[quote who="Darvin3" reply="1" id="2638468"]Here's the thread that sparked a lot of the 1.18 capital ship changes for reference: https://forums.sinsofasolarempire.com/361228/ Perhaps unfortunately for the archive, the main post was edited after the 1.18 release so we can't actually see just how close the community consensus was to the actual change list. Anyways, my personal opinion is that if we're going to balance against any capital ship,
Pbhead
occasionally games do get to the end game, and i find that those games are so satisfying, even if I lose. pick a map slightly larger than the map for the number of people, or even better, try one of the prebuilt maps. I find that entanglement almost always reaches endgame, due to the chokepoints. if you can trick players into playing sytems of war or dopplegangers, or one of the multistar maps, those games wll go on forever, and uasually end with massive quantities of sup
as far as sb, i like the 1/2/3 squads better too, but right now, its a bit too powerfull. Someone suggusted nerfing the cooldown by 5 seconds to get the number of squads the exact same as 1.81, but with the multiple squad launch, and i think this is a great plan, however, when a skirantra runs out of antimatter, suddenly the ablitiy is just as powerful as it is currently (when launching is dependant on antimatter and not cooldown)... so In addition to the slightly longer coodown, I woul
[quote who="qrtxian" reply="1" id="2638386"] Although I have to ask the OP: isn't it a little ironic that you posted this in the Off-Topic section? [/quote] meh, maybe. i posted it here because this was the forum it was concerned about. it makes the most sence too. I mean, where else would you put it? not only that, but at least everyone else can see this post too, and most importantly, apparently, sins is not the only subforum with this issue.
now, i am posting from the sins of a solar empire forum, and around here, its preety dull, but i think there is a reason for that. quite often I cant see if there are any recent posts or threads that need reading, because the entire "recent posts" page is filled with forum games and political discussions... things, that for the sins forum... i dont care about. I want to suggust that posts in the offtopic section of the forums are placed on the recent posts area. </
ya... there was a time where you could set the galaxy to have high/med or low resoruces... in other words... no more 2 rock vocl/ice worlds! and more imporantly... no more you getting a 2 rock roid and a empty plasma storm, and your enemy a 3 rock roid, and a plasma storm with 3 rocks. thats kinda the issue with the random maps... (and even "balanced" maps)... sometimes your half just sucks/rocks compared to the enemies half... and that has ruined many games for me.
In responce to another post, i started writing this, and it got really long, and started to become offtopic, so i will post it here. (2 gigantic threads in less than 12 hours, man, i am on a role!) We have to be careful when buffing the unused capital ships. i find use for the other capital ships occasionally, and it doesn’t take much from "occasionally" to "always". <span style="color: #ffff
(you know, when all the other utility cruisers were given a turn rate buff, ceilos, and hoshikos were left out... giving them the same buff would allow designate target and demobots to shine a little brighter) well, perhaps (and this would be much easier for the coders) all lrms and bombers could be reduced to 60%... but this still leaves flack and fighters more effective at killing capitalships than enforcers. (reduce antiverylight and antilight to 40%?.. at one point it was 25%...)&
we have to be carefull though. i find use for the other capital ships occasionally, and it doesnt take much from "occasionally" to "always". nerfing scramble bomers to 1.18 level is a great start, but we must also remember that the skrims, and the enforcers were rather nicely buffed as well, but for some reason, still rather unseen. this is due to phase missles, and thier amazing damage bonuses. I made seperate thread for my thougs on phase missles. <a href="
Vasari are king. there is no disputing this, it didnt always used to be this way, and it didnt take much to reach this point, but here we are, and here is why. 1. scramble bombers. 2. phase missles. everyone knows scramble bombers needs to be nerfed... but phase missles? well, we need to be carefull, but lets do some quick calculations first. A max upgraded ph
1. yep, all passive effects, and some ablities are around even if the labs are gone, but ships, superweapons, deploy starbases, and a few others go away without the labs. 2. yep, just a cute graphical representation of the levels of the capital ships... first you get bars, then stars, then a crown, and then a crown with a star for lv 10.
which version of galaxy forge are you using? i have a feeling that might be your problem.
wow, that looks great. someone needs to make a sins of a solar empire mod. XD
I was just looking through all the old change logs, its preety amazing how much sins has changed over the years... for example: there was a time when subverter's distortion field lasted 30 seconds and costed only 100 antimatter. wowzies! or a time where gravity warhead lv 2 could stop a fleet from jumping forever as long as the egg had antimatter. there was a time when you could not turn pirates off! and a time where (in single player obviously) you coul
bah.... stupid forums... and i cant delete this thread can i... >_
I often dont get time to name my capital ships, multiplayer is really fast that way... but if I am tec and i do get time, I tend to name my lv 6 marza something fuzzy. TDN fluffy TDN Cuddles TDN Mittens if i ever achieve 3 lv 6 akkans, i will name em: TDN Cant TDN Touch TDN This its too bad i mostly play vasari, and its harder to play tec now because everyone else hopped on the vasari bandwagon.
yep, sorry i wasnt there, i do believe i gave a warning saying i wouldnt be there, but i think that was a while ago. (i did tell carbon) should be avalible this weekend, though.
well, something i do quite often as vasari as a game ending move, is to fire a single kostrua shot at one of the back enemy worlds, and then send my entire fleet (+a few dozen planet bombing frigs) to thier back world, and spread out the planet bombers so i preety much take out the enemies core worlds before he realizes what hit him. then, I use my maurader (or build a phase gate on his old homewrold i ofcourse colonized) to jump back out when he comes back to defend. here is a
i just finished a very intresting game as vasari. it started as a 5v5, but quickly collapsed to a 2v2. one of the enemy fell rather easily, and went on the run, colonizing some central planets, but the other one was doing rather well. really great really, because he was vasari, and had an amazing quantity of bombers, and quite honestly, both me and my ally could not compete with his amazing fleet (at the end of the game he had over 100 bomber squads, and 40-50 flacks)... course,
bout 2 weeks ago in a simliar thread them mentioned they had not abandoned sins. i do believe they are working on a sins 2.
1. well, quite simply, the rules are defined in the files... there are 2 seperate types, and in order to be sure, you would have to look through the data files, but generally, ships and structures and superweapons require the labs that you researched the tech with, however, ablities (excluding superweapons and RA) and passive effects stick around if the labs die. 2. well, you can only get diplo to 10 without envoyes... and then for every envoy on a different planet the
bump for bumpyness. i wonder if anyone has tried using magnatize to counter scramble bombers... lv 3 scramble bombers spawns 9 strike craft... lv 1 magnatize kills 8 strike craft... only problem is the massave antimatter cost magnatize has compared to scramble bombers.... and the donov and the target ship have to be close enough to the bombers to make it work. I do find it poetic though... the magatize wears off on the skirantra, it autocasts scramble bombers, the
i ma preety sure gravity warhead does not require the space egg to face its target.... cause I know i have cast gravity warhead on enemies behind my eggy while it was running away from them. Also, i dont think the death egg interupts ablities. your also forgeting the Domina subjugator, that thing can prevent one frig from doing anything but moving. (which is not a bad deal if your agaisnt heavy cruisrers... 4 fleet supply to knock out 10/12.) on tha
ya, vasari need thier numbers reduced... but we cant nerf them back to when they were almost non-existant... do you remember before carriers were buffed? skirantras were still quite common back then... expecially when compared to kortuls, mauraders, and desolators. course, everyone got them for thier 2nd or third cap ship for the repair cloud. skrantras didnt really need to be buffed, but Scramble bombers was horrible, so thats fine... but then, buffed again! redic
yay... now make it better by telling ironcland to (slightly) reduce the power of scramble bombers, fix starbase trade income at stars, and to tell people ingame how to fix mesh file issues, and telling them that diplomacy includes entrencment. there is also one last desync bug that needs squashing. did i miss anything?