DesConnor

DesConnor

Joined Member # 3325345
20 Posts 252 Replies 15,422 Reputation

I had mentioned your heavies, which you began to make at about 1:10, and you're right JJ had begun to make LF and carrier cruisers for the first time at about 1:30, though because of the sudden end at 1:40 they weren't used at all. But that was quite far into the game? What about culture and the civics techs, I was surprised that you both had so little research, is it just not valuable enough?

10 Replies 13,248 Views

Capitals counter LF better than they counter anything else in the game...? That Disciples are somewhat useful against capitals very early on is only because Disciples are extremely cost-effective ships. However, that ships can counter a rush doesn't make them a counter...? Heavies do more damage to LRF, but also take more. LRF seem a better choice as the counters to support cruisers. LF don't have to be as hard a counter to LRF as LRF are to them in the curre

913 Replies 1,712,087 Views

Capital ships are a hard counter to LF at the moment, as are structures and heavies, that wouldn't change? The abilities of support cruisers also counter LF more effectively than any other ship, though LF would retain the drain antimatter ability. Flak might have parity, with both disadvantaged against the others armour flak have superior stats. Strikecraft wouldn't be much use but then LF would only have LRF damage against carriers without the range advantage.&nbs

913 Replies 1,712,087 Views

The capital ships have no real escorts in the game- that is, ships which are poor when attacking capitals but good at attacking threats to capitals. Flak are the nearest, but flak are better at defending LRF than capitals, and LRF are one of the two main threats to capitals. LF also come close in that they threaten carriers and therefore bombers (though not on carrier capitals), but LF are too vulnerable to LRF to function as escorts. Scouts are useful against LRF but are to

913 Replies 1,712,087 Views

Thanks for this, I've been enquiring after 1v1 replays between the top players for some time, finally one appears! StarP as TEC builds two civics and starts with a Sova, then scraps the factory. JJ as Vasari builds 2 imperial labs and starts with an Egg, then scraps his factory. Apart from scouts, there's no other military ships built for a while. JJ uses a colony to turret-capture roids. I also noted that he researched the salvage tech. There's no neutrals, so V

10 Replies 13,248 Views

I'm not sure that the carrier capital problem is a lack of a viable carrier cruiser counter so much as an issue with the starting stats of the capitals themselves. I suspect that this could be solved with capital balancing and cheaper early game defences. The carrier capitals just aren't as fragile as they need to be compared to the others. It seems fair for the siege and colony capitals to have problems with carriers, as these two have very strong abi

913 Replies 1,712,087 Views

Capital ships and starbases are not a counter for LRF from what I understand.. whether they should be made so is the subject of a current debate. The relationship of support to LF and heavies is complicated as some support cruisers have abilities that counter short ranged weapons rather better than long ranged weapons. Also LF are a very weak counter to scouts at best- scouts and LRF share the same armour type and LF are penalised against it, to allow LRF to have superior

28 Replies 21,156 Views

The militia are the good guys Joe. They only defend their own grav well, and they only bomb planets to destroy new and vulnerable alien colonies. Thats engagement rules, ethics in combat. I'm afraid if you want to join the elite warlords club then you'll have to abandon such niceties. You might feel uneasy about it for a while, you get medals and shiny boots though. What I recommend is to play some multiplayer 1v1 before trying the team games- Storm

11 Replies 10,218 Views

Cheaper early game static defences are needed for help against the rush.. turrets and hangars have been stealth nerfed every patch. Hangars became expensive as soon the carrier cruisers got the extra squadron, as they got no compensatory buff. Turrets have always cost too much, and have been nerfed against LF. I've asked for this for ages, and have been scorned for my pains. But I did not flag or falter then, nor shall I in the future.

16 Replies 4,268 Views

Well Volt I suppose if you've invented non-interfering beams and lasers then you have, though my scientists say they'll believe it when its been demonstrated to them. Your shielding is truly primitive though. Plasma layers! It's as if there were no phase shifts, resonance distortion or parasitic mass tracing. Multiplayer any time mate. Unless- um- you have made any progress with... Dimensional Cascades?? If you don't know what that is, that

81 Replies 118,651 Views

So if there was a problem with late game hordes of Vasari LRF demolishing capitals, the mitigation-based solution wouldn't affect it, if mitigation bypass was a reliable method to kill capitals? Higher mitigation for capitals will just make Advent colony caps invincible early, and hence Guardians more effective again. Also, should there somehow be a balanced version of the early game, a mitigation solution would then imbalance it in favour of the late game Vasar

913 Replies 1,712,087 Views

Attackers would want to aim for the weak spots in a shield, if they all aimed for the centre of mass they could easily be countered. Your lore explanation is poor. Its also that having too many ships shooting at one target makes the the attacks themselves interfere with each other. Like having too many bomber aircraft over the same tactical target. Target points are far too complex, just leave it at the simple method of number of ships, though differentiate them

81 Replies 118,651 Views

How about an accuracy penalty when too many ships fire on the same target? Accuracy penalties already exist in the code, and accuracy is currently underused- this method would help the Akkan and Radiance. I'm also concerned that a mitigation increase would be a further buff for Advent. Advent already suffer least from the vulnerability of capital ships. I can't agree that the game's balance is closer to perfect than ever. It's isn't even as balan

913 Replies 1,712,087 Views

Its fairly common to add turrets to starbases for firepower, but that is an advantage then.. and more of a mystery why capitals and starbases should do only 75% against LRF? You're probably right that the capital class weapons should be buffed, I'm not at all sure why a weapon mounted on a huge ship with the best fire control would be less effective against the same target than in comparison to the same frigate-mounted weapon. The standard militi

81 Replies 118,651 Views

LRF already are a counter for nearly every unit in the game- and I'd nerf them against scouts/LF! If you make them hard counter flak carriers and support, rather than LF, then they becomes more vulnerable. Flak just don't do enough damage to LRF to be a proper counter, the effective damage is 50% because of the arcs, so that LRF are still very competitive. LF work much better, though 100% damage done 100% received may not seem like enough counte

81 Replies 118,651 Views

LRF do at least 75% damage against all units... they are equally as effective against heavies and support as they are against caps? They are also more effective against scouts than LF in terms of the % damage they cause, I'm not sure where the concept that LF are a counter to scouts is from? If there is a seeker nerf and no Illuminator nerf LRF will reappear with a vengeance under the current system- to protect the carriers that are supposed to be their best counter! Basic f

81 Replies 118,651 Views

If the pirates are to be more effective in the later game, can the pirate asteroid be made more defensible? It doesn't seem much use to have extended pirate features if the base can easily be taken out by a medium-sized fleet. I've asked that the pirates be more stealthy- ships and base- in previous posts, it just seems odd to have them behind a ring of turrets... why would there be pirate turret crews? Also, them having siege for defence is funny.. so they

5 Replies 5,355 Views

Carrier cruisers would appear earlier if LRF countered carriers and LF counter LRF instead of support. Ships appear if their target is on the field, so the option that Swordsalmon outlined for altering the counters might not make carriers appear earlier, as one of their targets would have been nerfed- and their counter buffed? Whereas, with LRF the anti-flak and carrier unit rather than the low-tech LF, carriers would appear earlier, and the problem would be whether

81 Replies 118,651 Views

If Seekers are weakened and Illuminators only debugged we will just have even more illuminator spam than before. The real counter to Illuminators is seekers, rather than any other types of scout. If there were more 1v1 replays where Advent played another faction it would be clearer how superior Illuminators are, with more LF on the battlefield. However, when most games are team games with Advent on both sides it doesn't show up. The problem with scout/LF is

913 Replies 1,712,087 Views

The real problem is that LRF are effective against too many different types of ships. The game might be much improved if LRF were to counter support ships and LF were to counter LRF. Fast agile ships should counter ranged ships. Then scouts could be freed of the burden of being a counter to LRF, and return to recon, trade interdiction and anti-colony/siege roles. The comparison I would make is between the torpedo-boats and destroyer

81 Replies 118,651 Views

As I posted, civil war might require new game concepts, placing it beyond the development horizon. Yet all empires are composed of colonies, all coalitions are of groups with divergent interests, all religions split, there are many examples from post-feudal history. What is exceptionally unusual in historical terms is that the Sins empires allow major research and manufacturing capabilities outside the home planet. Also, the Sins navies expand very rapidly, it'

62 Replies 95,553 Views

The Mediterranean pirates were essentially sovereign nations of pirates, operating from Crete, Malta or the Barbary Coast- they captured or built their own ships and were available for hire as sizable fleets, much like the Sins pirates. The privateer wars of 'No Peace Beyond The Line' were limited to the phase when Spain looked likely to take over half the Americas if the rest of Europe failed to combine against them, even then there was no direct control from the patron nation, t

62 Replies 95,553 Views

I omitted 'King of the Hill' victory conditions- as this was the classic Master of Orion style, it merits a mention. I've often wondered whether the Antarans had escaped, to pursue the Vasari... Then you could have allies but only one winner, as only one of the alies could occupy the planet. I like Joe's secret victory conditions as well, though they might need more work. A simpler implementation, perhaps, based on a combination of artifacts that would yield

62 Replies 95,553 Views

I watch as many replays as I can. The game is short on good replays, especially 1v1, as the top players don't seem to play each other. The 4s or 5s replays that are posted are often more about team tactics and defeating the weaker players quickly. If you have Entrenchment, at least one of the 1v1s posted here is fairly good: https://forums.sinsofasolarempire.com/371047 I wouldn't recommend the Advent play e

3 Replies 12,349 Views

One problem with the Antorak is that the ship itself is so weak. The Dunov has almost the health and shield of the Marza and the Rapture more than the Revelation.. the Revelation could be boosted here as well. However the Antorak has substantially less health and shield than the Vulkoras. Its weapons are weak as well. Phase Out Hull I would buff by making damage directly apply to health rather than to shields. Then the ability would be far more useful.

26 Replies 51,907 Views