Seems to me that the corvettes were basically designed to be spammed (cause of their very low cost), because they serve mostly as turret distractors (so they die very often) and can only deal some real damage when they are in larger numbers.
Teun-A-Roonius
There are numerous graphical upgrades in Rebellion and the game runs much smoother than vanilla Sins with the Entrenchment Expansion. I highly recommend getting yourself a copy, especially when the game is finished.
I do agree with the OP that a special planetary assault weapon would be fitting for the titans. Especially for the TEC Rebel one at least.
[quote who="Combatrat" reply="2" id="3100695"]I've noticed this as well. New capital ships start construction, even while I'm still researching the next level of command[/quote]Really?
[quote who="Brazilian_Joe" reply="21" id="3100681"]TEC Loyalist: Ultra heavy damage + shockwave pushing everything away - including structures, even starbases. TEC Rebel: EMP pulse depletes shields and disables ship weapons and hull regen Advent Loyalist: Scream of the Unity - detonates antimatter causing damage which ignores shields, telekinetic boom pushes ships afar Advent Rebel: Muted Death - disables skills, weapons and ship movement. Vasari Lo
At the moment a starbase seems to be capable of dealing some serious damage to a titan. If you have two starbases in the same gravity well, you could counter them being a TEC Loyalist. The TEC Rebels could bring in a massive Pirate fleet and have all of these ships focus fire on the enemy titan. There is no need for a specific anti-titan ship if you ask me, though I agree that titans are a bit too early accessable at this point. [quote who="Admiral_Kiernyc" r
The phase jump move orders really do need some fixing. the second thing however, I'm not sure if it can be improved any further.
This smells like scam. This thread needs to be locked. Trading on the forums should be prohibited.
The only thing that should be improved on the Boarding Party ability is that it only targets one ship at a time. Have it increase like this and it should be more valuable: Level 1: Max targets = 2 Level 2: Max targets = 4 Level 3: Max targets = 6 Level 4: Max targets = 8 8 ships at a single ability use wouldn't be overpowered since by the time you got the ability on level 4, the enemies you face have probably got large fleets and several ways to rep
[quote who="DeathReborn" reply="19" id="3100473"]What about a de-buff/forced retreat for the side that lost the titan, something akin to shattered morale of friendly crews forcing them to retreat to nearest friendly planet or a certain distance. Make it detonate all mines in the gravity well or stop all movement of strike craft for a short period.[/quote]Yeah, because the faction that just lost it's titan hasn't been punished enough, let's have them feel
I think the allying with Pirates should stay the way it is. Other factions have enough other tricks up their sleeves to deal with the pirates on their own. Remember that the allied player that is not friends with the pirates can still use the friendship of the other allied player with the pirates to his own advantage. For example the next scenraio: TEC Rebel ally assaults an enemy planet together with his pirate homies. The enemy defenses are down after a while. Now TEC Loyalist ally
You can spend the upcoming command point to queue up a capital ship. You will not be able to build it until you have completed the required research first. THis has always been the case and I think it shouldn't be changed.
[quote who="Michael Miller" reply="6" id="3099986"]Question. . . Are any of you guys using Windows 8 Consumer Preview? I am and was wondering if this problem is related to that. [/quote]Windows 8 Consumer Preview is not supported by the Sins Rebellion Beta.
[quote who="Rapidfyrez" reply="59" id="3099924"]you are kidding right cause I can't play advent or vasari yet[/quote]You just fell for it. [e digicons]:grin:[/e]
It is called Multiplayer Desynchronization. It is not supposed to happen and the dev's are aware of this issue and are currently working on it, I believe.
[quote]AbilityBidirectionalJamming.entity[/quote]This one seems very interesting. Sounds like a Vasari tool for sure! [quote]AbilityRechargeShields.entity Advent [/quote]This could very well be a TEC ability, how can you be so sure it's an Advent one? Overall a nice bunch of things to look at. Nice work, thanks for showing!
Happened to me a few times aswell. It happenes very rarely, though. On trinity, this can also happen, but with me it only happened there after a 15+ hour game (maybe a memory issue or something, after games that last that long ships start moving a stranger).
[quote who="DirtySanchezz" reply="6" id="3099612"]No. Could you please elaborate? What are some of the abilities?[/quote]Sorry, bit of a late reaction, but here are the abilities summed up for you: Blue star: Passive Regeneration Disabled. Green star: Shield Mitigation 10% (negative change) Yellow star: Shield Restore Rate 20% (positive change) Red star: Weapon Cooldown 15% (negative change), Weapon Range 10% (negative change) Hope
[quote who="hpdreadnought" reply="93" id="3099671"]The multiple techs to build the factory is a little awkward. Should just be 1 tech box.[/quote]As a matter of fact you can already build a Titan Foundry after researching the Prototype I tech. You just need the other three techs to get your titan fully constructed.
Titans are overpowered enough already, I only think it might be a funny feature if the titan takes huge amounts of damage while ramming other vessels, like Allquixotic already said.
Kols level 4 Adaptive Forcefield is able to mitigate a lot of damage, especially from phase missiles. I think it may prove to be quite useful against a Vasari titan.
This has been requested a lot in the past aswell, but the dev's stated that it is hardly possible due to the 2GB memory limit the game comes with...
When you select one of your (capital) ships as a rally point, newly built ships often have problems with moving directly to the gravity well the selected rally ship is currently in. This was already an issue in Trinity though, but it would be nice if they fixed it. Another thing: it would be nice to have ships move through a gravity well at their maximum speed when "Group Jump" is disabled. It's fine with me that they all move at the speed of the slowest ship when Group Jump is <e
[quote who="macasio14" reply="1" id="3098995"]I wonder why they have the occupation victory planet even though I have that victory option disabled.[/quote]The dev's are still trying to find a way to remove the planet if the Occupation Victory option is disabled.
These titans are actually already playable in mods for Trinity and have nothing to do with Rebellion...