Ive had my tongue pierced for almost 6 years, and I still like it. Ive never had anyone think I was homosexual because of it. The whole eating thing only lasts for a few days. And your mouth will feel normal again once you can put whatever kind of bar you want in it. They usually give you one thats a bit on the long side to compensate for any tongue swelling, it well when I had it, it was kind of awkward. You may have a slight lisp for a week or two, or have a little trouble making the "th" s
Deceiver_0
[quote]TBH I'm not sure how JJ puts up with it.[/quote] I'd theorize he enjoys the challenge, fighting off 2-4 people while his allies grow.
Quick question for you guys: Is the Disable Passive Regeneration ability of Phase missile platforms supposed to effect your ships even after they leave the hostile well containing the platforms? It may be a bug, because I don't remember them working like that before, but I could be mistaken.
Tech Tree There are a few techs that are going to be pretty essential early on in the game. Ship research is probably one of the most important, you should almost always research your respective races Long range frigate (Javelis,Illuminator,Assailant) as soon as possible. The long range frigates are excepional at killing the common early game light frigates (Cobalt,Disciple,Skirmisher), and should be the backbone of your fleet early on in the game. That goes for SP and MP in most case
I see Kortuls and Skirantras WAY more often now. With extra squads now, you'll actually see Carrier caps at the start sometimes. Lums are still tough, but they aren't the end all be all of games like they used to be 75% of the time. I see less of guardians (people arent rushing them out to invulnerablize their lums anymore) more of LFs, more of overseers. more carriers (but thankfully not like it was a few patches ago). Overall, a vast improvement.
Is this shields only or shields and hull? And any idea why it occurs on the 1st and 3rd shots and not on the 2nd?
[quote]Vasari yes, Advent no. Disciples are very inexpensive, and steal antimatter is @_@[/quote] No doubt, but theyre still as durable as a wine glass. Theyre inexpensive, but you need a lot of them to be a threat, and lets be honest, Advent arent really known for production speed. Not saying you couldnt be effective with the others, just saying cobalts are much easier to work with.
[quote]Actually, post 1.04 is where I've been seeing it the most. And it's only garda spamming ( cause of hoshikos ) .[/quote] I'd attribute this to the crappyness of Vas and Advent LFs. I only ever bother with cobalts, cuz i know theyll get the job done quickly (unlike skirms) and can now take a lot more punishment from lrms (unlike disciples)
[quote]3) Doesn't change much; you have to be zoomed in pretty close to see the graphics effect. As mentioned, the Kortul now has a disrupt, so it's a hard counter to the Marza.[/quote] I'd have to say you're essentially correct, but the red trails make the barrage much easier to spot when the Marza is supported by a ton of LRFs, which is nice.
[quote]your kidding right? all Ive heard for the last month is how OVER powered the Advent were...................nothing about how USEFUL the TEC were.[/quote] When I said attention, i did not mean everyone was complaining about these cruisers being underpowered, I just meant everyone was complaining (most went the useles route, where as guardians were screaming the opposite). You state EXACTLY what I said in your post, "nothing about how USEFUL the TEC were". This is why I think the
The exclusion of the TEC cruisers may be in part due to the lack of complaints about their usefulness during the previous version, wher as Guardians, Sunjugators, Overseers and Subverters got plenty og attention by the community, the TEC cruisers did not. I don't think the lack of buff on their part degrades their usefulness, but rather increases the usefulness of the other races cruisers to a more equal level. In MP I feel that all three second support cruisers share the same rarity due to t
[quote]I didn't see them either, but the guys that saw them said they took them off. I guess they weren't supposed to be viewable yet. [e digicons]o_O[/e][/quote] Yeah I caught a glimpse of them, havent seen em since. But you should be excited.
Not that defeating a dev at his own game wouldnt have its.. ego perks (and I imagine that a few of us may already have without even knowing it), but Id like the opportunity just to see what kind of tactics they use, and what kind of matches they prefer to play. I have a suspicion that the developers would want to play a game type that more effectively utilizes some of the less popular dynamics of the game, (ie pirates, unlocked teams, multistars etc) Either way, Id be honored to play
*GASP* a new Cap ship! saweeeeeeeet! Best Patch day ever.
I had feared this thread might turn into another Orky debate....
[quote]The Revelation was an underused capital ship. I suspect it will still remain the little sister to the other four Advent capital ships, though. [/quote] The revelation was almost always my second cap as Advent (barring situational circumstances), but I do agree that I dont see it as much as the Halo, Progen and Radiance. But who knows, it seems theyve made some drastic improvements in the guidance ability, and surely Reverie will be more dangerous now, so maybe we'll start seei
[quote]Its supposed to make them switch targets. The problem before was you couldn't attack it again until the effect wore off.[/quote]I see, guess I never noticed that...
[quote]I see in the change log that ships under Reverie can be attacked now, but I recall that this is already the case.[/quote] Before, your ships would change targets if you cast Reverie on an enemy ship. With this fix, Im guessing they wont do that any more.
[quote]what are changes of LRF and FLAK frig balance?[/quote] V V V V V V V V V V V V V V V V V V V V V V V [quote]# AntiMedium (LRF) damage type's modifier vs. Medium armor reduced from 150% to 133%. # AntiVeryLight (FLAK) DamageType's modifier vs VeryLight armor reduced from 150% to 133% # Cruiser carrier strikecraft build rate penalty when enemies are in the gravity well reduced from 15% to 10% (Entrenchment Only). # Reworked the tactical targeting AI to make
I agree with Uber here. Those changes make Disuptive strikes quite powerful, especially now that it can apply its effects to 3 different targets (ideally). This ability can now wreak havoc on any channeled ability, and now I'm sure you'll start seeing Kortuls charging headlong into missile barrages rather than running away, giving the Vasari a second interrupt option, which will be a lot better than having to rely solely on the Marauder. Also, we all have to remember that the first 3/
[quote]I am slightly concerned with the extra squads for cap carriers. I understand why the change was made, but it also makes them stronger as a started cap compared to the other caps.[/quote] I think your concerns are well founded, but I believe the extra squad(s)(and the better SC abilities) will make them a more viable choice as a starting Cap as they'll be able to hold their own against the other caps eventhough they have weaker armor and less HP than many of the others. Plus ca
[quote]15 extra squads? Where are you getting that from. Their lifespan is still 120 seconds, and the cooldown (at level 3) is 20 seconds. That's six extra squads, not fifteen. That's kinda pathetic, seeing as the new Halcyon ability gives you three extra squads for free.[/quote] Ah you're right, I misread my own post about scramble bombers.
[quote]keep in mind that scramble bombers is and has been stackable with itself so....it would add up more than you might think.[/quote] Hes right, at lvl 3 with a 20 second cool down, the Skirantra would be able to put out 15 additional bomber Squads into the well in a minute and 40 seconds.Thats pretty significant. [quote]What happens when the Level 6 ability is activated and 60 strikecraft are spawned--does that give it 6 extra squads for a possible total of 17 squadrons (1
With the Change log posted for the new Patch, this thread has served its purpose. I'd like to take a quick second to thank everyone who posted here for making the thread succesfull in illuminating problems and possible solutions to SOASE's balance issues. Many were taken into account and integrated into the new patch. That being said lets hold our judgement of the new patch and its features until after its released and we give it a good going over before we dole out additional recomme
To all who are recommending more changes: Good ideas, but lets see how this patch goes before we start jumping on top of things. We ought to thoroughly examine all the changes that are evident and those that aren't (remember how interwoven this games balance is) before drawing definite conclusions. This is a MAJOR patch and a lot of hard work undoubtedly went into it, the devs certainly deserve a breather and a pat on the back before we start recommending adjustments (not to mention t