MindsEye

MindsEye

Joined Member # 3172152
4 Posts 308 Replies 752 Reputation

It makes bombers useless and they have constant firerate at ships at all times.I already said this. Its different because they can do this without being in danger.Meaning their dps has infinite range.What other ship has infinite range of dps at all times?So your lrf or other ships are dying and they are safe and the only way to stop them is to kill the carriers which can take a long time and makes flak a waste and useless.Carriers can kill any ship via fighter or bomber so why build anyother

72 Replies 136,006 Views

I almost forgot but the starfish is almost worthless for cost and fleet points and needs adjusted. Mines should be cheaper noone uses them. Siege ships fleet points should be reduced some noone uses them either.

46 Replies 67,371 Views

Ok fellas I didnt read all posts here but the penalty on build rates must stay. All that is needed is a nerf to flak vs fighters.If you bring back old build rates then people will spam carriers because when you have enough there is a constanst build of fighters which give carriers dps at all times.This was the prob with carriers before.It also makes bombers useless because fighters kill bombers and you could never clear fighters out.As is now you have to micro sc and use docking strategies to

72 Replies 136,006 Views

Well I agree annatar but this thing is rarely ever built.It needs something.Also I never see subverters or overseers however I dont have much opinion on them.Dominas have potential but suck as they are now.

46 Replies 67,371 Views

1.02 I think we only need a minor tweak to flak.Flak should do less damage to fighters then carriers could better counter lrf.I like the build penalty on sc and would be in favor of a bit more (flak adjusted accordingly).The main prob before with carriers was their build rate. People didnt have to micro anything.Just build enough carriers and let loose. Nothing could kill the sc faster then produced.As a result carriers always did damage and bombers and flak were useless.The onl

46 Replies 67,371 Views

Ok here are my thoughts on the balance issues. First off when carriers could build sc fast it was lame. You couldnt field bombers at all because fighters were built instantly. One of the problems with lrf is that they are good against most things. That is what makes one thing so op. If ships damage multipliers were less harsh and gave advantages at 25% instead of 50% maybe things wouldnt be so bad. However I realize this would take away ships unique qualities. Maybe a different app

30 Replies 66,729 Views

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3 Replies 2,056 Views

I was just in a game for 1.5 hours or so and was having a great battle against rubee. I started to finally win after 6 or 7 min I guess (really long and back and forth battle) and the game mini dumps.This is crazy. It makes a guy not want to play anymore after you put all that time into the game and it crashes for no reason.

3 Replies 2,056 Views

They need to make the heal top priority and make them actually cast auto when a ship is damaged. Iturn off the disable ability and the thing never saves my caps they have to totally be manually controlled. The fact that they have to face target to heal is a major pain too.

25 Replies 14,400 Views

Ok so armor is basically a second type of mitigation. It makes sense to me but in the game files it says its 5% of hull. 1000/(1+0.5x6)=769 which is basically 25%.I want to make both cap ships have 6 armor for sake of ease here and compare.This means that the vas have a 25% damage bonus over the other races. I had the 2100 hp goin instant because they are ignored.-6 armor is instant and 30% shield bypass is instant and constant thruout the entire battle.7000 hp and you divide

21 Replies 8,696 Views

Sorry Ill try to make things easier to read from now on.Level 3 det does 33 dps.So you could just add 33.The actual 1200 hp instant loss is not from the nano but rather from the -6 armor and 30% shield bypass.If you calculate for 7000 hp then the hp loss goes up to 2100. It is my understanding that 1 armor is = to 5% hull. I factored in the 30 dps from nano on top of the dps for the 20 kanracks(160+(egg30)=190 mitigated damage per sec). I think advents main advantages are

21 Replies 8,696 Views

I see. Lets rework.I want to go off fully upgraded ships to check balance. Kanracks get 30 shield bypass and 20 damage.13x1.2=15.6x20=312x.7=218x.3=66+(312x.3=93)=160+(egg30)=190 mitigated damage per sec.Now the armor and shield is an instant 1200 hp off the cap ship bringing it to 2800 total.Now first shot will be 15% so 265.How gave it 3 sec to kick in so ill use 2 to help balance its curve 530.So 2800-590=2210/190=~12 sec+2 sec first shots=14 sec-7 sec for phase charge up=7 se

21 Replies 8,696 Views

Ok I made a thread for me and how discussion. Sorry for jacking your thread amish.https://forums.sinsofasolarempire.com/351380/#2197168 I think the haly adds 15 strike to 2 squads for its level 6 ability.

86 Replies 311,357 Views

Ugh...time to break out the math. 20 Assails * 13 DPS = 260 DPS/sec. Let's assume this is early game and the Vasari player only researched 10% phase missle research. First volly is at 15% shield mitigation, and let's say it take 3 sec to reload (DPS*3=630), so damage is (0.90 *630)*0.85+0.1*630=545. Next volley shield mitigation is ~ 70% for Advent caps, so (0.9*630)*0.3+0.1*630=

21 Replies 8,696 Views

Hc will counter illums. Flak will too but to kill them u have to hav large numbers.Fighters do awesome but if they have large fighter force or lots of flak then its tough. Thing to do is put your fighters on a hold ground stance and park them next to the illums. That way only 1 bank from the flak are hitting ur fighters. If he micros his flak then its really tought but if u can stay on one side of the flak at all times you should win easily.Also hoshis is a must for me anyway.

7 Replies 3,320 Views

Na i have 1 gig and 2.0 ghrtz proc. I play 5v5 alot and its fine. Its when I play ai games that it slows down. Also all games I play in are with normal fleet size. If you make fleet size large there will be more lag.

5 Replies 4,279 Views

Amish tho that is how I play and have become decent at keeping my caps alive later game the fact is that most fleets have more then 20 kanracks which mean even less then 8 seconds. There is not enuf time for the ship to turn around even. Caps move horribly and even if it dont run into stuff it wouldnt survive. It wouldnt survive the phase jump charge time. Just my opinion. I never knew that they bypassed shields and mit and now that I estimated the damage its a bit rediculous. Also Im n

86 Replies 311,357 Views