JuleTron

JuleTron

Joined Member # 3223368
16 Posts 482 Replies 16,060 Reputation

[quote]And only a fool would leave his circumstances to anything but his own ability.[/quote] So you believe that you can prevent someone else from drink driving and crashing into and injuring you ? We have a measure of control over our circumstances, but we DO NOT have absolute control. I'd like to see that statement of yours repeated to one of the starving kids in Africa, a German Jew during the 1930s or a black African under Aparthied. <

549 Replies 1,833,017 Views

[quote]The whole idea behind the Advent is that they overwhelm both Vasari and TEC.[/quote] No where in the lore does it even say that the Advent ever fought the Vasari let alone overwhelm them. I don't know where you got that from.

47 Replies 42,237 Views

On the Dawn of Victory website, one of the DoV devs said that: "I should note that around 70% of randomized planets are supposed to spawn with Gauss Turrets but don't due to Ironclad misspelling "Gauss" in galaxyscenariodef and never fixing it." Is this true? Will it get fixed? A single spelling mistake is hard to find, but fighting militia who have turrets would be new for me.

6 Replies 10,052 Views

[quote]AMEN. THAT is what a diplomacy upgrade should do. Maybe not EXACTLY that, but the kinds of bells and whistles that let you do stuff like pay for protection, or make a weaker player pay you not to attack them[/quote] [quote]But I'm so thoroughly unimpressed that I might not now. I'll wait for more official information first, of course.[/quote] If you actually followed the links provided by other posters, you would realise that these things that you want (a

113 Replies 410,105 Views

This is dissapointing, but hopefully it means that IC is working on something even better. I think the reason for this is that ICs ideas couldn't be inplemented in the current game. I remember ideas about different game-modes, a unique campaign, cap ships that could get every upgrade and even a way that cap ships could pick up map items. I think IC is saving these ideas for Sins 2.

50 Replies 96,379 Views

[quote]'ve heard about a 40% of discount. But the is biggest savings that people forget about is: you get high tech ships like HC's, (or Carriers) even if you don't do the research for them.[/quote] Maybe this explains the low cost efficiency of Vasari ships? Maybe the devs intended for Vasari ships to be too expensive, but give them a way to get ships that are free (not only much cheaper). Imho, this reasoning didn't work out so well.

21 Replies 15,425 Views

Most of the Marauders abilities need an overhaul. Phase Out Hull should be changed so that sub-light engines aren't disabled. Or it should become an ordinary disabling ability like Ion Bolt. Distort Gravity is rarely needed, but I can't think of any change except a longer duration or maybe even make it passive. Subversion should be like Embargo. The Egg's colonise should give 1/2/3 extra contructors.

566 Replies 1,291,724 Views

[quote]Go throw yourself into open space, see what happens.[/quote] I didn't say that exposing yourself to a vacuum was recommended, but you won't explode or die instantly like you claim. Animals have been exposed to a hard vacuum. They swell as water in their tissues turns to vapour, but they survive without permament damage if rescued in under 90 seconds. Temperary blindness occurs.

50 Replies 165,559 Views

[quote]I could watch it all day long, but if I wasn't told beforehand that this is the HEAVY CRUISER, I would NEVER suspect this thing is more than maybe 20 meters long.[/quote] Thats because there is no reference point for size. You can't understand how big it really is because you don't know what the scale is. There aren't people in the windows or anything so you can't tell. [quote]That 90 second recovery is a good joke, true for Cockroaches maybe. Link to some data to back

50 Replies 165,559 Views

[quote]you phase it out. they stop firing at it. even when it comes out. you still repair it. and your enemy just lost an entire salvo of fire.[/quote] Exactly. You still need to repair it afterwards. Overseers do it while saving your cap ship. Overseers allow your cap ship to continue to fight and/or flee. With Overseers, the enemy may waste MANY salvos of fire, not just one. With Phase Out hull, your cap ship is still stuck in

566 Replies 1,291,724 Views

Jam weapons is only a stalling tactic if you don't bring flak and/or fighters with you. The ability that is really a stalling tactic is Phase Out Hull. You can't kill the targeted ship so basically it gives you a little bit of time and thats it. Also, Phase Out Hull is pointless when targeting friendly ships. Why save your cap ship from FF and disable it with a Marauder when you can use Overseers to save your cap ship and not disable? Its incredibly stupid.

189 Replies 264,600 Views

[quote]Is it your full-time job to post around mentioning how you know a dozen ways to peel a banana, but you aren't gonna share them cause it's some fvckin' secret? You seem to do this crap in every second post.[/quote] Great reply, rofl. Btw, I think he was joking. N3rull you forgot OP illums. They have more health for their cost then kodiaks. Thats not right. Advent have the easiest time protecting their LRFs yet they also get the strongest LRFs. Thats a recipe

69 Replies 52,308 Views

N3rull, when you used to say that assualt cruisers should have medium armour, I thought that you must have some logic behind it, but I didn't really think about it. In any case, its pointless having two different structure killers if you can counter them the same way (fighters). Its stupid. I've been trying to raise awareness of this issue ever since Entrenchment came out. Only now are people noticing. Giving seige frigates heavy armour makes sense. Back when carriers

566 Replies 1,291,724 Views

[quote]Change armor type? Nah. Though I'm curious what it is currently (as well as the Sivuskras and Ogrov's).[/quote] Ogrovs and Starfish have light armour. This is bad because fighters counter them. They have the same role and the same counter as bombers which makes assualt cruisers obsolete. They are destroyed too easily. Flak may counter SC very well, but with a change to carriers this will also change.

566 Replies 1,291,724 Views

[quote]I suggest the subverter jumps back to where he cast the Distortion Field after the channeling ends.[/quote] Interesting idea. A simpler solution may be to give the Subverter more hull/shield points. Buffing Overseers may remove the high destruction rate of Subverters anyway. Also, with the Vulkoras the issue has been raised that Phase Misile Swarm damages random targets that you may not target with the rest of your fleet so that the ships regen health and the damage is

566 Replies 1,291,724 Views

[quote]Stilakulus Subverter: Good support ship[/quote] It was good, but now it dies very easily and Distortion Field has a short range even though it should counter Repulse. [quote]For some odd reason, people don't like this[/quote] People don't like this ship because its abilities are chanelled and so you have to micro this ship. Its abilities are fine, buit not worth the micro. [quote]Suppression is awesome. Sure, you can't do anything else while using it, b

19 Replies 55,948 Views

[quote]man, calm down. 120 shields per second is like having two overseers patching up the ship all the time. I do believe 18 shields/second (the current value of having 3/3 PS on L10 Kortul with shield ups done) is total bullshit, but 120 shields/sec? On the other hand, though, the Kol can easily shrug off way more than 120 DPS with Adaptive Forcefield. So it's not that bad after all.[/quote] Ok, maybe I went overboard slightly with shield recharge, but the Kortul should be comp

189 Replies 264,600 Views

Makes sense. Also, the OP said that hes going to make explanations of shields, shield mitigation etc. I haven't got any ideas, does anyone else?

136 Replies 339,368 Views

I think that Power Surge should deal splash damage like the Kol's Finest Hour. A simple DPS boost is pointless on a cap ship. Also, it should recharge shields at 30/60/120 shield points per second. Disruptive Strikes should have a chance to interrupt chanelled abilities. [quote]he beam shots would get an ability to hit 1/2/4 extra targets (it could look somewhat like discharging missiles - graphics are ready)[/quote] Sim

189 Replies 264,600 Views

[quote]Now you must understand how something phases out to begin with. When they do so, you become invisible to the world around you and you can pass through normal objects . Anything that is also phased out you could interact with however.[/quote] Is what I said really that complicated? Thats my point. Phase missiles need to "phase in" back into "real space" to be able to do damage to the hull. They only by-pass shields, not t

136 Replies 339,368 Views