Good luck triggering Discharging Missiles yuorself on 80 ships. I'm afraid you gotta leave it on auto.
N3rull
[quote]From reading this on and on it seems that is a cpitalship doesnt have a big boom ability it sucks period. Well that isn't the case, it's not because the abilities of 1 cap don't go boom in a big way that it's not powerfull they are some subtel abilities that don't go boom and that are way more powerfull then a big boom.[/quote] The problem is, when every race has one or two big boom abilities that can change the game (EGG humiliates fledgling starbases and other caps with nano,
mistake, nvm.
[quote]oo we forgot about the big red button. and Meteor+Disorient[/quote]It's a starbase ability for goodness sake. It's like saying Illum's Illusions suck because they make one false copy while the skirantra's ultimate makes three real (for 3 minutes). Sorry but this comparison is totally off road. [quote]It doesn't bring much to the table combat wise, but then again, neither do the Rapture or the Dunov.[/quote]Utter Bullshit. ALL rapture's abilities are combat relat
[quote]Volatile Nanites can have a very similar result to MB. All the target has to do is not pay attention for a little while which is exactly what you have to do when a level six marza comes in. If you have any common sense, you run from the marza, you FF it immediately with bombers, or you stun it. The same thing applies here. If you ignore the fact that all your ships have pulsing red spheres around them, you'll lose your fleet. VN is probably the third best mass frigate killer in the gam
I think this fits well into this thread: If you play this game on a 17-inch monitor through a D-sub link - shoot yourself, like I should have. I just brought home a new 22 inch monitor, launched Sins on 1680x1050 and I'm like [e digicons]8|[/e] [e digicons]:omg:[/e] [e digicons]:w00t:[/e] [e digicons]:waaaa:[/e] awesome.
Z-axis would be a problem to keep, because FOR EXAMPLE how would you make turrets more useful then? They would be totally useless as they are. Increase their range? That would defeat the purpose of LONG range frigates, which now outrange turrets (and that was one of their roles), leaving you with carrier spam. You'd have to increase the range of LRFs in return, then Starbase's (because LRFs would be outranging SBs now). Effect - everything shoots through the whole gravwell.
Ok. I get it.
I just watched the replay. I have four words, two for IC and two for those who use this shit. IC - fix it . abusers - kill yourselves .
Not you, OP.
I agree that IC and SD are doing a very good job (except caring to post news once every two seasons) and Sins is a great game. But, as the SD's CEO :D said - don't be a fanboy . [quote]Perhaps in the future others will follow your example *cough* blizzard, *cough*[/quote] Blizzard doesn't charge overly for its games nor their expansions. Entrenchment was $10 cause it still doesn't have a campaign, it gave us 1SB/race , mines and some new research. While I d
It's called a Hyperboloid as far as I'm concerned. A detail, but being a Maths student - I couldn't resist.
add this to game bugs list: https://forums.sinsofasolarempire.com/360713/page/2 (TEC/Advent starbases not shooting up)
[quote]Why even have that thing there at all if it deals less than one DPS... Just saying...[/quote] It lewks coooool [e digicons]:sun:[/e]
Ok so here is my idea - let some of the long research chains have an additional bonus at the end. Something that will reward a person who decides to focus on this one research line. Something that'll make it slightly more worthwhile to go ' all the way ' than just yet another '+5%'. For example: (examples in Vasari techs, of course should apply to all races in their own way and style) The final "+% hull strength" upgrade could give an additi
share! nao! [e digicons]:ninja:[/e]
[quote]well, that makes sense. any intelligent ship captain will try to 'bend the rules' so he brings as many weapons to bear as possible, and, if hes really good, he'll do it without presenting a target to be fired back at.[/quote]You misunderstood. I have no quarrel with ships turning 45 degrees in order to bring front and bank weapons to bear. Only that they don't do it if you don't micro them to do it. And if you do click around to have them facing 45 degrees off the m
I'm not sure if it can fire both front, left and right side guns. But I do now that, for example, Kortul can shoot both its three side beams (on one bank) and its forward missile/wave/beam batteries if you somehow manage to keep the target at a ~45 degree angle. Yeah, the damage can be massive. Stupid ships.
I'm not gonna respond to all your posts because you all basically confirmed my statement ;p. Anyway: [quote]The problem I see is that people always compare to the Evacuator, Progenitor, and Marza when evaluating how good a capital ship is. The problem, as was mentioned, is that these capital ships overshadow everything else. Repair cloud doesn't stuck, it's just overshadowed by shield restore. Volatile nanite doesn't suck, it's just overshadowed by missile barrage. The Va
Not really. I couldn't really care less about what the forum users think about the cap ships. What scares the bejesus outta me is the thought that the devs might actually believe the caps are good. They're not. This game is really cool and has awesome potential. But right now, I hate being forced to go EGG every stupid game unless I'm two jumps away from the enemy homeworld, in which case it's Vulkoras + siege platforms/ass spec.<br /
[quote]Disintegration: While this is no MB, this is still a good "Super-Beam" weapon. You heal yourself 50-75% of what you deal, making this a great way to take out enemy caps while keeping yourself alive. Did I mention it deals damage directly to the hull? Combine this with the PM's this ship already has, and this thing slaughters caps.[/quote]It doesn't damage hull, it goes at the shields. Don't write stuff you don't know. Two more points: - one, this damage is mitigated. It goes
[quote]It seems more of the Egg being so completely dominating than the Vasari capitals actually being weak. The Skirantra and Vulkoras certainly seem like good enough ship choices, while the Antorak would be great in larger maps. [/quote]Thanks for entertaining me. No. Skirantra is not a good choice. It heals shit by up to 30HP/sec for 10 seconds for 100AM and that's all the use it has. Microphasing Aura = MEH. Scramble bombers = shit. Replicate forces = shit. Vu
[quote]I woudl even say that it is supperior to Adaptive Force feild on the Kol[/quote] Please don't write such nonsense. [e digicons]:rolleyes:[/e] I did some testing out of boredom and the results are like this: a lvl 10 Kortul restores slightly below 200 shields over 30 seconds (couldn't figure out the right number, so I took a reasonable max). with +20% shield regen rate from upgrades let's call it 250 shields per 30 seconds for even number
install impulse.
Have you EVER seen two capital ships fighting just like that? A two cap one on one? Moreover, have you seen two caps fighting for 20 minutes without any interference? That's about as long as it takes a Kortul to defeat any cap ship with its undeniably awesome weaponry. There's always a fleet around, or coming in. Kortul may negate abilities on one ship or kick enemy strikecraft out of the fight temporarily, but all in all it just doesn't do anything to anybody. It