OK JuleTron, I'll consider some recommendations for the Revelation. In the meantime though, we need to get some more votes for the enforcer, overseer and subjugator before I put anything else up here.
Deceiver_0
I don't think its the ruiners fault it doesn't get much attention, but more the fact that I rarely see people use mines. I can't quite put my finger on why, maybe its the cost, or the fact that they dont cover a very large area (unless you use A LOT of them), IMHO I think most people forget about them in the heat of battle ( I know I do quite often ). Despite that I think they're great, I've used mines to shred fleets much larger than mine and come out victorious. Someone I played a few times
If you run out of logistics or tactical slots, check the planetary upgrade menu for that planet to make sure you haven't maxed it out yet. Each planet type has a maximum amount possible (for Terran planets, which is probably what your Capital is, its 24 logistics slots and 35 tactical slots) If you haven't maxed out your logistics/tactical upgrades go ahead and upgrade to give yourself more, if you have, you'll have to scuttle a structure to get extra space. The scuttle button is right below
Nope, choose wisely. Or, scuttle the starbase and start over (you get 30% of all the resources you spent on it back)
[quote]Mobile phase Detection is not even close to being worth the cost when you can just get the cheaper and superior long-range sensor upgrades. Jump degradation is okay I think.[/quote] Mobile phase detection ties in directly to jump degradation, If you can't detect incoming enemy reinforcements, then its ridiculous to spend 100AM and have your overseer channel the ability for 2 minutes to delay reinforcements that may or may not be coming, which is why the Overseer is given the ab
[quote](first two mutually exclusive)[/quote] All topics ARE and should be considered mutually exclusive. This is more of a Poll to show popularity of balance ideas, not necessarily "if A then not B, but defintely C if not A" etc. The devs are I'm sure aware that each topic is stand alone and do not necessarily come with the stipulations of and/or, as I'm sure they have the capacity to decide (and is ultimately their decision of) whats too much or too little. Perhaps I'll make
[quote]Definitely the weaker of Vasari's two support cruisers.[/quote] I disagree with you there. I usually go for subverters before overseers. I've had little problems with the subverters (other than the activation range of distortion field being shorter than the AOE of repulsion). Their first ability, while weak, synergizes well with Vasari SC, and with good micro of SC, it can be turned into a weaker version of designate target. The targeting Ai for that ability, in my experience,
When seting up a game, either during the time when you're choosing a map or selecting the difficulty of the Ai, there will be a button near the bottom that says game settings, in it you should have the options to set speeds for different game aspects (ship movement, income rate etc) You should also see a setting for fleet sizes, lock/unlock teams and pirates (active or inactive). Note* Turning pirates off does not remove them from the map, but will prevent them from raiding your plane
N3rull, Thanks for your insight, but I couldn't draw a definite conclusion of your stances on the new topics from your reply, so I haven't put you up there yet.
Im resigned to think this is something we will never see eye to eye on unless its implemented. Theory only goes so far. I guess in the mean time I'll run some tests on the overseer to see how it can be improved to function better, and when I post it up here, I'll include the omnidirectional topic so it can be put to a vote.
Gotta have a lot of bombers (or anything) to do that kind of damage in 15 seconds, where as only 10 overseers can heal it that amount. Add more Overseers and it just that much more damage you've got to dish in 15 seconds, where as adding more hoshis wont help at all. To the point where if you can't deal more than the targets Max hp in damage instantly, it won't die. See what im getting at? I think an increase in the abilities fire arc (~90 degrees) or a turn rate increase is right on the mone
Ascension I hear your argument, and it is pretty solid Here's where I see a problem, and I'll use Cap Ships as an example. Let's say you have A Marza with MB quickly approaching your fleet, trailed by 10 hoshis. You're going to send every last bomber you have to take out the Marza before it gets to you. The hoshis start healing the Marza but they are limited cuz they can only cast a heal on it every 15 seconds, limiting the marzas Maximum heal rate during this time to 300 hp e
I'm afraid I simply disagree with you Ascension, but here's what I will do, if 1 other person agrees with you, I'll put the the idea up for a vote. Sound good? Anyone agree with his idea?
[quote]However, a large enough fleet will plough through a starbase.[/quote] True, except when they are fully upgraded, especially with frontal shield. Gotta get bombers then, or another starbase, or both. From a defensive standpoint though, Tec and Advent have an easier time (because of their much more mobile assault cruisers) destroying an entrenched vasari starbase. So I don't quite agree with making it harder for other Vasari to do so. People have suggested giving
[quote]I'd definitely agree with that. If we had to actually sink 1800 credits (plus crystal and metal costs) to get the ability to move, the Vasari starbase would be a lot more comparable to the TEC and Advent ones.[/quote] Remember though, the Vasari SB is their assault ship. It can't jump between wells and moves much slower than the other assault ships, the trade off is thats its a starbase, and a nasty one. But that aside think about it this way- Vasari vs Vasari- When a
MS and The big red button are not the only abilities their respective starbases have, but I swear it seems most people forget that fact. TEC starbases can make ships, and faster than frigate factories can. Ever thought of putting a point in that ability and then pumping out ogrovs, or carriers against a Vas Sb? Evens the playing field a bit huh? Or how about the ludacris amount of strikecraft a Transcensia can field (try bombers against vas sb), and the synergies of advent defenses. Keep in m
A group of Hoshis can still only repair 20 hp a second for 15 seconds for a maximum 300hp on a single unit, where as in 15 seconds a group of overseers (if given omnidirectional ability) could potentially heal about 3750hp on a single unit, from farther away than an illuminator can fire. I fear that is too powerful. Something in the ability would have to be nerfed to keep the balance, be it cooldown time or AM cost or amount healed. Not by a whole lot, but something. </p
[quote]the serevun overseer suffers from the same turn rate as the domina[/quote] This is a good point Ascension, and I some what agree, but I also fear this may take away the TECs edge late game. I ran some quick tests on overseers and found they heal 250 HP instantly, adds 2 armor for 60 seconds and has a range double that of hoshikos all for 75AM. Contrary to what the abilities infocard says, the 250HP healed is permanent (unless of course the ship take 250 damage), and can be stac
The problem with enforcers may not be a single thing, which may be a reason a single solution isn't the answer (or can't be agreed upon). When most of the proposed fixes seem logical, perhaps the best solution is a vote. I've added the enforcer issue to the poll. Blair is watching. [e digicons]:cylon:[/e] https://forums.sinsofasolarempire.com/356646
Lets also remember that LRF are not supposed to counter each other and are not supposed to counter support frigates, so to say 'its easy to get around repulse with lrf' only makes sense if you're using it to protect light frigates. Repulse eliminates 2 of the proper counters to LRFs (scouts and hcs) and the third (carriers) has been nerfed to hell, so that leaves no options but to spam the ONLY thing that can outrange repulse, LRF of which Advent owns the most powerful. 3 units can ma
Interesting results mbaron I see how that works, side beams doing more damage and increasing mitigation to actually do less damage overall. The results of your 33% each test seems to be (at least to me) how illuminators should be powered, still stronger than the other lrfs, but not to a degree where in an equal amount yields a 65+% survival rate for the lums (which is what it is currently {this number comes from your test and JJs tests of equal number lums and assailants}).</p
Cykur gg Game earlier today. Let me get you to vote here: https://forums.sinsofasolarempire.com/356646
You got four tires, but no car.
I find I go through the same ups and downs with this game. One day I'll be super frustrated and say to myself "I should really take a break", then the next I'm playing again and loving every second of it. It's a vicious cycle, but I always come crawling back (like it was a smokin hot ex girlfriend)
These are great tips Amish. You can do the math and look at the .entity files to figure out how much damage they do, or you can pay very close attention to a battle like I did here , showing ACTUAL damage (mitigated and effected by armor) under low and full mitigation. My problem with illums is they aren't balanced with the rest of the advent fleet. (not just other lrfs) They are by fa