http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=2
innociv
Someone has a girlfriennddd. BTW, thanks again for deciding to give us a balance update sooner and save the extra features for later!
No not double.. Also you're forgetting that bombers and fighters replenish for free, and have longer range, and only flak and abilities can attack them. In many cases, they SHOULD be weaker. They shouldn't ALWAYS be the best bet. Also keep in mind bombers are supposed to be anti HC, anti support cruiser, anti-building, and anti cap. Part of this issue is due to LRMS having an overpowered damage type. See my post where I've gone over the issue o
A lot of stuff people are suggesting is stuff i'm sure you wouldn't see in a small patch that's coming. It's more expansion stuff. Cmon guys. :/ [link="https://forums.sinsofasolarempire.com/304141/page/1"]https://forums.sinsofasolarempire.com/304141/page/1[/link] All I think is needed pretty much is here. :P
50% more damage against lrms is too much. They already do 20dps against them. Fighters need their own damage type that's the same as AntiLight but with 100% damage to medium and heavy armor. It's just fighters need a damage buff against light frigs and support frigs. Bombers will then be better against CAps, Buildings, Heavy Criusers and against flak, and only do slightly less damage against everything Fighters is good against(only thing fighters would have a big advantage against i
haha I know it's HuntingX.. I just got confused from sideshow. :x [quote]I didn't run tests myself, but it appears to me that if Assailants lose supply vs supply, some changes need to made. It's actually really simple. Lower their costs so they win cost for cost. Then, even if they lose supply vs supply, it's alright. However, the key really is that they must beat their counter unit, and by a reasonable amount. I'd say if it's cost for cost, assailants must win wit
[quote]2. Antimatter toggle low/medium/high for ships, so autocast will not use more than 33/66/100% of total antimatter. 3. Pirates attack random planets.[/quote] These are both great ideas.. But random attacking planets for pirates should be a "pirates hard" option, and also come with pirate raids being twice as strong. :) Also make pirates not screw around with trade ships so much. Right now pirates are so weak. 2-3 guns and 2 repairs stops even a 20k bounty
The only thing that doesn't' have text is the opening movie (which i've never watched in full) and the speech when you give a unit orders "This is how space junk is born!". All alerts, such as planet under attack, has text near the bottom left and there is 4 boxes which show alerts that is the same as the speech. (Though me I'd play way worse not hearing it. I don't notice those boxes any. :x Just too bad it's usually a scout OMG ABOUT TO DESTROY MY BASE ALERT ALERT)
Tec or Vasari could have their colony caps colony skill buffed by giving cheaper bombing shelter upgrades(like 40-70-100% cheaper) But um.. Siege frigs are horrible. A marza is as good as 7 or 8 of them, and costs LESS than 4 of them(not factoring in cap ship crew research) and still costs less than 7 or 8 of them including cap ship research to give you a 3rd cap -_- [B]So for less money and less than HALF the supply you can get a [U]2nd and 3rd marza[/U] for LESS than
But as I said, supply isn't the only issue. However, maybe Assailants should just get supply increased to 7. I'm not so sure. Real world examples show differently than testing supply vs. supply. Clearly assailants mop the floor with disciples currently(as they should, of course) in REAL WORLD examples so i don't see why just 33% more supply will ruin them. 33% more supply doesn't make the unit 33% worse. To make the unit 33% worse you'd need to give it 33% less shields, less
I think HunterX already commented in the other thread when i referred him to the list.
I got it working somehow..
or put it on a thumb drive, etc.
[quote]Luke, the infocards for the ships already say what other ship types they're good against. For example, showing the infocard for a fighter squadron will tell you they're good against long range frigates, siege frigates[/quote] Flak needs to say it's good vs. LRM.
I think they intend you to play at least 4vs1 to get somewhat of a challenge. That's why there can be 10 players so you can do 9vs1 unfairs.
Mothership is slow.. but weak? It's the highest dps support ship, iirc(though it spreads fire to 3 targets), has some of the highest hp and shields.. and not to mention it's abilities. I believe though, but i'm not certain, that when the mothership with resurrection dies the ability activates. I'm quite sure this has happened to me before.
Yes. Assailants kill disciples 4:1 or 4.5:1 or so. So it's still 2:1 supply wise. A 33% supply increase isn't going to make it 33% worse with costs increased. It just makes people who spam LRM's have to upgrade fleet sooner which drains their credits fast, and it also makes people need to consider other lower supply units more if they want to keep under a certain fleet level(so they don't go over and have economy drained, thus more credits to do more research and expand more, as veteran play
Aye. Just if it did something like the number of units or AM recharge rate of the phase gates dependent on your income rate(so more income, more unit) would be nice. Or it only makes units that you have researched (IE no enforcers unless you could actually build them at your factories) would be nice. Something that'd make them worse when you get it 20 minutes into the game, but better 2 hours in. But that'd take too much testing and stuff to get right. It's not something for right now.
Heres a step by step guide. 1. Load the game. 2. Click the Tutorials button. 3. Follow the tutorial instructions.
In the new options ships move fast enough.. And like drex said.. In multistar maps, like 5 stars, games can last more than 2 and a half hours for experienced players. That's why you just play 1 star ones with 35-60 planets. Resource rates don't need increasing, you need to learn how to get more resources. You don't increases resources because new players don't yet know how to get high income rates quickly because if you increase theirs, say, 50%, you're making the ga
Yes, that's what I was saying. When we play against other veteran players the games last 45-120 minutes. Playing against newbs they last 15-20. So we don't do that, it's not fun. If we just play with random people we do 3vs7 or 4vs6 and even then games don't last THAT long.
I'd rather just have it balanced and play right and save that other stuff for 1.1
Play against me and some RaY guys and we'll make it end within an hour. :) No offense and all of course but it's really that you ned to practice more and learn to play.. What I mean is that it doesn't have as much to do with the game as how people play. You don't need to research 75% of the techs and have 1500 supply of ships amassed before your first attack. My first 3 games where like 2.5-5 hours long too when the game first came out. But when good players play the games e
Thanks so much for giving people what they want by splitting up the patches to give us a balance/gameplay fix sooner before all the more complicated things. I think you already know what I and a lot of others think needs to be changed in regards to balance. :)
Awesome! I love the 1.2mb/s downloads i get on stardock but it's usability is nothing like steams right now.