You fail in understanding flaks dps is split to 4 guns. Yeah they may lose if you only allow the forward gun to fire. Don't use BS [B]biased [/B]"tests" to try and get what you want. Someone like me will just uncover your lies and then make you lose credibility. And Haeso is no expert.
innociv
I added culture to the bottom. I haven't really test how many broadcasts it takes to counter other broadcasts though. (IE the expand rate vs. the repel rate) I just know from playing that it's way too easy to repel culture.
sentinels or no?
ahh I forgot about culture.. i'll add it when i get home.
Minidump is a crash log.
I don't even think the engine knows what top and bottom is. Gun locations only have f/b/l/r but will fire when things are above/below. I don't think ships having less shields in the rear would be horrible but.. not saying it's a needed feature either.
yeah back in 1.02 the crystal/metal prices would often go up to like 1000-1200 which meant they sold for 666-800. Since Vasari got the best resource income, they could sell these for credits. Then in 1.03 things got screwed up so bad, massively buffing tec, as crystal/metal could pretty much always be bought for 250-350, but only sold for 80-120 Now the buy is around 450-600 usually(imo should peak high on booms and crash harder ;/) and sell around 225-300. So
[quote]All true, but the sad fact is that given how assailants have such a tough time against other LRF in the beginning... I'm forced to try and NOT build them if I can. Going HC rush now as vasari is so much better than before, specially given how slow LRF units are... By the time the enemy LRF comes to your HW, your spamming HC . And it also gets your alot closer to vasari's strongpoint: the subverter.[/quote] I definitely agree here. Assailants you need 20-30 of them and at leas
i don't think it'll be noticed [i]that[/i] much. Same difference as going from high to very high in current settings. The textures are like 512x512, 512x1024, 1024x1024 now most. 4x would be 1024x1024, 1024x2048, 2048x2048. IT's kinda hard to see with how dark things tend to be. :P Homeworld2 has the nice lighting showing everything off. What it'd like is dynamic lights for when weapons fire to light up the ship :) Would be a much bigger improvem
You're asking for replays of Kruelgor playing? You don't want to learn from him..
Because of the damage and armor types. And flak dps is split up between 4 guns, arranged on all sides, 90 degree firing arcs. So you have to get all 4 guns firing for them to do their max dps.. usually 2-3 will, or only 1 if yu have them sitting back facing off at the enemy. LRMs have an overpowered damage type with their high dps. Flak dps is high, but it's split to 4 guns, and it's damage type is the worst there is.
Really? Kortuls mana burn is the only thing that gives me much trouble with Antorak, so i guess i expected it to work fine against Embargo. It might not stop the first embargo, but it should drain it from doing 2nd and more.
Kill phase stabilizers. And tec eco-spam is pretty much equal to RA. Get tec up, make lots of frigate factories close by your enemys planets, and set rally point there, pump out units. Just build them faster than they get killed. =]
[quote]As far as sieing goes though, the marza is hands down the best in the game. A marza with level 2 raze planet can crush any planet with ease. It might not seem like much but it's very effective at stealing planets from your enemy.That's why it doesn't really deserve higher overall DPS than battleship caps.Siege caps should have good front DPS but not enough to obliterate battleships with such ease.[/quote] You make a horrible argument. What about other cap ships abilities
The Vasari Vulkoras works about as well for sieging planets. Raze planet is just much more dramatic because it's a spike. Vulkoras gives more DPS. Advent on the other hand.. they don't get mass hysteria until level 6.
I forgot to add it shouldn't push back so quickly. It should be a constant push for a few seconds, so people will keep the ability on so you can hurt them with am drains. It should be something like take 5-10 seconds to push back 8000 up to 10000 range, whatever it is. Say 10 seconds.. drain 5 am/sec. Push a constant amount as it's active, for up to that 10 seconds. Take 1.5 damage for each am lost (both from the drain of using the ability, and when am is drained any ot
Distortion field doesn't need a smaller AoE, it just needs to effect a max of 7 or 8 targets. [quote]LRM's don't outrange repel in 1.04, I believe.Now that would be a serious problem.[/quote] no it's not.. It was a problem when they DID. Repel needs to be correctly balanced, not have the one and only counter be javs. WHy should javs then be able to outrange it but not assailants or illums? All 3 lrms have different ranges. Like I said in my
lol what?.. Is this a joke? Targetting uplink increase chance to hit, not damage.
People are mad that people that know how to play better than they do beat them mostly. ;/ Cleansing Brilliance+Malice combo is a bit too good though.
I told you guys so on Marza long ago. ;p But it's not a balance issue. It has extremely weak side coverage and stuff. Their dps is all about the same, it's the spread of it. And that was a lvl 1 cap test.. Try lvl 3 kortul. Try Mothership when it has illums+malice against marza+lrms. Also, IIRC battleships get far more armor and dps PER LEVEL than siege caps do. WHy does the name battleship mean it should win 1vs1 against caps?
[quote] The only real problem is if Cobalts come, because Advent will always lack the very early Cobalt counter due to the tier and expense of the Illuminator and the mediocrity of the Disciple. I would rather sink the resources into an extra Temple of Hostility and do Illuminators than spend time with Drone Hosts. They just cost too much and do too little damage to repel any real attack before a Sova arrives.But to each his own, I guess.[/quote] Actually disciples will beat cobalts c
yeah.. Assailants are really bad early game. All Vasari units are. :/ But they are the best late game, especially for dropping caps, as phase missiles give ~+70% damage increase. Way more when you add in subverter's lowering mitigation and increasing phase missile pass through.
He thinks they are, but he's wrong. Also, Hard comps aren't hard... You are intended to be playing against 7 unfair hard ai's it seems, not just one. I could beat hard AI by spamming flaks or scouts. I've played more than 500 hours online..
Right.. Illums cost as much as TWO flaks, nearly. Nearly two flaks counter illums perfectly fine. But you're right, the nerf to flaks dmg vs. lrms does hurt when those lrms are in repair bays. And it hurts killing them before they kill those mil labs or factories allowing you to make flaks. The exception is sentinels though.. they cost nearly as much as illums and do so bad early game. :x But then late game their charged missiles are better than the others.