1v1 but lose in a 10 v 10. Also understanding shield
[quote who="Blair Fraser" reply="13" id="2397245"]I'm not going to get into the details here because I think any 1v1 case is a misleading excercise. We never, ever balance things based on 1v1. Its a non-linear system. Also, we pay more attention to a holistic balance than a reductionism approach of the individual unit vs unit matchups.[/quote] Blair can you explain shield mitigation. Actual numbers. Mitigation increase and decrease per dps.
Seems like observation an our assumtion for this game doesnt correlate. Can devs confirm if shield mitigation goes up every 1% of damage per 10 done and decrease every 1.25 % per sec. If this is true then a single assailant should <span style="text-decor
Basically you can if you surrender at the start and select continue game. You can watch the entire game. Problem is you take up a slot still
yeah I was going to to do a chart too. Lets compare when I'm done with mine. BTW shield and hp regen for both ships is at 1 per sec. Also the delay of mitigation going down is due to the fact that the game takes about 2 secs to report recent changes, but I suspect the game keeps real time account of everything. Just displays it with a 2 secs lag.
[quote who="EadTaes" reply="5" id="2396553"]In their statement the the problem wasn't with the lums but with the targeting system. Were lums were winning againts HCs. But honestly in yoru test your still only factoring in a 1v1 senarior were the lums side beams do not come into play. When they do come into play it's GG, or rather BG.[/quote] I'm testing 1v1 to show that data calculation doesnt support actual results. If lums can beat assailants 1v1 then there's a big pr
[quote who="EadTaes" reply="3" id="2396506"]Not to mention the assailant should bypass mitgation a certain % of the time.[/quote] Thats only if you upgrade phase missile. In this test I didnt. I did test with all weapons upgrade 6 phase missile (30% bypass) and both weapons damage (20% damage) for the assailant and the assailant barely won with 23 hp left (probably luck as the lum sometimes won). Mitigation for lum went as high as 57%.
[quote who="Darvin3" reply="1" id="2396494"] So not accounting for shield mitagation or armor (both have the same) This is where your problem is. Their mitigation will NOT be the same. The illum does low enough damage that the mitigation of its target won't rise unless it's being attacked by multiple illums. The assailant, on the other hand, deals enough that the mitigation on its target will eventually max out even if the assailant is the only unit attacking.