Darvin3

Darvin3

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

I think the best approach to producing a balance patch would be the approach that was used to create 1.18: a centralized community effort to discuss and compile opinions (the "Patch Stats Change Forum"). We talk about the key issues in the current version, generate some potential solutions, then vote on which ones we like and dislike. I don't have the time to maintain such a thread, but if someone else could do it, that would be phenomenal. This was the orig

51 Replies 28,698 Views

I'd put Dunov in the same general class as the Antorak, Vulkoras, Revelation, Rapture, and Radiance. Very effective if used right, but its role is fairly narrow and it's not much in a straight fight. Certainly not a top-pick for capital ship, but situationally or later on it can work quite well.

173 Replies 412,974 Views

[quote]Why should capital ships be made faster?[/quote] Desconnor nails one of the reasons; this allows battleship capital ships to catch up to kiting carrier capital ships, which helps dull their current early-game dominance. The other reason is that this allows capital ships to survive late-game fleets quite well. This is so they can escape pursuing LRF. Right now, LRF will eventually fall behind, but usually they can keep up long enough to kill their target.&nbs

173 Replies 412,974 Views

[quote]Perhaps its just the fact that I play in an aggressive manner to start (rushing if you like)[/quote] Kol is a very poor rushing ship. It'll work against the AI, for sure, but you'll get [i]a lot[/i] more mileage out of the Sova, Akkan, or Marza. The Kol has very few advantages (particularly early game) over these other selections, while those capital ships have powerful and useful abilities. The Kol really doesn't come into its own until it's level 5 and it's

17 Replies 9,825 Views

Vasari mines already are quite viable in their current state. One of the best ways to cover kiting carriers and retreating forces, or block enemy approaches. The ability to actually deployment quickly when needed is critical, whereas the TEC and Advent really can't deploy them effectively due to the constructor and antimatter limitations respectively. Advent mines would be fine if you just removed the antimatter cost for building them (they completely gimp the carrier buildi

173 Replies 412,974 Views

[quote]advent flak is fine but too easy to counter[/quote] Agreed; Advent can get a lot of mileage out of flak, but they have nothing to pair it up with so it just gets countered. [QUOTE]the advent DO NOT have the strongest scout. their scouts now only have 2 dps. TEC have a stronger scout with 3 dps plus easy armor upgrades.[/QUOTE] This is incorrect. The Seeker has 2.4 DPS, while the Arcova has 2.55; the difference is only a mere 6%, not the whop

51 Replies 28,698 Views

[quote]The plan is to have a Diplomacy update sometime in mid-late November, but no promises (it'll depend on how long it takes to do stuff).[/quote] Take your time and do it right! I'll be here following the development the whole way :-D

173 Replies 412,974 Views

Personally I disagree that faster was the culprit. No matter what speed you're on, assailants are going to be out the door [i]considerably[/i] faster than illuminators, and if the distance is close enough they'll be on your doorstep just as you get the ability to produce illums. If anything, I'd argue it would be worse on lower speeds because you can't [i]afford[/i] to even buy illuminators in sufficient numbers after putting down all the cash. I think what really ki

51 Replies 28,698 Views

It's not exactly common, but the scout-spamming AI bug does happen from time to time. The AI actually won't use them to fight, and since their nerf in in 1.19 the scout hasn't exactly been useful anyways as a mainstream combat unit. Good for chasing siege frigates, that's about it...

4 Replies 7,090 Views

We actually discussed this back in July and tested our ideas in a mod. I think we actually found the sweet spot with this change: ---Duration changed from 120s to 60s ---Cooldown changed from 35s to 24s ---Antimatter cost changed from 50 to 45/50/55 By reducing the duration, large swarms can't build up anymore, and by compensating with a decreased cooldown the ability remains viable.

8 Replies 66,467 Views

Excellent news! I hope to see (and participate in) discussion about this upcoming patch over the next few weeks. There were some good posts in the strategy forums in July and August, and a lot of the ideas being tossed around were actually tested in a mod... let me see if I can link em... https://forums.sinsofasolarempire.com/389170/ https:

173 Replies 412,974 Views

[quote]The common belief is that we'll see a generic "Archer" class[/quote] I'd agree, this is the most likely outcome. Each Diablo so far has had a dedicated archer class, and none of the classes that have been introduced so far really have any business using a bow as anything other than an auxiliary weapon. If I were to hazard a guess as to what the final class will be, I would suppose an Aragorn-inspired ranger that can quickly switch between a mobile r

183 Replies 556,688 Views

Until I actually play it, I'll reserve judgement. That said, the monk trailer was absolutely disgusting; it looked like a bad anime-fanboy machinema... Class-wise, I'm hoping for a "Knight in Shining Armour" for the fifth class. The barbarian is nice and all, but the dual-weilding savage with spiked armour doesn't have the same appeal as a glistening knight in platemail with a trusty sword and shield.

183 Replies 556,688 Views

That's awesome news! The fact that they want to revamp pirates is particularly great news, since I was always disappointed with the Diplomacy changes, and it also means they'll probably go a little more in-depth into some of the other issues as well. Perhaps we should start a topic collecting much of the discussion that's occurred over the past several months?

8 Replies 66,467 Views

The AI in general isn't that intelligent, and usually is somewhat arbitrary. I'd like to see smarter pirates, too, but right now they just pick a target and go on the offensive; not much to it.

4 Replies 13,571 Views

[quote]Is there any way I can download the full version from the net and use the prod key to activate/pay for it? [/quote] Yes; just download Impulse and register your CD-Key, and away you go.

9 Replies 7,590 Views

Here's the breakdown of why pervasive economy isn't as godly as it might sound. Let's say your opponent earns 100 credits per second, but suffers 50% upkeep. He has 50 credits per second to spend. Suppose 30% of that goes to techs and the black market. That leaves 35 credits per second for spending. Of that, you earn 20% from maxed out pervasive economy. That works out to... 7 credits per second on average. Needless to say, if you're running 8 labs an

4 Replies 8,587 Views

[quote]Don' forget the high level phase detection that the Vasari get. Once that is enabled, no fleet will be able to surprise you.[/quote] Almost never worthwhile in a 1v1 scenario, but invaluable in a team scenario where all your allies get the benefit of this.

5 Replies 3,372 Views

Haste (which is still broken...) plus deflect is basically unbeatable. You can create champions, summons or stacks that can attack 30 or 40 times in a turn and don't provoke counter-attacks. Simply broken...

15 Replies 14,037 Views

Saving these books isn't entirely senseless. I often dump all combat-related stats on my sovereign to focus on spellcasting and economy-boosting perks, then pass on any combat-related books I find to my kids or maybe a nice champion.

13 Replies 5,272 Views

Pervasive Economy causes you to earn money every time an enemy spends money on ships or structures. Like most high-end civic techs, I can't recommend it for 1v1 matches, but it's very useful in 3v3 or larger.

4 Replies 8,587 Views

The problem is that the AI is an inept attacker and basically can't take down starbases. The TEC AI will eventually build up enough Ogrovs to do it, but the others will literally keep building new fleets to meet the same fate as the old. Given enough time one might break the others by attrition, but at the unfair difficulty it's unlikely they'll ever run out of money, so an eternal back-and-forth is more likely.

7 Replies 6,049 Views