MindsEye

MindsEye

Joined Member # 3172152
4 Posts 308 Replies 752 Reputation

[quote]I'll be honest, I haven't read through most of the posts. Here is my idea, create sectors (8 pie slices) of the grav well. Each sector can be mined, but the actual mines don't exist, it's an AOE. Each race has an ability, TEC would be damage/second, Advent would be AM/second (or shields or w/e), and Vasari would be reduced speed (or reduce armor by chance). Scouts would serve to eliminate the AOE.[/quote] Not Bad.

109 Replies 182,826 Views

I dont think devs will revamp caps.At best we could ask for tweaks to whats already there and hope they will use some of them.For a few suggestions: Increase aoe for anti sc abilities Nerf deployment rate of scramble bombers(and total amount fieldable to be comparable to others) Buff guass rail gun to do some sort of damage Progen needs a small buff in some way Revelation needs some buffing Dunov needs to heal itself Emp dunov range incr

39 Replies 26,731 Views

[quote]I have suggest to nerf all carriers so that other capital ships can be utilize in game and offered a way counter mass carrier caps. When I play 1v1 I dont play vas, but tec due to their econ. Map imbalances plague the game greatly. Random maps symmetrically among teams would yield more fair game play. I dont suggest mass tweaks like others. I like to see how game play changes. I'm not against tweaking such things as Phase trap or decreasin

54 Replies 132,585 Views

[quote]Cause as i remeber, i proved to u, u , as vasari, cant beat me as advent . I even posted a replay, i topic when u cry vasa is so op and advent is so week for 3 pages and u and Grey try ed to convince everyone u cant even hold as advent agains skilled vas. As i remeber, u got your ass kiced[/quote] You must be speaking of a different game.The game I am talking about I went mil and held off your scout lf spam as vas with no neutrals and no feed compared to you.I eventu

54 Replies 132,585 Views

Sorry JJ but you seem biased.Your posts seem centered around proving why vas is fine as is.I do not remember you ever saying vas is op in any area.I think the most opinions are centered around the fact that vas have pm+sb+lrf+easiest tec switch of the game thanks to pm on all commonly used ships and sc+easiest ways to disable entire fleets of sc+easiest way to destroy large groups of frigs+best sw+most tactical base for defense and offense.Im sure I missed something but they are a bit behind

54 Replies 132,585 Views

You dont need to attract mines for vas lol.Its easy.Sub disable -lay mines-disable 2-3x more boom.Easy as pie.This patch makes this glaring for vas.Fleets mostly made of lrf and flak.See a fleet of 100 frigs heading your way?Get 15 ships and wipe them out in 30-40 sec.

109 Replies 182,826 Views

[quote]I actually think Carrier Caps are a bit too good. There is a pretty strong argument when making a diverse fleet to use Carrier Caps to completely fulfill the strikecraft role and not make any carrier cruisers. If you get to end game, of course you will have both Carrier Caps and a crap load of carriers as well.[/quote] Yes but the cost of getting all caps is extremely expensive.Maybe they could be reverted but a small buff to that.Like instead of adding just 1 sc per squad

39 Replies 26,731 Views

[quote]Personally, as far as capital ships go, I'd rather see a buff to the other classes of capital ships. I feel carriers (with the exception of the Skirantra) are about right in terms of power, and the problem more lies in the other capital ships being too weak in their respective roles, particularly late-game where a front-line role for a capital ship is borderline suicide.[/quote] Personally I generally agree with this. [quote]If they make the maps symmetrical then both t

39 Replies 26,731 Views

Nice to see your still around.How do you time this with no game clock?Would like to see this test with the 2 cap carriers added with all bombers.Both carriers lvl 3.Missile and sc up on sovas and sb on skirantra.

54 Replies 132,585 Views

OVERSEERS ARE NOT VERY GOOD AT HEALING REGULAR FRIGATES BUT RATHER SHIPS WWITH HIGH HP like caps or a sb.So having that many was a waste.You should have got subs with disable and seen how that went.You would only need 10-15 to disable the entire fleet until it was dead.

114 Replies 55,408 Views

Lf=skirmishers,disciples,and cobalts.They are good vs carriers support frigs and flak.If he is keeping his carriers close to his sb so you cant attack them best thing to do is to mass carriers yourself and when you attack put all sc on hold near your ships.Maybe get some flak to deal if his fighters get close.Get mostly fighters on your carriers.Then you build a vas sb near you forces and defend it till it is maxed.Get overseers to heal it incase his bombers get some damage on it before your

12 Replies 52,948 Views

Here the thing about a fan made balance mod.If someone changes stuff and people would actually try the mod and give feedback additional balance changes can be made monthly.The problem is I agree with quar that there should be advantages and disadvantages.I dont want mirror matchups with different skins.That is one of the problems I see with it.

114 Replies 55,408 Views

Making caps use am for sc is bad idea to me.It means you would have to completely chooses between sc or abilities.For a ship like the sove would greatly decrease useablity.I think the haly would come out ahead bigtime over others because it has only 1 ability that uses am until level 6.So tweak sb and make fighters good and game will be much diff.Dont forget carriers can get HARD counters by a dunov or the lf special ability.All of these strategic abilities and ship combos are not viable beca

114 Replies 55,408 Views

[quote]PS. There is 1 option that will alow all units to be used in fleet and will reduce spamm of 1 kind of units. It will require great amount of testig. Every ship class and every cap class should have their own armor type and the differences in dmg done by certain weepons to certain armors should be bigger. That plus hudge tuning job would make sins perfect. ( 3 armor types is not enough)[/quote] Agreed.Maybe see this in sins 2 in like 5 yrs.

114 Replies 55,408 Views

[quote]Make flaks effectiveness vs fighters and bombers just a bit better than what it is vs bombers now[/quote] You say Im wrong before you read what I said.[e digicons]>_>[/e]

114 Replies 55,408 Views

[quote]I'm not sure about the 'punishment' window in the game though[/quote] This meaning he did not invest in any military labs or research and I did.If the game was balanced by military instead of scouts then the person who rushed for military would have a window of advantage over someone that went eco.Until the eco actually kicked in and was converted to military.You can have a 100 creds a second and 3 caps and lose to someone who built 70lrf and 2 caps with 15 cred income. <p

114 Replies 55,408 Views

[quote]If u will change flaks to be good against bombers and useless against fighters, it will move the balance from lrf to lfs and HC.[/quote] Exactly what I was thinking.Thats why I propose equal to fighter and bomber.

114 Replies 55,408 Views

[quote]One aspect of the game that I've never understood is why flak are better against fighters than bombers. There never have been flak weapons that were better against fighters, flak has always been intended for use against bombers. The change is intuitive and would help balance, particularly the heavy cruiser vs. LRF combat which has always been a weak spot. [/quote] I have felt the same way.However I would like to see an equal usefulness for flak vs both.I think to keep flak usef

114 Replies 55,408 Views

When you watch a replay you see everything from start.In game is much more difficult and you cant always wait around for everything to be scouted.I was greedy what can I say.We had equal footing for the first battle.Equal economy as well.That game is not horrible to look at the balance as neither of us got much feed at all.I got no neutrals and was all about planets.This game shows the state of tier 0 units.Military units should beat tier 0.Tier 0 should not be able to outspam and overwhelm m

114 Replies 55,408 Views

[quote]Personally I don't give a crap about illums much less have nostalgia about them. I liked it better in original sins when carrier cruisers and fighters were king. LRF were limited but you still had to have them. Everything had a use at that point and you couldn't go too heavy on just 1 thing. I would prefer to have a little bit of everything in a fleet. Everything having its use and its counter but go too heavy on one thing and you were doomed.[/quote] This was much more fun.</p

114 Replies 55,408 Views

A sb would have seriously gimped my army and my ability to move forward against quar.Also quar would have bypassed it same with turrets.I bypassed it because the other ice was a 4 rock compared to 2 and desert provided good creds.It was quars arguement that ilums are great against kanracks not mine.So to back up his statements he should have been building them.I didnt want skirms but there was no way quar was gonna let me build a sb on one of his worlds.He had like6 or 7 factories.I dont usua

114 Replies 55,408 Views

Quar I didnt have neutrals and you had more planets than me in that game.I was expecting you to school me on awesome ilums,tkpush and not trash cheese rush tier 0.I was expecting you to back up all the nonsense you talk smack about but you didnt.The game would have gone far diff because I know trashy cheese tier 0 rushing is stronger than mil early game.Even still I could have beat you if I would have got subs which I could have.You post a replay and talk about how good and right you when you

114 Replies 55,408 Views