JohnJames

JohnJames

Joined Member # 3115196
5 Posts 139 Replies 904 Reputation

[quote who="Derek06" reply="51" id="2874248"]so TEC have their LRMs, vasari have their Skirantra advent have....well whatever they have ive always thought LRM was best of its class i do have a question JJ, in ur LRM vs Assailant test did you use cluster munitions or charged missiles at all ? cluster warheads or munitions (whatever its called) makes the LRM great against large numbers of units[/quote] I tested un-upg

54 Replies 132,464 Views

[quote who="GoaFan77" reply="46" id="2871333"]Maybe I'm getting confused here but weren't mines invisible in the Entrenchment beta? I remember mines causing quite some problems then.[/quote] they were never invisible. They were free to deploy in beta. DesConnor. Its a game. Mines can be whatever devs decide. Final Protocol doesnt kill SC either nor are they targeted by a starbase. Mines in space could packed with little phase mis

109 Replies 182,596 Views

Currently mines are rarely used other then by the AI. Are they going to be modified to the point no human player uses them? As I stated from my original responds. Make the mines deployment and AOE wider. Cost is fine. A tec upgrade to the mines being invisible and allow constructors deploy an area vs 1 at a time. Would even go as far as suggesting allowing tec starbase deploy mine via upgrade, granted final protocol does a nice job of killing fleets as is. <

109 Replies 182,596 Views

[quote who="DeboMalphet" reply="5" id="2870390"]JohnJames...you are a boss. I updated my nvidia drivers (and being a mac user I didnt even know what a driver was before this..) and now not only does SINS run but my computer looks beautiful. You freaking rock[/quote] np.. make sure you watch some replays and read the basic strategies of the game. Dont need to reinvent anything if you dont have to

6 Replies 30,319 Views

[quote who="MindsEye" reply="33" id="2871098"]Sorry JJ but you seem biased.Your posts seem centered around proving why vas is fine as is.I do not remember you ever saying vas is op in any area.I think the most opinions are centered around the fact that vas have pm+sb+lrf+easiest tec switch of the game thanks to pm on all commonly used ships and sc+easiest ways to disable entire fleets of sc+easiest way to destroy large groups of frigs+best sw+most tactical base for defense and offense.Im sure

54 Replies 132,464 Views

[quote who="myfist0" reply="32" id="2871129"]What does any of this have to do with memory optimization. Priority one of this thread is to reduce the memory causing lag. If there was a reduction in mind then discuss balance or any other optimization that might change balance then discuss balance. Please Read The OP EXAMPLE: If there is a 50% reduction in mines at a grav well and the damage was doubled, would that cause a balance issue?[/quote] &nb

109 Replies 182,596 Views

[quote who="Greyfox2" reply="30" id="2871089"]I don't see the confusion but let me dumb it down for you. Subverters disable everything within a certain radius. The affected ships can't move, shoot or do anything. This enables the mine layers to lay their mines without them being destroyed. The only things that can destroy them is cap, SB or strike craft when this happens(something that is not disabled by the subverter). This makes it less likely that the mines wi

109 Replies 182,596 Views

[quote who="Greyfox2" reply="25" id="2870975"] Quoting JohnJames, reply 24 Well you always have to work for it to make mines be used in the offensive Less so with vasari. No more than you would be doing with subverters anyways and its basically uncounterable without strike craft superiority(an iffy thing against vasari anyways since they tend to go overboard with SC anyways). It takes a lot of forethought to position to repulse someone into m

109 Replies 182,596 Views

[quote who="Greyfox2" reply="31" id="2870958"] Quoting JohnJames, reply 29 Not posting replays does not help your case. If you attempt to test in a quasi-scientific way then be prepared to be questioned. Any attempt at scientific method requires questioning as par for the course. Not posting replays whether you are questioned or not casts doubt on your assertions. Generally I am not prepared to take the word of someone who regularly attempts

54 Replies 132,464 Views

[quote who="Darvin3" reply="23" id="2870802"] The Advent mines can be docked and deployed when needed Good point, though still easily killable with a little micro once they deploy. You can start pushing a fleet back with repulse then deploy the mines behind the enemy. Use a 2nd guardian to push the other fleet into the mines. Ships under repulse have a hard time moving already You still have to work for it, and the enemy has a fair opportunity

109 Replies 182,596 Views

The Advent mines can be docked and deployed when needed. They travel as fast as SC so cant be destroyed easily as you make it seem. They are not auto targeted by fighters or flak unless is the only type of SC around. You can start pushing a fleet back with repulse then deploy the mines behind the enemy. Use a 2nd guardian to push the other fleet into the mines. Ships under repulse have a hard time moving already

109 Replies 182,596 Views

[quote who="Greyfox2" reply="17" id="2870151"]Personally I would want something done about vasari mines being laid in the midst of subverted ships to be dealt with before making them invisible or more powerful. Mines shouldn't be an offensive weapon but more of a defensive one in my opinion. [_]-Greyfox[/quote] Advent can easily deploy mines hidden by the fact the ship that deploys them are carriers. Can use repulse to push enemy into the mi

109 Replies 182,596 Views

Increasing capital ship speed is easy to adjust and test. I would recommend to include colony capital ships that dont get the speed increase. I would like to see a capital ship type (doesnt have to be the same for all race) go toe to toe to counter carrier caps, gain added abilities to specifically deal with sc. like Dunov: Modify magnetized to also destroy or weaken all sc on a host carrier or capital ship Revelation: Modify Reverie&nb

39 Replies 26,667 Views

My rule usually is 10+ metal/crystal mines. You have to factor how long your trade line is and if you are lacking a particular resource.

4 Replies 4,030 Views

[quote who="Greyfox2" reply="20" id="2870420"] Pound for pound is referring to overall strength including caps, strikecraft and such. I take it by that you are not going to show replays not that it matters. These tests of yours takes LRFs out of context from everything else and is somewhat limited in its usefullness even if every word you say is true(your word is all we have at present). Sure it is nice to know but overall it does not change much. Vasar

54 Replies 132,464 Views

[quote who="rowanlad" reply="22" id="2870435"]In a game that involves 'counters', testing ship classes against each other is of little value. Instead, test Lrms and bombers against caps and starbases, flak against sc and lrms, Lf against support and carriers and HCs against several frigate classes including caps. Then calculate the costs of the units as well as looking at the cost to upgrade them, also factor in the time to produce these ships. Oh and also try them against dif

54 Replies 132,464 Views

[quote who="ZombiesRus5" reply="25" id="2870543"]I find some other faults with this test as it only factors in unit cost (i.e. credit/metal/crystal). This inherently favors TEC early game as it's unit is significantly less than Advent or Vasari (which is fine for racial balance). However, this test would factor much differently if supply was used as the cost measurement in which case 30 lrm's would be equivalent to 25 assailants. With the exception of lums, all othe

54 Replies 132,464 Views

[quote who="rowanlad" reply="22" id="2870435"]In a game that involves 'counters', testing ship classes against each other is of little value. Instead, test Lrms and bombers against caps and starbases, flak against sc and lrms, Lf against support and carriers and HCs against several frigate classes including caps. Then calculate the costs of the units as well as looking at the cost to upgrade them, also factor in the time to produce these ships. Oh and also try them against dif

54 Replies 132,464 Views

[quote who="Kitkun" reply="19" id="2870399"]Wow, Vasari have a unit that's not OP against TEC caps and loses to it's counterparts. Woo. [/quote] Pound for pound Advent wins on: scouts, LF, flak, carriers, hc(upgraded) Tec wins on: lrms, hc (unupgraded) Vas wins on sb

54 Replies 132,464 Views

[quote who="Cykur" reply="90" id="2870193"] After the game Blair said he would change it next patch (prolly few months later) he did. The speed nerf to the carriers needed to happen though. This was just an example of how Devs, participating in more experience games, are enlighten. Killing devs with exploitative game tactics is a hard job, but somebody has to do it.[/quote] Yeah, Blair was the best player out of all the Devs I've played against. Wish t

114 Replies 55,223 Views

[quote who="Cykur" reply="195" id="2870165"]Free RA was bad. Don't get me wrong, I had so much fun in those days. Vasari had a lot of disadvantages back then -- their mid-game sucked, so you had to come out of the gate racing, then survive to get either RA or old OP Subverters, at which point you had a chance to win again. Of course, I had this bad habit of getting RA & Subverters and maintaining fleet diversity unlike lazy RA people who would just quit if they couldn't

198 Replies 67,278 Views

[quote who="Cykur" reply="88" id="2870159"] This was long ago when it was still vanilla that was played(I would almost definitely say it was before entrenchment). I am wanting to say it was vanilla 1.10 was the version. You do not know how long illuminators were bugged since you only discovered it yourself post diplomacy. Nerfing carrier cruisers at this time was a bad idea due to them having a definite counter and nothing being too terribly uncounterable. It was a foolish move to go

114 Replies 55,223 Views

[quote who="MindsEye" reply="4" id="2870079"] Start positions are random so could end up that on one team 2 of the players started with the bugged start seriously gimping that team.Make starting positions pickable and the map seen before start then this could work very well.[/quote] Symmetrical among the teams so its balance. If your teammate has a bugged start then so would the other team.

39 Replies 26,667 Views