Inert Inert

Inert's list of problems.

Inert's list of problems.

Things I find

I'm going to try to make a list of the problems I've got, which aren't a lot so far (good job) and I'd like it to be basically "view only" for the devs. I'm not sure if it's going to be easier or more difficult for them but it's worth a try.

1. The hotkey for planet development (or, the a key) does not work. The hotkey itself works for other units, and so does other hotkeys for the planet (i.e. build frigates) 4/8/07.

2. The "show planet elevators" box is always on and can not be turned off. It's located in the effects menu in options. 4/8/07.
15,644 views 40 replies
Reply #26 Top
Sorry for double post.

Inquiries (not problems per se)

1. Structures are capable of being destroyed at 0%. Is there a way to make them invincible or queue them up without making them destroyable? It's kind of annoying when I'm queueing up a bunch of platforms only to have them mowed down before any frigate got to them.

2. Tier restrictions were removed (now it only depends on the number of research stations). If this is the case, then it would be ridiculously easy to tech up, just build a bunch of research stations on some remote asteroid planet. Some of the higher research would be readily available (although quite expensive early on) and are quite powerful.
Reply #27 Top
2. Tier restrictions were removed (now it only depends on the number of research stations). If this is the case, then it would be ridiculously easy to tech up, just build a bunch of research stations on some remote asteroid planet. Some of the higher research would be readily available (although quite expensive early on) and are quite powerful.


I think the restrictions should return, too... Hell you can almost win the game with no fleet at all if you research Insurgency.
Reply #28 Top
I think limited logistic slots and limited crystals already limit research enough, though Insurgency needs some tunedown regardless.
Reply #29 Top
Technical Problems

1. When one uses Embargo on a planet, and hovers the mouse over the planet to see the info card, the Embargo text is cut off. On the other hand, if one clicks on the planet itself, the Embargo text is properly displayed.

Gameplay Whining

Problem: Frigates and cruisers are very weak. Cruisers are nearly identical to frigates in terms of health and armor.

Suggestion:
-Increase health of cruisers (by 150%).
-Increase supply cost of cruisers (by 6 - 9, excluding the robotics cruiser)
-Increase armor of frigates (by 2 - 4).
-Increase armor of cruisers (by 4 - 7).

Why: After gaining access to the Kodiak heavy cruiser, there is no real reason to keep continue building the Cobalt light frigate. The costs of a Kodiak is around twice of a Cobalt, but is more powerful then just two. Cruisers and frigates, however, pale in comparison to a Capital Ship. A group of five capital ships (2 Carriers, 2 Dreadnoughts, 1 Akkan, at level 5 each) is more efficient then a group of 50 frigates + 6 cruisers (20 Cobalt, 10 LRM, 10 Flak, 10 Siege, 5 Light Carriers, 1 Command Cruiser). The former is faster to build, but somewhat less adaptive. Cruisers should be the middle ground between Capital Ships and frigates, not just overhauled frigates. As Capital Ships are quite difficult to maintain, they are not usually at the head of many fleets, and are reserved for major assaults. The frigate/cruiser group in which I described above was an expansion fleet, but failed to survive long enough to wipe out the planet completely; at the end, only my flak frigates and cobalts were left alive.

Inquiries

1. Why does the camera act as a directional light? For example, when I turn around to the dark side of a capital ship, one would expect to see almost total darkness with only the ship's lights illuminating the hull. Instead, the whole ship is vaguely lit up.
Reply #30 Top
"The costs of a Kodiak is around twice of a Cobalt"

Thats not really true, as you had to invest in researching the Kodiak, and you needed I think 6? Research facilities. But I do agree, once the Kodiak is available, I build very few Cobalts.
Reply #31 Top
players will be forced to use cruisers and frigates as their main force instead of "teching" up to capital ships

with the inclusion of cruisers, anyone intending to "tech up" to a capitol-based force will get their asses kicked.
that sometimes things might get overlooked.

like, the other people who you just took attention from   
its why I post EVERYWHERE really. the devs dont respond to me, but they see my suggestions and the effects are apparent in the updates.
1. Structures are capable of being destroyed at 0%. Is there a way to make them invincible or queue them up without making them destroyable? It's kind of annoying when I'm queueing up a bunch of platforms only to have them mowed down before any frigate got to them.

agreed, or at the very least if the resources havent been spent on building the structure, then whatever hasnt been used should be returned (i.e. if its only 20% done, I want 80% of those spent resources back)
2. Tier restrictions were removed (now it only depends on the number of research stations). If this is the case, then it would be ridiculously easy to tech up, just build a bunch of research stations on some remote asteroid planet. Some of the higher research would be readily available (although quite expensive early on) and are quite powerful.

I tried said strategy, you get mowed down because you divert your energy to spending.
its a self-balanced issue, dont worry.
and logistics stops you from building research stations on "some remote asteroid" (I used that strategy in Beta 1 )
I think the restrictions should return, too... Hell you can almost win the game with no fleet at all if you research Insurgency.

insurgency nerfing is being seriously considered.
Problem: Frigates and cruisers are very weak. Cruisers are nearly identical to frigates in terms of health and armor.

frigates are meant to be that way
cruisers are meant to buff frigates

they work perfectly as advertised.
The costs of a Kodiak is around twice of a Cobalt, but is more powerful then just two

not at all, take a second look at the stats
cobalts are capable of tearring appart kodiacs with ease. they will get eaten up pretty quickly, but in groups they are the better choice.
A group of five capital ships (2 Carriers, 2 Dreadnoughts, 1 Akkan, at level 5 each) is more efficient then a group of 50 frigates + 6 cruisers (20 Cobalt, 10 LRM, 10 Flak, 10 Siege, 5 Light Carriers, 1 Command Cruiser).

I have not found this at all. I find a group of frigates and cruisers will completely rape a large group of capital ships with ease. mostly because the overall frigate damage output is huge in comparison.
Reply #32 Top
Cruisers need some more firepower. And would like to see more use of autocannons or other kinetic weaponry. The TEC are supposed to be low tech traders after all.
Reply #33 Top
I have not found this at all. I find a group of frigates and cruisers will completely rape a large group of capital ships with ease. mostly because the overall frigate damage output is huge in comparison.


I agree with this , I attacked a planet that I had scouted, and it had 1 capital ship and about 40 frigates. I launched five Kol's into battle (alone no support) and they got massacred. I took out the capital ship and about 7 frigates before all 5 Kol's were destroyed. There was also gauss canons being fired at me , but still Frigates in large number > any capital ship without proper support.
Reply #34 Top
What level were your capital ships?
Reply #35 Top

What level were your capital ships?


Level 5's , the best that money could buy
Reply #36 Top
No no, I do agree that 40 frigates can destroy capital ships, but I don't agree that 40 frigates will still be 40 frigates after they clear out a system. Capital ships stay relatively intact.
Reply #37 Top

No no, I do agree that 40 frigates can destroy capital ships, but I don't agree that 40 frigates will still be 40 frigates after they clear out a system. Capital ships stay relatively intact.


well as it is now its hard to make a game to test my ideas , the enemy had around 40 frigates, the 1 capital carrier, and maybe 5-6 gauss cannons, I wonder if the repair structure they had made that much of a difference that it caused me to lose... ?
Reply #38 Top
I always target repair stations, actually. They are quite annoying.
Reply #39 Top

A group of five capital ships (2 Carriers, 2 Dreadnoughts, 1 Akkan, at level 5 each) is more efficient then a group of 50 frigates + 6 cruisers (20 Cobalt, 10 LRM, 10 Flak, 10 Siege, 5 Light Carriers, 1 Command Cruiser).

5 capital ships upgraded to level 5 are considerably more expensive than the ~50 frigates mentioned.

20 cobalts = 6000 credits, 1100 metal.
10 missile frigates = 2250 credits, 250 metal, 250 crystal.
10 flak frigates (why?!) = 3750 credits, 400 metal, 250 crystal.
10 Siege Frigates = 4100 credits, 700 metal, 600 crystal.
5 Perchirons = 2375 credits, 400 metal, 300 crystal.
1 Command Cruiser (Why would you get just one?) = 425 credits, 25 metal, 60 crystal

OR: 18900 credits, 2875 metal, 1110 crystal

5 level 5 capital ships = (15000+32500) 47500 credits, 2000 metal, 1250 crystal.

You could always not invest in the training, but without abilities they will get trounced. Plus, you could trim quite a few frigates off that list and still have a more powerful force.


Why: After gaining access to the Kodiak heavy cruiser, there is no real reason to keep continue building the Cobalt light frigate.

Cobalts still have Sabotage Antimatter, which'll help a lot unless you're at a sun or they have a high level Dunov.
Reply #40 Top
Capital ships stay relatively intact

but they are damaged, and I say its easier to buy new frigates than wait for damages to be repaired.
I always target repair stations, actually. They are quite annoying

same, unless they are in a field of gausses.
Cobalts still have Sabotage Antimatter, which'll help a lot unless you're at a sun or they have a high level Dunov

actually I find them even more effective then, as their ability also blocks ability-spamming and does damage.