Creating a mod is no good noone will play a mod in mp and you know it.They said they tested and Im curious why adding hp to fighters didnt work myself.I would try it out myself but my comp that runs sins is down right now so I cant.I doubt I would come to the same conclusion as them anyway so it be nice to know what they came up with.
MindsEye
I agree with you hound but not many agree with us for some reason.I actually had alot of fun with bombers...majority rules but either way it will improve the lrf situation.I dislike not using carriers.
Im glad to hear this and I hope it works.Right now my comp is down so I wont be playin till I fix it but since I saw carriers were gettin nerfed more I didnt mind.Now I need to get it fixed asap so I can play.[e digicons]:waaaa:[/e]
Anyway I really dont see how adding hp to fighters and making them last longer would have reprocusions down the whole food chain.Your talking about a more radical approach by making fighters have no weakness.
Not really ead. If you have about 20 bomber squads it takes alot of flak and it takes them awhile to kill them all.So you can do alot of damage with 20 squads.If fighters were the same then you could kill most or half of the lrf before they are takin out.The fighters have served their purpose and you can clean out the flak with lf.If you can take out most lrf even if he has flak then carriers have served their purpose and you can clean up with a mixed fleet again.The stronger fighters become
I think your test is broken jj.Illums damage is so low that mit doesnt rise whereas the kanrack raised mit.Its as simple as that. I think a good change would be to nerf lrf to lf by about 15%.Just curious what people would think about that?
How about the kostura. I have had jj use 6+ on my fleet destroying my fleet. Advent have no such thing that disables and damages.If there is a huge advent fleet just use the kostura.Tec has mb and kills planets with its sw.Advent have no offesive end game weapons so their fleet is the only thing they have to end game.
[quote]Flak is only mean to be a tool of control of enemy SC not total suppresion. To fully supresse the SCs you need to do it at the source to maintain balance. [/quote] If flak cant have some supression factor then they become useless because you waste a bunch of resources and fleet points on a ship that does nothing for you while carriers damage for free.I would say total suppression should be in combo flak+fighters.
I think if they fix the carriers you wont have such a problem with lums anymore and repulse wont be so bad.I am not sure that if you nerf repulse it will be to hard to use and a waste anymore.All 3 races have powerful abilities:mb,repulse,nano+suck,phase missiles.
JJ I use repulse to counter nano otherwise my caps die super fast.The way I see it is its sorta even.When you enter a grav well and you dont have repulse and there is egg with kanracks your cap is basically out of the battle and you lose all bonus from it.Well if you show up and the guy had repulse now you should keep you cap out of the battle which is less of a hit because vas fleet dont rely as much on caps.Now you know why people complain about the egg because it pretty much sucks when you
Flak will stay important because if you just get fighters to counter and you lose your fighters you will be defenseless.Flak will be important part of the fleet.The other guy will have the option of do I clear out fighters so mine dont die but then his lrf are killing your carriers.The game will have strategies when it comes to carriers and that is what I would like to see.
Well flak burst and telepush damages can be adjusted to fighters only because they have different armor then bombers and Its like I said ead you dont add 100 hp.Just enought hp to bring them back to the level they were at before.If they take longer to kill and kill more lrf then people will have to get more flak and fighters for themselves to counter and thats what we want.It will break the spam chain.If you send all your fighters to attack his lrf you may massacre them but your fighters will
Wow if quar and hikk are tier 1 then I must be too cause I have beat quar.The only time I member playin against hikk we stalemated for the game till I had upper hand(I felt I didnt play as well as I should have). Also grey is definately tier one but I have said this before.
The only real difference between what im saying and what your saying is that once you kill fighters they stay dead for awhile.If you increase build rates its the same as increasing hp because as soon as you kill one another takes its place. Let me give you an example. Say your flak does 10 dps to a fighter of 40 hp.It will take 4 sec to kill said fighter.If its build rate is 4 sec then your hp rate is 10 a sec. Now say your fighter has 80 hp it would take it 8 sec to d
Vasari its bout balancing it. Im not saying give fighters 100 hp.Bombers are fine the way they are. If you increase hp of fighters it would take longer for them to die by fighter or flak and that is what we need.Fighter need to stay alive longer to kill lrf.People will have to allocate more fleet to flak or fighters to kill fighters instead of 80%lrf and 20% flak.
On a side note and Im not sure if this already happens but when sc dock they should heal instantly.
Its a good point but it would very annoying and the scuttle time would have to be massive.I dont think balance is that much of an issue.The only thing needing balanced is flak to fighter damage imo.There will still be the issue of if you clear out fighters for bombers they will have a very short time before they are killed by fighters.Then its back to all fighter builds because fighters can damage everything. If you make damage rates to fighters near the same as bombers then fighters
Not if they adjust their damages.It wont matter because they only effect sc.Its a given if you adjust this you have to adjust caps abilities to fall in line.
DC hosts cost is equal to the amount of squads and fleet points compared to the others.The only balance problems right now are fighters to kill lrf.At least the main prob.
Ok I see your point jj as they all have same armor type. So there are other ways like increasing hp of fighters.It would take longer to kill them.Or giving them a diff armor type. All my point is to nerf flak vs fighters and carriers are fixed.I still think if you adjust build rates bombers will become to difficult to use.Back with the old build rates you could switch all your bombers to fighters and kill bombers with them because they built so fast.Now you have to plan ahead what type of sc
[quote]My reasoning to change the build time penality in carriers instead of tweaking flak is because flak is used for many other things. You can counter lrms with flak (barely). Another use is countering scouts. In a fight with lums, you dont want to use lrms or lf to counter scouts because they will be chewed out too fast, hence you have to use flak. The goal is to try to make fighters a counter for lrms, so why not change carriers instead of changing its counter.[/quote]
I dunno about the ilum thing JJ.Ilums are good at taking out numbers of ships.Kanracks are excellent at taking out single targets.Javs are great at outranging ships and defenses and are cheap to produce.Not to mention ilums are expensive. Advents prolly have the weakest hc in game.Vas can heal itself and tec are tough. Repusle can be overcome by javs or carriers.Vas can use kanracks or carriers all out range repulse.If you make repulse easily countered byt like hoshis then it
JJ im just curious as to why adjusting flak is such a bad idea?I suggested decreasing damage to fighters and increasing damage to other ship types to keep it useful.I want carriers to be strong and a main force in a fleet but I like have a penalty for losing your sc.Makes it possible to defeat a carrier force.Makes it possible to clear fighters and use bombers.Things like that.
[quote]You can still have "dps at all times" with "enough" carriers, that numbers is just 4x what it used to be.[/quote] And thats what keeps carriers inline now.Thats the only reason why carriers arent spammed like they use to be. [quote]Nerfing flak = boosting carriers. You can't argue for one and say that the other is not a viable option.[/quote] J boosting carriers is what we need. Carriers are powerful and should be.If there is no way to supress their sc t
I felt the same way you did and agree with you. Also I never liked rts much until this game. Try out mp and if you can get any good it is extremely fun.I played moo2 and loved it. One of my all time favs. I heavily favor tbs but this game got me hooked. I do wish it was ALOT more like tbs but not much you can do.I have galciv games too.If you like very detailed and involved tbs I recommend space empires 5. It is an incredible tbs game with tons of freedom and design and prolly thousands of re