[quote]This is also why I try to not play rush maps. Rush maps are where you're hands are tied and there are only so many strats that can be employed. When the map gets bigger (not too big mind you), the options become more diverse and overall more fun. That's just me though. The fact that the majority of the community seems to love 5v5 huge single star and 4v4 large single star tells me I'm in the minority.[/quote] Amish you should really mess around with the in-game map designer, it
Deceiver_0
1. Lfs biggest threats are Lrms and HCs Right, without the support of LRMs and HCs, light frigates will be a serious threat to your opponents units. Also keep in mind that LFs are faster than LRMS. So if you can keep them away from the LRMS long enough to kill all or most of the LRMS you'll be in good shape. Targeting Ai are a bit tricky, but here's what I know for sure: Fighters will automatically target other SC over frigates (and don't have a preference for frigates
I've added reduction of LRF dmg bonus to medium armor to the Patch stat Changes forum Here's why: 1) LFs are the only ships that carry Medium Armor. 2) Consider damage to damage bonus ratios for other ships. Example: Light armor and Anti-light damage, Anti-light damage does 200% to light armor, but the ships that use Anti-light damage have very low dps. Anti-medium ships have a high dps and also a high damage bonus (150%) and the furthest range.</
1. The vasari LF is deceptively weak, early game, despite its health and firepower, it will be crushed by LRMs. However with reintegration technology, its a pretty good support cruiser hunter later in the game. 2. Hangar defenses are trouble for vasari sbs, you just have to make sure you dominate enemy SC before you start construction. Flak will help your fighters by keeping enemy fighters at bay.
@Howididudothat Ah sorry, thought i put those in there but i maybe i got distracted while putting yours up. All fixed now. @n3rull I was considering making a topic on vasari caps, as they do indeed need some help. I'd say 99.9% of vasari players online use the egg to start with. Then on rare rare occasions I'll see a SKirantra, and even rarer occasions a Vulkoras. Unless the player is new to online play, I don't ever see a kortul (and if i do, its dead within 10 minute
I did a scout bomb/ sova rush against fortune in a 1v1 on Close Encounters. It worked well and I was winning until he got MB, then there was no stopping him. I use scout rush, but only under certain circumstances, like if I'm 2 jumps away from the bad guy and he's already going lrf when I find him. I find it really useful in those lrf rush situations when there isn't time to get enough econ for carriers. Only problem is it soaks up a lot of credits so you gotta make it work, a
[quote]nanos [/quote] If you're unfamiliar with vasari, nanos refers to the Jarrasul Evacuators ability 'Nano-Disassembler' which wreaks havoc on enemy capital ships. That combined with the Assailants phase missiles (which you'll have to research at least 1 lvl of upgrades) can penetrate capital ships shielding, allowing you the potential to kill a capital ship without downing its shields first. As Darvin said Neutral extractors are <s
[quote]I still have a problem with masses of hangar defenses and their associated SCs[/quote] Carriers are a good option, but you may want to mix in some flak and lrfs. Flak DOMINATE hangar defenses and lrfs will protect them, and your carriers from light frigates, and they deal a decent damage percentage to buildings as well, speeding along their destruction. As for taking out those fleets of caps and carriers, even a couple of illums can spell serious trouble for light friga
I agree somewhat darvin, but no unit counters harder than the lrf, which I feel is why LFs don't give a great performance for their cost. Something should be done to boost the life span of LFs, and frankly I don't much care about what that may be as long as its effective.
[quote]It wouldn't be exactly the same role. It would be researchable, would probably kill flak, carriers, and support fast enough to be useful, and would not get owned by LRMs. Bombers and heavy cruisers would be its counter. And sense it would probably be at least lvl 3 research they could give it stats at a much fairer base stat to cost ratio.[/quote] Then what would be the point in having a light frigate. They are meant to kill flak, scouts, and support cruisers, creating another
I'm reposting Raging Amish's 'ballot' so its easier to read (no word wrap??), he brings up a lot of good points. On the next update I'll be including a topic for increasing cooldown time on repulse and a few extra ideas for improvement of Jump Degradation so keep an eye out for them! Oh and @Diplominator I'd like to get your vote on things when you have the time. [quote] RAGING'S RANT SIEGE FRIGATES Be very careful for what y
[quote]I'm pretty sure they only look at this with passing glance,[/quote] That's what this thread is designed to do. Hence the colors, a dev may jsut scroll down the list, see a lot of greens and/or reds and think to himself "Man a lot of people seem to think this idea will improve the game, maybe we'll give it a shot" or "I was considering changing that but it seems that might upset and alienate a good deal of people, maybe I shuold think of a different way". Also a Dev may
Anyone know whose smurf sexykittycat is?
hey ascension, any votes for siege frig fixes?
[quote]I never suspected that you could bring out LRMs within 10 minutes without depriving your economy of the necessary start-up investments[/quote] Glad I could help out, this start up works for all races, but is especially easy on TEC economy as the Javelis is so inexpensive. Also if you decide to go for a longer game on a larger map, swith out the military labs with civic labs and stick a tradeport on your homeworld and asteroid. You may have to upgrade logistics on one or
Try this: When the game begins open the logistics construction menu and select the following for contruction in this order: 1 Crystal extractor 1 Cap Ship Factory 2 Metal extractors Then open up the black market tab and sell 200 metal and buy 100 crystal, Go ahead and queue up your Marza so it begins construction as soon as the factory is finished. Build 2 military labs. Then build 2 scouts and a Colonizer frigate.
I'm sure the volcanic planet has a little something to do with the Toxic Fallout and Dense Molten Core on Mjolnir. Also when ships jump that phase lane through the center of the planet they emerge from phase space right smack in the middle of the volcanic planet, which I thought was quite ridiculous.
Many have seen gravity wells nearly ontop of eachother, but have you ever seen two planets DIRECTLY ontop of each other in collision? A weird occurance. As you can see the two planets are colliding. If you look closely another strange thing has happened, the lower gravity well does not have any phase lanes connecting to it. I thought that was strange too, w
Hey Amish, I'd love to play a non quickstart game with you, I'm sure you could find a group of people willing to play as well, especially if yours is the only game up. I know rubeeisdabomb likes playing with pirates, which most people do without, but still manages to get games going with them. Also, Any chance I can get you to vote onsome fixes for the Poll? https://forums.sinsofasolarempire.com/356646 I could probably put you down
How can u say no to that face?
OK that makes sense, but none of the races units are exact equivalents, for every race 1 thing is stronger than others, why should strikecraft be any different? So even if Vasari bombers are stronger than the other races, why is that a problem? [quote]The only chance advent bombers have at being better is the raptures damage bonus.[/quote] This statement makes me think that these races bombers are near equivalents, but one is slightly better than the other. Just like every oth
I think they were on the right track but just overstepped and nerfed a bit too hard.
[quote who="EadTaes" reply="16" id="2300125"]I would just like to point out that all of thsi talk about imbalances and what needs to be fixed only became rampant under patches 1.02 and 1.03 entrenchment. Under 1.01 these issues we still present how ever they weren't weived as rampant problems as they are now for back then carriers could fillt he role they were supposed to fill and thus minimised the problems we are all talking about. So lets all just eb honest and say it. <br
I suppose I should clarify that, I meant it as a general increase in the bonus damage their weapons do to heavy armor, allowing them to kill cruisers more efficiently, as opposed to an increase in damage dealt to everything. With the amount of health carriers have, it requires a large group of LFs to focus fire on each individual carrier as they kite the grav wells. Making them more efficient cruiser killers will allow them to put some more hurt on opponents before the LFS are inevitably kill
[quote]why you guys don't just create a mod with all the changes you want.[/quote] I think it's largely because, as you can see here, everybody wants different changes, and rather than try and circulate several different mods by different people with different changes, we would all rather have the actual game be adjusted by the developers. There a few other reasons like: 1) Different people may favor certain races in their mods, where as the developers are the only ones who tr