[quote who="Howdidudothat" reply="11" id="3246212"]Ok, this thread isn't about nerfing, it's about fixing a bug. Second, I think all cap ship abilities should target titans, so drop it.[/quote] Nerf Nerf Nerf!!!! Muahahaha! I know it would make howthe a sad panda if this was nerfed though. He likes using the grav bomb! I agree with cap ship abilities targeting titans, though have them be less effective against them. In this w
sareth01
[quote who="GoaFan77" reply="2" id="3247945"] Quoting sareth01, reply 1I'd buy a Halcyon model. You wonder now that they've already made it? Honestly I don't think the Halcyon is that great looking. It's nicely decorated, but there is something about the chill pepper shape (or worse) that puts me off.[/quote] I want one for all the times i've used it in the past, its a great opening ship, and it will give me the nostalgia of a
[quote]every time i look at your avatar it makes me laugh sareth lol[/quote] Its great isn't it? thanks axxo! :)
[quote] Sareth is so polite and well mannered these days. Cool idea though. Put it in a mod though, instead of the vanilla game. -Lord Brony[/quote] lol you are rediculous for supporting an obvious troll post...
[quote who="Yarlen" reply="13" id="3247480"]Additional nerfing is happening. We'll see if more is needed once the next update goes out.[/quote] Good to know, thanks yarlen! [quote who="SpardaSon21" reply="10" id="3246380"]I think you're confused. If an Orkulus takes 100 logistics no planet will ever be able to build one since even desert worlds max out at 36. [/quote] Cute, you know exactly what I mean, but i'll bite. Lo
Hmm Why didn't they make a Halcyon and a Kortul model? I'd buy a Halcyon model.
[quote who="taltamir" reply="10" id="3247595"] Quoting sareth01, reply 2To me, sins proved that all 4x should be real time. Real time strategy rewards fast clicking over intelligent strategy which is undesirable. TBS FTW.[/quote] Actually, you can add more depth to sins easily, forcing fast paced complex decision making in a real time environment that would create a far stronger desire to replay the game. The developers didn't add that depth because they
Disclaimer: All Caps sentances are meant to increase the ease of the target reader's (in this case, Ekko) viewing of certain key points because he has created reasonable doubt via his replies that show a lack of reading comprehension. [quote] Lol - man you are really personally invested in this thread.[/quote] Na, its more of a personality trait, I have time to help people understand my point of view and to point out the obvious errors in the opposing poi
[quote] I've kind of avoided posting my thoughts on this topic so far in order to think about it more but really, sorry Carpet, I think it's a terrible idea. You didn't really respond to concerns about Red Button and Meteor Swarm other than to say "oh that's late tech expensive stuff and Vasari has AOE too".[/quote] Actually I do address this issue. Its quite easy to balance them, you could decrease their effective range, especially for red butto
[quote who="CoronalFire" reply="233" id="3246434"]That's true, at least a moving base gives a chance to herd them.[/quote] Precisely :)
[quote]I think he means bananas. [/quote] 100+ logistics and 1 capital ship crew actually. In this way the spam is much more limited. Even so, I don't think this will be enough to balance it out, hence the other ideas i've stated in other threads that should all be cumulative.
grav bomb needs a nerf imo :)
Oh i'm on track, just awaiting a response to how I responded to you joe in reply #10.
[quote who="SpardaSon21" reply="230" id="3245594"]7 Deadly Sins added moving starbases to all factions as part of defensive balance to counter our expanded gravity wells. Starbases are definitely much harder to take down since bomber spam can't run away.[/quote] Yet with the way the OP idea is setup, only the orkulus would really catch carriers. Sure they would have to move their carriers to avoid the starbase and it wouldn't be as easy for a vasari player (who usu
Jumping orky will always be viable because it greatly increases attack capability. Its cost won't be prohibitive following this suggestion. [quote]If Orkulus was made unable to jump to gravwell not containing phase stabiliser node, then you should not consider it to be a thing, that can attack. Therefore going with your logic, there is no need for it to require logistics slots. [/quote] I'd still have it require logistics slots to prevent abusive spam of these.&n
[quote who="Teun-A-Roonius" reply="203" id="3245569"]This thread will end only when a dev responds... ...Or when 21-12-2012 hits us.[/quote] with a supersonic tidal wave
[quote who="SpardaSon21" reply="57" id="3236254"]That's a 6-month necro, BlackHawk141. [/quote] it cleared up a long time mystery though
[quote who="GoaFan77" reply="5" id="3245541"] Quoting sareth01, reply 3 Quoting Deathrays, reply 2I'm not using steam I am using GamestopApp, but I will try like you said wait, did you say "gamestop"? there's your problem, imo! I believe most of us use it now for our non-Rebellion Sins games. That's the new name for "Impulse".[/quote] hmm ya i won't touch a piece of software with gamestop's name on it. </
[quote]Making SB mobilization a second upgrade for Phase Stablizer Arrays, and only allowing travel between phase stabilizer nodes have both been proposed as balancing factors. Given where Orkulus Rex is now, a reasonable step would be to include both requirements - even on the off-chance it ends up being an overnerf, VR would still have Armor Restoration, Shared Shield Tech, Advanced NME Warheads, the Kultorask, and all their other goodies to fall back on.[/quote] Yet you ommit
[quote who="Deathrays" reply="2" id="3245533"]I'm not using steam I am using GamestopApp, but I will try like you said[/quote] wait, did you say "gamestop"? there's your problem, imo! :)
@ OP We should revive this, I want to livestream it for lols. Though, modders seem to play more Mp nowadays. might not be able to 3v1 anymore! :D
[quote who="Seleuceia" reply="12" id="3245523"]Also, stop trolling y'all with your Sun Tzu bullshit...there is no concept of morale, inspiration, or stealth in this game...[/quote] lol sel, you are so wrong.... What makes a player quit early when they still have a chance? Low morale, perhaps because you blew up his titan. It happens. What is stealth in this game? Killing enemy scouts so they can't determine your strategy, like building up
@ the OP Corvettes are great for quickly fighting for dominance over neutrals on the maps, and I consider this their primary purpose. If they send flak to defend, just send light frigates in as well :). Corvettes even out your early game fleet capability. Corvettes are also a great way to support your fleet if its a close battle and every ship counts. You spam some quick corvettes to get to the battlefield earlier then your opponents reinforcements and you ha
Hmm this would be great! I'd enjoy playing some scenario maps made by other players. Cykur made a great scenario map where you started out with a colonizer in the pirate base and had to colonize a neutral filled solar system. It was great fun, yet it would have had better execution if the OP idea was implimented.
@ OP The responses are given in magnitude of how overpowered they are. Vasari- Giving vasari control of your most important ship's movements to any degree would be giving them FAR too much power in the game, well beyond any imbalance we've seen yet. Advent- Very overpowered in the same way as the vasari idea. Its more balanced than the vasari proposal however, because of the sheer economic/time/empire requirements to make this possible in a competiti