what if the revelation had an ability/aura that boosted the dmg all weapon banks in the area do by an amount proportional to the number of unfired weapon banks? basically, it makes ships that shoot in multiple directions do their full damage (or nearly so) when they are not using all of their weapons. This would be useful for adjudicators, illuminators, flak, corvettes, and capital ships.
SithLordAJ
sense mines has actually now been improved to the point where it actually has a direct psychic connection to the player. To be more efficient, the player's ships no longer get the memo.
no... that's like... the whole reason there's now extra ability levels. lvl 10 ships are rare anyhow...
look, the way I see it, they want to do a new title and 64 bit (kinda stupid that win 7 even has the option to be 32 bit unless its a phone or one of those giant phones. even then, i would imagine some idiot forcing it on to one of those lap-phones) and all that... Thing is, they've told us that the engine will require a big redesign to make it happen... assuming that's true, it'll be difficult to re-build sins to be 64 bit, design it to work on a broad range of hard
it might die in a staring contest...
the idea was to make it so all lvl 10 capital ships weren't the same. That was done on purpose. I'm not sure making the old lvl 3 > the new lvl 3 was the way to go, but that's my opinion.
Play on a massive map with all vicious AI and pirates enabled. you wont have extra cash. Also, try playing as the other factions.
I happen to have had a game not long ago where I was able to establish a super-trade lane going all the way around the system in a gigantic U-shape and the key was a dead asteroid (was at the lowest point of the U).... dropped a starbase there. was pretty awesome and was at least 9 ports long.
I think forum posts should be nerfed.
The truth is that the Vasari have been running from Mecha-Lenin and his space ponies the whole time and he chased them off. [e digicons]:|[/e]
could be true, but it also means that counters in general are more important and effective. I think it would also be much more noticible when you have more of a particular ship than you need... though, it'd be nice to try it out and see how things are for sure
[quote who="Volt_Cruelerz" reply="14" id="3139024"]Illuminators [Damage Bug]+[/quote] so... I was never clear on this... did the Illuminators always have the damage bug (you know, up until they became plastic sporks)? or was it accidentally introduced at some point?
actually, the way i'd phrase it is they are anti-support. Their job is to minimize the effect of the opponents' fleet support. bumping up their hp/armor wont do alot on its own.... you already get hp/armor upgrades and they still die rather quickly in the late game. going even further wont change that on it's own. the targeting priorities mean it will be taking lots of damage, and larger HP just means it'll be a bit longer, but they'll still be the #1 most dying sh
the issue was occuring for me while i was still bombing the planet, so if you're sure you had no issues before you took out the planet, there might be either a few issues going on or some kind of trigger that makes them immune. might be why some people are having this issue and some arent
well, a bit of history: the launch version of basic Sins had Malice + Cleansing Brilliance as a fleet destroying combo... and until you got cleansing brilliance, you could combo Malice with Vengeance (I believe... was a long time ago)... got target capped and all kinds of nerf-dom. Malice hasn't been the same since really.
I don't have the whole list on hand, but the trouble is that as long as most combat units have LFs on the top of their priority list, LFs will continue to take a beating and will continue to die the fastest. I agree that LRFs should prioritize LFs, but I would have the other primary ships take turns. We have flak, LRF, LFs and now corvettes too as main units... what prioritizes flak (besides fighters for some crazy, twisted, unknown re
I would rather have kept the old level system, but have lvl 4 add some completely new affect to the power. Then, you would have the choice after maxing it out to add this new affect or use the points for something else. For example (Sorry, I play advent so these are the random specific examples that jumps to mind): Radiance's lvl 4 absorption armor gains damage reduction. Malace lvl 4 reduces effectiveness of repair abilities on affected ships for duration of ability. Cl
well, i say it might not be strictly necessary because LRFs get all kinds of upgrades and do good damage already, so depending on the about of reduction, it might just be like taking back one of the LRF upgrades... they still counter the heck out of LFs
I've been voting for #2 for awhile now. Honestly, it took me a long time before I realize you could build more than 1. It's a super weapon, merely possessing one should be game over unless their massive fleet comes at you right now and takes out the weapon. station your fleet there and it should be an epic battle in a race against time.
Yeah, I was going to say... something interesting would be straight up damage reduction, but I would say LRFs might bypass it, though it might not be necessary. (they are designed to kill LFs afterall)
well, to get more accurate, the average frigate armor (3) will mean you do only 87% of the dmg, so I imagine if you subtracted 2 frigates from Bilun's formula, it would account for the double armor, but still not the shield mit. obviously, capital ships have more armor and then there's armor upgrades, so this gets further away from the real result the further the game goes on. Using the above example, i wouldnt expect to do more than 1500 damage
the reason they die fast is because they are high up on the auto target priority list for a lot of ships. fix that/make the targeting list more evenly spread and the problem will take care of itself you'll notice your other ships have better survivability while you have LFs out because your LFs are taking all the hits due to the targeting priority that said, i wouldnt be opposed to a late game tech for all factions that just make the LFs better in survivability
https://forums.sinsofasolarempire.com/423162 Similar issue listed No, putting a scout in the middle of a mine field does nothing. the scouts just keep spamming their reveal mines ability when they are perfectly in range and nothing happens. any closer and they get blown up. drone hosts with mine control also does not work. right now, mines are immune to everything, unless there is something I'm missing
Malice.... ah... brings back memories.... of DESTRUCTION .
hey, did the Vasari theme change at some point? I don't remember this crazy 80s sound to it before...