Hasn't been working for me today.. [e digicons]:([/e]
Volt_Cruelerz
Snipe does up to 2600 normal, 5200 overcharged. UM does up to 2500 to start off with plus up to 65 damage for up to 50 nearby allies, so at maximum, 5750. Last time I checked, 5750 > 5200. And for such high damage abilities, DPS isn't even that relevant because depending on initial health and mitigation, you can kill your target outright (or at minimum, blast away their shields and a good chunk of their hull if they aren't a titan or SB).
The upgrade is just Novalith Deregulation.. It's not even a new tech...
So lots of minigames for a macro-game map? Cool. Is there going to be any sort of reward for the places an empire already rules? For instance, if your empire has control of most of the macro-map but only a small portion of an individual game's mico-map, you would still be getting a massive influx of resources from your other territories. Also, is thing going to be TEC vs Advent vs Vasari (with subdivisions in each) or Team1 vs Team2 vs Team3?
Umm.. Large targets (aka capitals and titans) rely on AM for a huge chunk of their power so removing AM, as I have done in RR is actually quite powerful. Also, I'm not a fan of giving it an AoE to nearby targets. The idea is that you focus the hatred towards of all nearby ships towards a race on one single target. To make it an AoE would be to uproot this and personally I don't want to change this. Ultimately, it's effectively psychic focus-firing
I think it has to do with the aforementioned Novalith upgrade via Deregulation so...
Getting this error.. What would be causing it? Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(377) m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)
[video]http://www.youtube.com/watch?v=dddAi8FF3F4[/video]
Noticed a couple things from your post. 1. You hate Vasari. 2. You obviously don't read the forums becase Sagewon made a thread more or less identical to yours a couple days ago.
Damage via weapons on capitals cannot be balanced. They are ability, not DPS ships. In the strictest sense, they are support ships. The ONLY time the Kol becomes DPS efficient is if you've got a Vasari buddy who gives you an Armament Pact and you've already got Finest Hour. At that point though, the Kol is basically a glorified frigate which no capital should be and you're into the late-game in which titans are going to be playing a much large
[quote who="XATHOS" reply="7" id="3196729"]Then again, they just reported about $4 million on the sales of Rebellion... [/quote] And of that 4 mil, let's say SD get's half. That leaves 2mil to support the dozen or so people at IC for their past year of work plus the time/money it'll take to finish Sins of a Dark Age. EDIT: Oh, and don't forget Steam's share.
Then simply go into the game and start single player match and change the type. You'll cycle through small, medium, and large games before coming to galaxy forge and custom random maps.
At this point, you can't jump an Orky into a well in which another already resides. That was changed.
IIRC, it maxes out with a passive reduction in damage of 5% or so and some moderate splash damage but when under heavy fire, it's cooldown will drop by 60%.
[e digicons]X|[/e]
Any Ideas why the following isn't working? I'm working on making the Novalith's cooldown be reduced by three upgrade levels of Novalith Deregulation. TXT entityType "Ability" buffInstantActionType "ApplyTargettedBuffToSelfNoRange" instantActionTriggerType "AlwaysPerform" buffType "BuffTechOrbitalCannon" targetFilter numOwnerships 1 ownership "Enemy" numObjects 1 object "Planet" numSpaces 1 space "Normal"<br
As a general rule, passive upgrades stay and ship and ability researches go away.
It's a gameplay choice by the devs. If you want an explanation, let's just say that they only have so much ability to distort phase space and make new connections. Interstellar distances are simply too great.
It wouldn't be OP at all. You're getting a relatively weak ability (Guidance) with the most utility in the game late-game.
Equal fleet supply of Flak will be more efficient at kill Corvettes than that same fleet supply with both Flak and Illums.
constraint "NotSelf"
They are better, but corvettes still hit them very hard.
Feel free to head online and simply say you're a noob and would like to do a compstomp with someone who knows what they're doing. I'll be online tonight as well.
Works for me. [e digicons]:thumbsup:[/e]