Afraid I disagree N3rull. Reintegration, isn't much use in a focus firing battle, as you stated, but its far from useless. 1st there are very few battles where every ship that dies falls prey to focus firing (especially against advent illuminators) Reintegration finds usefulness there. Let's also not forget its usefulness after battles, when any enforcer left standing can quickly regain a good majority of their health. Also useful when taking Phase Jump Damage from enemy starbases, al
Deceiver_0
[quote] Sure it isn't as quick as a bullet, but it hits more, and if you wait long enough, people will start dying...[/quote] Nice analogy. That's how it works, and I can't say for sure if the Devs MEANT for it to be like this. But it makes sense to me that they wouldn't spend so much time building meshes, setting parameters, creating abilities and all the balancing just to have half of a races arsenal be comparitively unused (at least in MP). This thread type pops up
Not to be a downer Raging but you may have bitten off more than you can chew. don;t get me wrong I appluad your efforts at making such a good comperhensive list. But I think you're going to run into trouble ranking the lower you get on your tiers. With no definite ladder its hard to say who beat who, and who belongs in what lower tier. People reviews may dramatically differ, and yours and others views maybe be inaccurate or defined by only a few encounters. Peoples strengths and weakn
Good idea. It would be great if there were at least a big zip full of good maps, that a lot of people had. I'm sure something like that could be created and then circulated, especially if it had a couple of really popular maps (like big game hunters ;)) Raging, if you wanna make a map like the one you described, I'll d/l it and play on it. I think this nicest part is everyone would be able to get some semblance of an economy going before needing to build a superior fleet.
maybe its cuz theyre not sure why just a thought. Maybe they do know. Im just pointing it out really. Every other fleet HAS to diversify to get their maximum benifit. Advent don't. Illums, defense vessels and guardians is all you really need. I'm trying to solve why that is. And there it is, That's why.
JJ, I wanna hear your suggestions for balance https://forums.sinsofasolarempire.com/356646 If its not on my list and I or anyone else agrees with you, it will go on the list.
After JJ posted the results from his Illuminator vs Assailant test and kicked up a debate over mitigation, I decided to run my own tests to find out exactly what is happening with mitigation vs damage of each unit. Here's what I discovered: JJs test between 1 illum and 1 assailant said more than what many accepted as truth. People said that 1 vs 1 rarely ever happens and is not representative of a real battle with multiple ships firing on sigle targets. Truth is these 1
[quote]improving their targeting AI should definitely be a part of that list (to which I'd say yay)[/quote] ech, why didnt I put that up there.. I thought i did... Well it should be for sure,
[quote]Perseverence is powerfull, it can cancel out all effect the enemy will cast on your fleet. I'm prety sure you can use it to cancel out Nano Dissasembler.[/quote] This is not the case. Perserverance can only Prevent a ship from being disabled in anyway. This ability is aimed at stopping demo bots, distortion field, ion bolt, phase out hull, suppression etc. It does not cancel negative buffs like nano or designate
[quote]Remove channeling from abilities?: Yes but at a cost of higher AM consumtion[/quote] not sure if you realize, suppression costs 75AM (disables weapons, phase drives and abilities on 1 ship) and perserverance cost 150AM.(Heals 25hp/s and prevents any systems from being disabled for 40 secs) How much are you thinking of increasing those?
Good list Amish. Not a whole lot of easy options for Repulse, would be nice if some of those Anti-AM abilities and disabling abilities could outrange the push.
Something you are incredibly unlikely ever to hear, "Man those subjugators really f'd me up!". The truth is the Subjugator has a variety of flaws in it's design and abilities tha make it one (if not the MOST) useless ship. While doing some tests and observation on Carrier Caps, I played around with subjugators and found out exactly why they suck, and came up with some simle ideas to fix them. Problem # 1: Unidirectional Channeled Abilities On the S
[quote]Imagine the Space Egg with 5 armour[/quote] Problem is the Egg is supposed to be weaker than carrier caps. Yet it eats them for breakfast. Poor things, eaten by a breakfast item.
I see microphasing aura as the Skirantras much weaker answer to telepush, a defensive ability to help protect against strikecraft (don't SC need to be within the aura to be affected?) by giving nearby SC an edge. Same goes for repair cloud (although it has other much more useful applications than healing SC). Problem I find is the skirantra HAS to be on the front lines to use these abilities, leaving it vulnerable to focus fire. I'd like the option for the Skirantra (and others) to be effecti
[quote]their poor, situational abilities ... carrier caps have the least functional abilities in the game Okay, it's very hard to take you seriously at this point. This is applicable to the Sova, but the Halcyon and Skirantra field extremely versatile and powerful abilities. The Halcyon is almost always my second capital pick as Advent, and virtually every Advent player picks it as either second or third. Skirantra is underused, but then again every Vasari capital ship is underu
Glowing missiles perhaps. I'm thinking like a big red crosshair the size of MB range. Really just something big and visible just before the missiles start popping out so you can see it from a good distance.... See it and friggin RUN!
Throughout the history of this games' versions, Capital Ship carriers have been a bit lackluster and underappreciated by players and the developers. Their weakness(hp/shield/armor/dps) comparative to other Capital ship types and their poor, situational abilities, and lack of scaling leave them sparse on the battlefield, relatively unused, and much less of a threat than their equally priced relatives. Simple fact is, that they simply do not have the power or lifespan to
[quote]This thread is pointless dude. [/quote] Mindseye is right. Even heavy Advent players are supporting nerfs to advent units for the sake of balance. Most everyone who has posted here seems to think increasing repulse AM cost is the way to go, and many are supporting higher cost for illums. It seems that despite peoples favoritism, they would like to see the game balanced more than keep their favorite race the same. I'd love to get your take
[quote]Support cruisers definately need better targeting AI, especially the Domina.[/quote] Oh yeah, almost forgot about the domina. If others agree i think I'll put up a topic about making the second support ship better. As a high tiered ship on the tech tree, you would think that you'd see them more, but as it is, their usefulness is 'meh' in comparison to their counterparts. Especially the Domina Subjugator Will anyone else vote on that?
[quote]The enforcer's effectiveness relies soley on how valuable reintegration is to the battle. If 720 health is laughable to a sizable fleet, then this ability loses its effectiveness. Still helps sure, but not as much. In a massive battle where there are +100 ships, that ability doesn't mean jack because of focus firing.[/quote] This is true, however, I don't often see a fleet of 100 focus firing on each individual enforcer ain a similarly sized fleet. Most will just set and forget
[quote]i remember a little while ago there was debate about the cielo[/quote] The cielo is a powerful and somewhat under used support frigate. In the shadow of the hoshiko, it doesnt get to see much fighting, however, its abilities remain highly valuable to any TEC fleet. The Cielo, unlike the LF, doesnt see much action because hoshikos outweigh it in usefulness (not because it isnt useful). Many I've seen don't build it because they don't feel they need it. I've have
[quote]i mean this game isn't meant for actually watching the battles play out and doing lots of micro.[/quote] then why make them so awesome? why do anything if it wasnt meant for that. You build just giant fleets and put them up against each other and try and win it with numbers and not tactics? thats just wrong. You're given the option to micromanage your fleet (autocast off, attack local area, hold position, stop, attack, retreat) so why would you not be meant to do that?</p
[quote]do you mean pie slices like firing arcs[/quote] yes [quote]missiles can change trajectory in flight,[/quote] this is true, but only once the missile is fired, the frigate must be facing the target to fire on it. there for it does have a firing arc
You know when you hit alt or hover over units you can see the circles that represents their weapons range? Why not represent them as pie slices instead? I feel the circles can be improved in this way to encourage better micromanagement of fleets. You could represent their weapons damage statistics on the info card in colors and the represent those respective weapons around the ship as pie slices so players could see them and could manage how to use them better( because we all know that most s
You know when you hit alt or hover over units you can see the circles that represents their weapons range? Why not represent them as pie slices instead? I feel the circles can be improved in this way to encourage better micromanagement of fleets. You could represent their weapons damage statistics on the info card in colors and the represent those respective weapons around the ship as pie slices so players could see them and could manage how to use them better( because we all know that most s