Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,842 Replies 1,395 Reputation

[quote]Am I the only one who thinks this patch is a step in the right direction?[/quote] I'd agree that it's a step in the right direction, though perhaps a little under-ambitious given that there will be plenty of time for feedback during the beta. The only change I don't like is the Marza missile barrage nerf. TEC really don't need a late-game nerf, and the "fast Marza" opener is no longer nearly as strong as it once was. I still believe that the best way to "fix

716 Replies 1,636,998 Views

[quote]Somehow I missed where the date was said, too.[/quote] https://forums.sinsofasolarempire.com/403793/page/6/#2882243 It was buried deep in that thread. You'd have to be actively following it to have seen it.

13 Replies 32,503 Views

Oh, GRG is [i]way[/i] out of the ballpark. It needs [i]substantial[/i] improvement just to get to the point at which we can start to have serious debate about its merits (currently: none). I was speaking more of the Kols we do see on occasion: Flak Kols with maxed out burst and adaptive shields as their secondary. Flak Burst [i]isn't[/i] always spammed as soon as the cooldown is up; you usually time it to maximize effectiveness. As the Kol does its job, you need

188 Replies 331,270 Views

[quote] Oh, and PATCH TOMORROW! we plan on big patch party friday. [/quote] The [i]target date[/i] is tomorrow. That doesn't mean it will be. That said, expect to see me at the patch party if it's on time :D

13 Replies 32,503 Views

Hmmm, there are two portraits in that screenshot that aren't in the final release. I can't make out the bottom left one... looks interesting. [quote]Yarlen my brain translates this as "The GRG was designed not as a weapon but as an exhaust port for antimatter should it ever reach a critical level".[/quote] Admittedly, GRG needs more than a 33% damage boost to become viable. The Kol has a serious issue with exponential growth. Its abilities are weak fo

188 Replies 331,270 Views

[quote]How do you guys balance expansion and enemy counter at all fronts at once? How do protect your inner planets without bringing back your assault force from the fronts once every five minutes?[/quote] If you're facing multiple opponents and don't have good choke points, splitting up your fleet into multiple forces may be mandatory. Use a smaller defensive force to secure one of your flanks, then use a larger offensive force to push on the other side. Once your empire

6 Replies 4,518 Views

Reverie is the only reason to build a Revelation. Clairvoyance is [i]borderline[/i] acceptable since it's convenient, but that's pushing it. The other two are... garbage, sadly.

188 Replies 331,270 Views

[quote]remove the silly speed reduction from GRG, and either significantly reduce the antimatter required to fire it, or significantly increase the damage... or both.[/quote] We did some experimentation in a mod over the summer... and never really got anywhere with it. No matter how hard we buffed it, the ability was [i]never[/i] useful at level 1, although we did eventually get it useful to level 6+ Kols when maxed out. I believe strongly that it needs a secondary ef

188 Replies 331,270 Views

[quote]what does work vs lots of bombers since even his gardas and fighters cant seem to stop the bombers, and i dont even kite my carriers much[/quote] Generally speaking Advent is a late-game faction and TEC is an early-game faction. TEC is going to have a serious fight on its hands just to survive a late-game Advent's power, and if he's not carrying a substantial economic advantage by this point his chances of winning are minimal. If he wants to play TEC, he needs to re

5 Replies 6,686 Views

The choice between Halcyon and Progen first basically comes down to how far away you believe the enemy is. If you expect 5+ jumps away, go with Progen. If you suspect fewer, go with Halcyon. Precise viability of rushing is always subject to the types of intervening planets; always be sure to scout voraciously and compensate appropriately if you pick the wrong opening cap.

24 Replies 7,527 Views

Any technology that looks remotely like what we have today will never fill IPv6. Suppose each human being needs 1000 devices, each which need 10 addresses, the world population increases to 100 billion, and 99/100 addresses that are alocated go unused due to waste of one form or another. That's still only 10^17, or just over 2^56 addresses. This is still considerably less than 1% utilization of a [i]64-bit[/i] range. Or, to put the absurdity another way, let's say we w

48 Replies 79,796 Views

[quote] Progenitor Monthership + Iconus Guardian [/quote] Throw in a Rapture with vertigo for more fun. Vertigo will cause the enemy to deal significantly less damage, further impeding their ability to actually scratch your ships. The Halcyon also makes a shoe-in to support this fleet since it gives you both protection from strike craft with its telekinetic push and a boost to your frigate damage output. [quote] Radiance Battleship + Progenito

5 Replies 6,686 Views

[quote]Capital SC squadrons are also built for free, and can be constantly rebuilt (probably faster than Flak Burst can kill them).[/quote] For a lower-level Kol, you'll run out of antimatter before you actually kill [i]anything[/i]. You're better off building gardas... Kol shines against large swarms of strike craft typical of large cruiser groups, not the smaller support forces you see from carrier caps early on.

24 Replies 7,527 Views

[quote]C&C is just a race to have the best base, and if you don't have a certain level within two minutes you're screwed[/quote] Can't speak for the newer titles, but classic C&C titles had a lot more emphasis on field combat, getting out and collecting ore to fuel your war efforts. If you tried to hard-tech up to a high-end base you'd get your harvesters killed and wouldn't be able to afford any of the high-end units you just unlocked, and if you built a proper early-ga

62 Replies 186,727 Views

[quote]A little weak early is exactly where vasari need to be inorder to counter their rapetastic endgame.[/quote] Fair enough, though they [i]do[/i] need to be able to survive the early-game with breathing room in order to [i]reach[/i] that end-game. Just look at what's happening to Advent right now... basically unplayable by anyone but top-level veterans. [quote]It is possible for TEC to beat subverters actually rather simply...[/quote] Subverters are neve

188 Replies 331,270 Views

[quote]However by far one of my least favorite thing about RTS games is peon management. I hate having to constantly produce worker units and tell them where to mine/build/etc.[/quote] Personally I'd classify that under the broad category of "base management", especially since peons almost invariably double as the unit that [i]does[/i] the building.

62 Replies 186,727 Views

I do think there's base-building done well and base-building done poorly. I'd have to say in the case of Starcraft 2 that it comes down the middle, definitely inheriting the late-90's standards of its predecessor which (while definitely top-notch for its time) are kinda bare minimums by today's standards. The problem with Starcraft II, and I think his primary concern, is that the first 2 minutes of the game are 90% base-building and build-order. While there are a few tacti

62 Replies 186,727 Views

[quote]Also my strategy is get the best economy and steamroll the ai after a few hours[/quote] Generally speaking, if you're left alone to work on your economy, you should be able to have maximum-sized fleets, all important tech, and superweapons operational in under 2 hours. The best advice I can give is to get that economy rolling faster. Early-game fast colonization and mid-game trade-spam is the best way to fuel these late-game super armies, and get them out sooner.&nb

6 Replies 20,878 Views

[quote]So, does the Akkan get the 33% extraction rates in vanilla?[/quote] No, that's only in the expansions. It's still good in vanilla, just not quite as good.

4 Replies 3,379 Views

[quote]I don't know if the AI targets closer things or not, but at the very least it seems like the hoho's should stay in the back and heal[/quote] Hoshikos have [i]LOADS[/i] of hit points and a relatively low cost. They're excellent damage sinks and you probably [i]want[/i] them to come under attack to take pressure off your real damage-dealers, like the LRM. [quote]I guess that means one hoho is trying to do all of the healing, and when it runs out the others start. Th

4 Replies 3,379 Views

[quote]I would say that capital ship exp is also a bit low...[/quote] Given that losing a capital ship is already a horrendous disaster, I don't see a need to further reward the player who gets the kill. It worked like this in Warcraft III, but over there you could revive heroes with all XP intact for a fraction of the cost of their initial training cost, so a permanent penalty in the form of buffing up the enemy's heroes made sense. [quote]Heh, a skirantra nerf,

188 Replies 331,270 Views

[quote]I don't know if command points mirror that as well but at least as lrms go they do seem to miror tiers.[/quote] Then why are Cobalts (T0) at 30 XP? Or Gardas (T2) at 60 XP? There is no consistency; the current numbers are very arbitrary. The Assailant is the only unit that's [i]way[/i] out of line, but there's lots of examples of stuff that really doesn't have any justification for their XP award. There is something to be said for scaling to qual

188 Replies 331,270 Views