agaricus5

agaricus5

Joined Member # 4068098
1 Posts 6 Replies 288 Reputation

[quote who="Seleuceia" reply="1" id="3432561"] My opinions, take them as you will...[/quote] Taken and appreciated. [quote]Flak burst, use option 1....no need for a debuff, the only issue with flak burst is that it is hard to dependably hit a lot of SC while microing...if the ability fires in waves, that will be more than enough to make this ability excellent even with only a single kol... TK Push -- I use a 2.5s delay between waves for both flak burst and TK

3 Replies 10,357 Views

[quote who="agaricus5" reply="42" id="3431600"] [quote who="Teun-A-Roonius" reply="37" id="3431316"] If these suggestions would be published as a mod, I would fucking buy it, for I really like most of them. That said, this stuff will likely never be incorporated into the Rebellion exe itself...[/quote] Can I take you up on that? All cheques and bank transfers are welcome. ;) But seriously, do people want a sandbox-type mod for balancing suggestions? Most o

50 Replies 211,403 Views

Based on the various threads around here about rebalancing Sins, it seems that there are a number of abilities out there that need improving in some way to make them usable or better for normal play. However, there is often quite a lot of debate (and little consensus) about exactly how these improvements should be implemented, so this mod hopes to help with this by allowing us to test out suggestions to see if they make a difference in the game. You can download th

3 Replies 10,357 Views

[quote who="Frostflare" reply="43" id="3431771"] @Agaricus: To be honest, the community seems to have reached a rough consensus that most of these changes would work. The next logical step is testing them, and a mod is both an ideal way of doing that. In addition, a mod would allow us to provide on-the-ground feedback for the devs, making the suggestions here more refined. In addition, testing the suggestions ourselves, and publishing a mod that allows the community to do so,

50 Replies 211,403 Views

[quote who="Teun-A-Roonius" reply="37" id="3431316"] If these suggestions would be published as a mod, I would fucking buy it, for I really like most of them. That said, this stuff will likely never be incorporated into the Rebellion exe itself...[/quote] Can I take you up on that? All cheques and bank transfers are welcome. ;) But seriously, do people want a sandbox-type mod for balancing suggestions? Most of the mentioned abilities can be either modded direct

50 Replies 211,403 Views

[quote who="GoaFan77" reply="31" id="3431282"] Do you mean reducing the damage those ships are doing or giving them a negative damage reduction (I.e. making them more vulnerable to damage)? There's two types of damage reduction in the code, Dealer and Target, and just using DR is a bit confusing.[/quote] Okay. I meant negative damage reduction (=vulnerability to damage), which in my defense is in my original post. That said, the game calls reducing/increasing incoming da

50 Replies 211,403 Views

[quote who="GoaFan77" reply="29" id="3431278"][quote]I disagree that there should be more than one durability buff: either we go with armor, damage reduction or shield mitigation. If the values are too small, then the attribute should be increased.[/quote] Why shouldn't there be? One is a passive, the other an activated ability. And as the Animosity build of the Radiance needs A LOT more durability than an offensive DA build, why shouldn't the skill it is based on also give

50 Replies 211,403 Views

[quote who="N3rull" reply="23" id="3431243"] Marauder sucks because all caps gain levels from fighting and the Marauder is useless in battle. Yeah it has the POH that deals shit damage and makes an enemy ship immune or lets your own ship survive a few seconds longer or, if the enemy happens to be channeling something, it can act as an interrupt. It all sounds awesome on paper, but if you actually compare this ship in a fight with any other, you will see how useless it really is exce

50 Replies 211,403 Views

[quote who="GoaFan77" reply="20" id="3431130"] Quoting Seleuceia, reply 19In other words, the radiance's abilities need to be such that DA+animosity and DA+energy absorption are both equally viable builds...that means animosity must in some form help the radiance tank better...I'd suggest a simple buff to damage reduction or a simple buff to hull and shield regen... Yeah, I usually go with the Damage Reduction buff as well. Though once I tried a heal on damage taken b

50 Replies 211,403 Views

As things were getting derailed over at another thread ( https://forums.sinsofasolarempire.com/451038/page/2/#replies ), I'm going to post the minor suggestion I have here instead, as it would perhaps be more on-topic. The arguments against Animosity/Energy Absorptive armor essentially state that the cap ship is too weak for it to be a viable strategy (the argument for suggests otherwise ;)), so the

50 Replies 211,403 Views

[quote who="N3rull" reply="2" id="3430868"] Interesting, thanks for the heads up. I also noticed the "15% hull, 50% AM" thing on enemy ships, but I kinda thought that it may be some Advent trick that I didn't know of (I dunno, maybe a hidden effect of a certain level of their titan research line?).[/quote] No. It's a separate buff that is erroneously applied to enemy ships in the presence of one of your starbases. You can see this if you finish researching it while an en

3 Replies 5,249 Views

[quote who="Turchany" reply="41" id="3430557"] If I understand the ability correctly. Your higher level capital ship can die anywhere in the material universe. If you had it in the game you want to use Resurrection in, and lost the ship, you can use resurrection. You need to have the same type and lower level capital ship to use this ability on, and ONLY ONCE per lost capital ship. Itdoesn't matter where the ship was destroyed I think, and you need to move the new ship clo

100 Replies 394,464 Views

[quote who="N3rull" reply="36" id="3430409"] Even if it costs you 3000 credits + a handful resources? Resurrection anyone? You are going to have a level 6 progenitor sooner than later if you're serious about it.[/quote] True, but in competitive MP, losing said cap ship could mean the difference between you (or your team) winning and losing. [quote]By the way, please tell me which of the below does your 15611 include and how would those affec

100 Replies 394,464 Views

[quote who="N3rull" reply="34" id="3430348"] [quote]Quoting Seleuceia, reply 33 I just saw a post advocating multiple killer strategies involving animosity, and I stopped reading....I believe we have an example of the pot calling the kettle black...[/quote] Care to elaborate a bit? I think it's an insult, but I can't decide which of the possible reasons made you type what you did, so I can't even tell what to defend against or where I went wrong[/quote] <p

100 Replies 394,464 Views

[quote who="candido-" reply="14" id="3430174"] Interesting thought; I hadn't thought about this combination before. But I don't think the radiance can use its stuff on the TEC starbase, right? That is, doesn't the DA ability require that the target have antimatter? And isn't the TEC starbase devoid of antimatter? Or am I wrong about this?[/quote] DA can target units that have an antimatter reserve, even if the actual capacity is <1. DA will however only do

16 Replies 24,183 Views

[quote who="candido-" reply="3" id="3427471"] "The TEC loyalist titan has group shield, which protects against red button (this might have been patched out)." WHAATT??? I actually learned something reading your guide. I feel like such a nooob loooser now.... Seriously, is this patched or still active?[/quote] Group shield applies damage reduction, which will reduce the impact of Last Resort on protected ships (I think it is hyperbolic reduction, so incoming damage is

9 Replies 96,375 Views

[quote who="Seleuceia" reply="12" id="3430100"] It isn't a channeling ability but as stated previously by agaricus, you can still prevent the ability from being used...DA is okay at this, but you'd need 2 radiances to keep it disabled indefinitely since the duration is shorter than the cooldown[/quote] Heh. I'm going to nitpick and say that L4 DA has a duration of 20.7 versus 20 cooldown. So you can just about do it with a single L7 Radiance + micro.&n

16 Replies 24,183 Views

[quote who="candido-" reply="10" id="3430051"]I don't think you can interrupt redbutton with detonate AM, EMP, magnetize, or disruptive strikes. There is the three second delay but I don't think it is a 'channeling ability' that you can interrupt.[/quote] You're right that you can't interrupt it once it fires off, but Magnetize and Detonate AM might buy enough time to get your ships out of there or destroy the SB, although it sounds quite risky as well. <p

16 Replies 24,183 Views

[quote][quote]The damage is also not propagated from one Iconus to another; Iconuses take turns to shield a fleet.[/quote] However, the second guardian will absorb a third of the damage taken by the first one, including the damage the first one is absorbing. So that of the 33% of damage the guardians are taking, the first one is taking 66% (or 22% of total damage) of it and the second one is taking 33% (or 11% of total fleet damage). In this way multiple guardians can absorb more da

100 Replies 394,464 Views

This is getting off topic, for which I apologise, but I guess it's interesting to ask if the Rankulas could be a better AoE attack counter as opposed to the Skirantra. [quote]lol what? No, I did not imply that Repair Cloud is bad! It's wonderful. I said that KULTORASK's Nano Remit, which has been mentioned as an AOE heal before, is not really worth a mention in this regard for reasons stated.[/quote] Heh. Oops. I misread that. Sorry. [quote]In my hu

100 Replies 394,464 Views

[quote who="N3rull" reply="17" id="3429725"] As I said - I will look at them more closely when I get the chance. I admit the after seeing the meh combat swarm and the meh support swarm (they only start being good after 2 minutes of fight when you have 3 of them, assuming they don't get killed before then) I kinda extrapolated the "meh" over to the assault swarm since I didn't see much difference in how the enemy starbase disappears to my fleet, with or without the assault s

100 Replies 394,464 Views

[quote who="N3rull" reply="12" id="3429669"] @ Agaricus (first post) - you analyzed my suggestions thoroughly and gave constructive opinions, for this you have my thanks. However, please remember that my suggestions are just drafts, the main point of the message being to make Rankulas truly associable with the words "nanite" and "swarm". In my mind, Rankulas should be able to spawn dozens of small and weak units that work along the "strength in numbers" philosophy, which is so alien to t

100 Replies 394,464 Views

[quote who="Frostflare" reply="8" id="3429617"] Their Assault Swarm is, actually, REALLY good. You have to be careful of over-buffing this one. I actually prefer these guys over bombers -- they chew through structures obscenely fast, particularly if you research improved pulse beams, and they don't suffer from attrition the way bombers do.[/quote] They may be better than a few bombers but as frigates, they are worse than both the TEC and Advent anti-module cruisers beca

100 Replies 394,464 Views