[quote who="Seleuceia" reply="49" id="3130698"] Quoting JohnJames, reply 46This is a time when Devs need to ignore the suggestion made by others to limit superweapons. Superweapons are individually weak...other than kosturas, the tactical significance of one superweapon isn't very high, and late game basically becomes a superweapon spamfest... I'd rather see superweapons that truly were super where one weapon had a huge tactical significance
JohnJames
After years of trying to get the AI to use superweapons we now are limiting them to 2 and maybe 4? This is a time when Devs need to ignore the suggestion made by others to limit superweapons. Are we going to start limiting LRMS to only 30 or 20, and carriers to 10 per player? Superweapons was a good way to end a game when a dead player would not leave a game and bombing every planet was the only choice to win. Now with 2
Titans have a role in the game. If you remove that role, then there is not point i making one. With titans, you actually have to start scouting your enemy more to make sure he hasnt saved all his money to make a titan. There's now a reason to make multiple caps other then making another one after your previous cap reached level 6. Titans do have a hard counter and can be killed with bombers or HC. Remove a titans AM and you can e
Then you have a wrong fleet. A SB with hanger and flak upgrade with 14 SC from carriers can hold a fleet 4x bigger.
Titans can go down fast without AM
SC hold was something the devs worked on and finally fixed. Its not a nerf or bug but a feature. You werent suppose to be able to make them not move while attacking.
Titans = heros in this game Steps to balance would be first to increase the time it takes to rebuild your titan based on the level. As others have suggested maybe 1 min or 1.5 min per level. If titans still need further balance devs can also make the titan lose experience per death and also increase build times per level. % base would make sense.
My vote is for them to lose 2 levels per death
single player play at 4x or 2x multi are at the fastest settings possible with quick start and pirates off. Locked teams random maps
[quote who="Yottsu" reply="29" id="3120190"] Quoting JohnJames, reply 28Advent Loyalist = Free culture on planets (counters tar also because it prevents just sending out a sole colony ship) Not only is Global Unity a tier six tech, it also requires quite a bit of prerequisite research, involving culture of course. It is far from countering TAR.[/quote] Those were suggestions, since releasing advents were a mistake devs can quickly change it to be tier 3
We need fast expands for other races Tec Rebels = TAR Advent Loyalist = Free culture on planets (counters tar also because it prevents just sending out a sole colony ship) Vasari = Not sure Tec Loyalist tar counter = Fast Nova cannons. Also while tar gives you more planets, it gives you overall less income due to cost of planet upgrades at the start. Could make trade more expensive for Rebels. Advent Rebel can h
Uninstall and reinstall
[quote who="CilverBUG™" reply="14" id="3117370"]hey i'm having the same difficulties on getting on ico. this forum has not been informed of any updates. respond here if you guys figure out how to get online[/quote] you have to uninstall and reinstall if steam didnt work. Devs need to a mechanism to initiate an update manually
Steam has made it possible for them to receive those md files automatically.
[quote who="cbray" reply="13" id="3116463"]Minor update for a stability issue.[/quote] for which problem. Desync? Crash after game?
Should do the same with mines and Capital ships. AI spams them.
play online and stream that
advent rushing to lums fails.
Yeah I've stopped playing the beta until they release a new patch
[quote who="crisaron" reply="2" id="3113400"]How? Station and Aux gov? but you still loose the income and the planet if your SB is too slow to build. BUt vasarie and advent don't have aux gov right? It's going to be fun spamming them t death.[/quote] Advent and Vas have sb ups that prevent planet lost from bombardment. They are called different things though but do the same thing. The tec only planet shield gen are
They are very cheap to counter. I believe you can protect 5 planets for every 1 cannon they make for the same cost.
I reported this issue https://forums.sinsofasolarempire.com/419534
[quote who="Yarlen" reply="4" id="3112817"]Perhaps in a couple of weeks. Lots of progress is being made internally, but we're working to squash some of the more annoying issues people have mentioned.[/quote] you may want to release some updates sooner rather then later. Community for online beta are switching back to trinity and the crash reports may stop
[quote who="unic" reply="2" id="3111196"]yes lrfs shoud be much faster than a titan. maybe the titan should move veeery slow in a gravity well. but it has the ability of jumping around in the well like battlestar galactica with 3 mins cooldown or so. Or there shouldt be torpedoships like the one from the tecs against structure. But for Titans. Very long range (maybe the whole gravitywell). strong vs Titans but useless against the
Titans speeds should definitely be decreased. Slightly faster than the vas SB should do it. As for cost it should be slightly more 13k vs 10k and require more xp to level. Should start at 2x and bump to 3x if more balance is needed.