Deceiver_0

Deceiver_0

Joined Member # 3404945
8 Posts 458 Replies 28,272 Reputation

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

8 Replies 19,411 Views

So does this mean.... That one requires a ~%53 larger force of assailants to beat an illuminator fleet? That's what the math suggests. Seems like its pretty OP to me, but I think to truly prove it as unbalanced you'll have to run tests comparing other ship types to show the margin of difference between illuminators and their counterparts (since illums are supposed to be stronger than the others)

73 Replies 195,953 Views

[quote]Also, I will keep repeating that the Kostura Cannon will help you get around ANY choke point.[/quote] Also Marauders with their speed and phase stabilizing ability. Also don't forget each races SB has upgrades that make chokepoints more damaging to a fleet passing through. TEC can build small fleets and has an upgrade to buff nearby fleets considerably. Sink some points in those two and you can build fleets that can attack passing enemies and then chase them down after

48 Replies 128,041 Views

[quote]i can finally post here, it was broken for me since it was created[/quote] Yeah sorry about that, there were some browser compatibility issues with my html, but should now work on Firefox, IE and Safari. [quote]as long as 'support cruisers' includes carriers[/quote] I consider them support cruisers. [quote]but i still dont think its that visible, especially in the middle of a firefight,[/quote] I'd like there to be some sort of graphic when MB be

566 Replies 1,291,354 Views

[quote]1) Most people play TEC[/quote] I believe that no one {except maybe the developers} really knows that for sure. If your basing it on the Starbase poll, then your logic is flawed. Most people here are giving their opinion on how to improve the game's balance, not which race should be better than the others. [quote]I don't want my single player games balanced and effected based solely on 2 or 3 hour games.[/quote] That's fine I can understand that because I dont w

566 Replies 1,291,354 Views

[quote]Now, if a TEC player could use their advantage of making a HUGE fleet in split second and then be able to send it all ANYWHERE.... it changes the game for TEC completely.[/quote] I see your logic, but your forgetting a few things I think. TEC are the strongest economists (their principal strength) and can build fleets fast. But they can also lend some of that power to allies through feeding. So in that sense having a good TEC player on your team is a definite plus. Now

26 Replies 61,386 Views

[quote]I'm willing to see it narrowed to a 90 degree cone if it will make people happy. Let's give it a try anyway.[/quote] I like this idea. [quote]Perhaps this was the "kite-ing" the dev's were refering to.[/quote] Kite-ing is the term for the tactic of circling the outer edge of a gravity well with your carriers. Keeping them on the move prevents certain units from dealing loads of damage to them, and thus keeps them alive for much longer than if they

566 Replies 1,291,354 Views

[quote]Yet another useless "what i want" thread... [/quote] I understand your argument but, I think about it like this: They didn't include a Single Player Storyline in the game, AND they continue patching attempting to get that perfect balance. That specifically tells me they poured a lot of resources and time into making it Multiplayer friendly, whether playing with friends against AI or playing against other humans. And trust me when I say that I personally, and about every

566 Replies 1,291,354 Views

[quote]Make other LRFs able to fire while moving[/quote] They already can, an enemy just has to be within the firing arc, of which I'm afraid the illum has the largest due to its side mounted beams.

102 Replies 184,377 Views

For Sins 1.18 and Entrenchment 1.04 This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays atten

566 Replies 1,291,354 Views

[quote]It doesn't matter what sounds reasonable technologically, this is not a real world.[/quote] I agree with this point. But I don't agree with your entire argument. Phase stabilization is a passive ability for phase gates. If other passive abilities can affect allied units, shouldn't this one be the same? Anti-matter rechargers, the advent unique tactical structure, works on allies, but that doesn't make the advent OP. I don't think it would change the game as much

26 Replies 61,386 Views