These changes to Illuminators now sound like they'll actually make them comparable to the other LRMS, maybe even the best(they are tech3 and the most costly, why shouldn't they be the best?) /edit Crap. I thought you made the side beams do 30.3 while keeping the front beam at the 65 proposed earlier. Yeah nevermind.. I guess I'll see ingame. Surely javs will be better. I don't think the RA changes are the right ones, but I guess are okay temporarily. The problem wit
innociv
Nope. Get gold from killing, use gold to buy things. Basically your enemy is the vespene gas. You require moar.
It'll be in store shelves.
Mabinogi
Well I want to know what kind of box it'll be (cardboard, plastic, or tin?) and what's in it before I'd do the boxed one so I think I'll wait a bit.
[quote]Not if we put special code to lag you.[/quote] hehe [quote]While I am dissapointed that GPG decided not to self-publish for some reason after they said they were going to go that route a few months ago in their GPG Newsletter, at least they went with Stardock. I was very happy how Sins was handled and how it has turned out, so it hopefully will bode well for Demigod too.[/quote] Yeah I was at first glad to hear they are self publishing. But now I THINK I'm more
So soon I'll be owning everyone in this game too. :3
Well yeah FA DID make supcom a hell of a lot better, but that's because supcom economy model was broken in the first place. soase on the other hand doesn't have anything that needs to be redone and radically changed to fix any issues with the gameplay. The gameplay is solid and good. Just needs more of the good game. But Supcom is a great example because 99% of people that would look at the economy changes would go "oh yeah, that makes a ton of sense and would really
Yes, which'd be good. But my point is look at supcom vanilla vs. FA and there are a lot of other games out there for examples, cases where they developers decided to redo a bunch of gameplay elements which left half people playing the expansion and half the original still, along with lots of complaining.
lol wut. This is the part where i challenge you to a game. :D
Joe, you're right the ai for movement needs to be greatly improved. It's again, another reason, why micro definitely IS needed in this ship. If you just tell your cap to move somewhere, it'll die. You have to click 5 times a second to keep it moving smoothly along a specific path that keeps it from getting stuck on other ships. And they won't use the z axis to go over/under a long line of ships automatically. THis is an issue imo.
Please don't do what developers are often doing now days which is in the expansion drastically changing gameplay mechanics and hwo thigns work. Then you have people who liked the "original" more while some move on to play the new one. No stupid things like completely changing how cap ships work, where like all of a sudden in the patch you have to research tech that takes 20 minutes before you can get one, or changing completely how the grav wwells and phasing works. <b
[quote]Will LRMS be better early game now? YESI think you meant to say Will Illuminators.... or Advent LRMS....[/quote] Yeah i meant illums. Can't edit now because of stupid forums. [quote]Fixed resource asteroids is going to remain? It looked to me like quite a few wanted the random ones back...Plus is it too late to ask for a option to choose where to store savegames and recordings? Have the default path as hidden folder local settings whatsit if it's to keep Microso
Illums where far from unused in 1.02 though. They just weren't used before getting gaurdians and cap support. This gave the Advent a different playstyle. Not to mention, illums are mil3. and to 4, It's not about small steps. It's just like in flaks case it's a step in the wrong direction, same with illums. I never asked for perfect balance, simply to fix the majorly overpowered units/strategies. Nerfing flaks damage 25% doesn't stop that. It just means
BRB Antorak. Anyways when you're saying Illum is being BUFFED the big problem is that you're comparing it to the 1.03 illum, not the 1.02 one. FOR AN INCREASE OF 10% credits, 15% metal, and %40 crystal cost to Illums over 1.02 Illums now have: 15% more damage(almost 1/3rd that crystal increase, almost half that metal increase.) Less than 10% increase in survivibility(REMEMBER, 1.03 nerfed it's survivability! YEah a 200 increase seems like a lot compared to the crappy 1
[quote]I want a timer option that will end multiplayer games at a set time.[/quote] none cares. Learn to beat people within the time you want.
[quote]Cykur, thanks for pointing out how you're putting words in my mouth. I was quoting you. If you don't want it quoted, don't type it.[/quote] You have trouble understanding what i was saying then..
Cykur, thanks for pointing out how you're putting words in my mouth. Light frigs weren't good at killing LRMs either, but that didn't make them a bad unit. [quote]You know...I was just thinking, if you use micro and run your Illuminators thru the LRM positions to exploit the LRM's slow turn speed while your side turrets strafe them, you might actually do ok against LRM's. It isn't a "counter" per se, just a way to even the odds a bit. Otherwise, pound for pound, the cheaper
And don't forget illums cost 75% more than javs, and 50% more supply. Remember how much 1.03 insanely raised Illums price? It got a 15 crystal increase amongst other things (while javs where only increased 5 crystal). And it got it's survivability nerfed by 80 or 120. So by getting buffed 200, it's really getting a 80 or 120 increase, not the 200 you think it is. Their massive nerf to cost 1.03 was completely unfounded, completely uncalled for. It got a 37.5% increase in it's
[quote]Innociv, you always complain about Illuminators sucking.....they might have lost their special damage type, but they gained dps to compensate, and got a shield + structure boost, AND got better focused fire. They will do about the same against some things, but they are going to eat basic assault frigs alive now. How can you be unhappy, they got an overall boost?Defense vessels are still going to be effective at 4 supply. For a guy who complains incessantly about how OP Subverters are,
eh i don't think carriers are going to counter lrms just from that. And i wasn't saying the front beam doing more damage is bad. That's great that it does. I just liked the uniqueness of the illum in having cap damage. And defense vessals are goign up to 4 supply now yet aren't getting a survivability increase. Another part of advents uniqueness getting stripped away. But it's not like discussing any this stuff does any good. Remember the huge uproar over s
No the LRM speed change makes it so you can keep your cap out of the fight instead of being chased from one planet to the next. It doesn't make it so you can use your cap as apart of your fleet. LRMS still drop caps within seconds if the cap shows up to do it's role as support. And as I mentioend, a 30% increase in survivability still isn't enough for bombers to get a 2nd shot off. I've already given the numbers and the game shows an example of how fast bomber squads
[quote]Nice advent buffs there. I was hoping for some advent skill tree changes or at least making culture have a more desirable effect.[/quote] Buffs? I could be wrong but I don't see how illums will have any use compared to the others lrms now. Sure they have 18 dps instead of 15.6, 10 on the front beam (compared to 11 for javs, 13 for assailants, but assailants get awesome phase missiles.). But they are mil 3. But they cost a ton of crystal, and resources in
Fighters are AntiLight damage. Flak is the only unit with AntiVeryLight. Bombers did need a buff in survivability but at the cost of flaks effectiveness as a counter to lrms..
HuntingX just hates advent.