Foraven

Foraven

Joined Member # 3165278
4 Posts 39 Replies 367 Reputation

[quote quoting="post"] Siege frigates- with their ineffectiveness, high cost and high cap space these seem to be just a handicap to the AI after the early game in the original. Yet Entrenchment seems to have added a second specialist siege frigate, for long-range structure attack? The price for the originals might be daunting enough at half the cap space- and while it might be understandable that carrier cruisers have high cap requirements (which could be made higher), historical sieg

5 Replies 9,907 Views

I don't think strikecrafts need such help. They are free and can do a lot of damage if you don't have the means to clear them out (anti-fighter ships aren't that great at clearing them). Having them instantly replaced would make things quite loopsided...

4 Replies 13,319 Views

The AI may not be perfect, but it's getting much more challenging now. The only improvement i think the AI still need (after the game i just played) would be to include structure busting ships along it's raiding fleets (the small fleets it's sometimes use to attack lightly defended planets). In fact, i believe the pirates should get such ship too. Destroying orbitals do hurt our war efforts a lot more than bombing the planet itself... Speaking of pirates, while they seem a bit smarter

22 Replies 28,982 Views

Anyone has tactics and strategies they wish the AI could pull off? Everyone can post about Ai's flaws, but what we need is clever ideas to make the AI a challenge...

15 Replies 5,173 Views

[quote who="PurplePaladin" reply="22" id="1859878"]If they change bomber armor to very light, there is no longer any need for Flak, just fighers. Flak would be even more useless. At least now, it was "suppose" to be Flak > Fighters > Bombers. But Flak is too weak (or fighters too strong) for this to work in the state of the current beta. [/quote] According to the few tests i made, flak damage would be alright if it was not for strikecrafts quick self

77 Replies 14,221 Views

[quote who="dragoaskani" reply="19" id="1859011"] Lets keep it simple for you since you don't understand this obviously by your post. Flak is only good at dealing damage at one armor type period. Even in 1.05 this true. That armor type is the armor is called Very Light. Its the armor that fighters wear. The do not do good damage to armor type Light. Which is what Bombers wear. Now not to be overly condescending but you do understand what that means, right?[/quote] There is a dif

77 Replies 14,221 Views

Yeah, i noticed it too when my capship sent colony shuttles down while the bombs had not all reached the ground yet. It did not seem to prevent colonization though.

10 Replies 2,486 Views

Well, i just stumbled on the real cause of fighters uberness : self repair. I watched a bomber squadron duke it out with a neutral flak frigate. The flak did damage the bombers, but it was randomly hitting them. So it never actually killed one, and the bombers were repairing themselves almost as fast as they flak figate was damaging them. So i think the most urgent fix would be to tone down, if not disable self repair on fighters and bombers so flak can actually wear them down with their lowe

77 Replies 14,221 Views

What would space battle be like in my opinion? It would be more like riflemen tactic than fast manouvring, kind of like Legend of Galactic Heroes anime. First reason is fuel economy : manouvring a lot mean spending your fuel reserve quickly. Unlike in atmosphere, we can't use air in space to turn or slow down, so every course or speed change require thrust, and you can't store an unlimited amount of it. The second reason is how much acceleration you can get with the engine you have :

262 Replies 635,493 Views

[quote who="Shadowhal" reply="16" id="1858139"]Quoting Foraven, reply 15I have a different idea on how to rectify the balance problem with carriers and fighters/bombers. What if strikecrafts had to rearm/repair/refuel after a number of attack runs? The time they would spend returning to carriers and the few seconds there to rearm would be time ships could take to either withdraw or blow up a few enemy ships while the strikecrafts are not fighting. Right now, fighters and bombers keep attackin

77 Replies 14,221 Views

What i like about Soase? Well, i like the fleet action, the way colonies are handled, the tech tree... But let's say i would not mind major changes to the AI or how the Pirates works. The AI could use some strategic and tactical intelligence so it choose it's fight more wisely and do try to cripple the economy of the players it can't face head on. The AI should be able to use delaying tacics and baits, and know how to get the most bang for the bucks when raiding. I would not mind if the Pirat

154 Replies 336,511 Views

I did not notice any particular problem with fleet, and i'm playing the current beta (1.09). Of course i learned while playing that some ships should not be put in the same fleet, and that who is the leader of that fleet decide how the whole fleet will act. Depending on the engagement range and fleet cohesion setting, the fleet may stay in one clump (with lost of ships idling) or spread itself tin attacking multiple targets (making them easier targets for the enemy)...

16 Replies 5,839 Views

Here some ideas : Tactical Hit and run. The AI tries to destroy as much structures or civilian ships while avoiding static defenses or defenders. It should retreat only when it can no longer attack any structure or civilian ship without running into defenses or the defenders are too numerous (like 3 times their number). The AI should not use capitals or expensive support vessels when raiding. All ships used to hit and run should be considered expendabl

15 Replies 5,173 Views

Well, i can't say i have played Sins much since i got it, but it does not take me much time to see quite a few weaknesses in the AI. The AI does a few nice moves, like raids, but when it comes to fight fleet against fleet, it sucks. The AI is too prone to retreat and does not make much strategic decisions like baiting us to defend one place while it attack another in force, or sacrifice a few ships while it marshal a larger force to take us down. It also lack tactics in combat like splitting

15 Replies 5,173 Views

I have a different idea on how to rectify the balance problem with carriers and fighters/bombers. What if strikecrafts had to rearm/repair/refuel after a number of attack runs? The time they would spend returning to carriers and the few seconds there to rearm would be time ships could take to either withdraw or blow up a few enemy ships while the strikecrafts are not fighting. Right now, fighters and bombers keep attacking until destroyed or they run out of targets, but if they had to go back

77 Replies 14,221 Views

[quote]We could also add, a selcet all ships of the same type, to the fleet AI. That way, you don't have to go to each ship in that fleet, and turn off the same auto cast, for the same type of ship, for the entire fleet. Try holding alt and click a ship.[/quote] But that will select all ships of the same type, regardless of what fleet it belong to, that's the problem.

15 Replies 29,210 Views

[quote]scouts dont counter lrms I tried it and got slaughtered my scouts were getting poped.on the otherhand laserfrigates dont seem to do that badly agasint them as long as they dont get critical numbers..problem beig for TEC its 5 pop to counter a 4pop lrmThe real problem is the damage they do to capital ships and the tiny ammount of damage capitalships do to them.Just boost the damage caps do to flak/lrm frigates[/quote] The rock/scisor/paper aspect of the game should be reworked so

20 Replies 33,986 Views

I agree with you, the AI need some work. But i noticed the AI tend to focus it's attention on a few targets, sometimes targets it can't finish of due to repair units and support ships. I found out while modding that all combat units are set to "prefer focus fire" that make them focus on a few targets and keep attacking them until they are dead. I did mod that to false and noticed a great improvement (in fact it make it much more dangerous) for the AI, but the AI won't switch targets when it woul

4 Replies 15,041 Views

Well, yeah, some way to control the auto-attack function would be nice. For example it's not necessary for the whole fleet to chase one trade ship or scout, a few ships (scouts or lights preferably) are more than enough. The unit/fleet ai should be able to gauge how much firepower is needed to kill a target, or if the current ships has any chance of catching the target before it leave to another gravwell. Of course, when you throw in support ships and special abilities, the decision making can g

15 Replies 29,210 Views

Is there a way to create an ability that makes the ship casting it pick a new target according to the parameters set by the ability? It could be useful to automate some ships behavior like making them hunt down all structures in range, pick on certain ships types during fleet engagements or retarget on nearby near dead ships to finish them off...

74 Replies 337,082 Views

A good counter should be something cheaper or faster to get up and running. If your counter require more research or investment, it's not a good counter. That remind me an old argument i had on the Homeworld (the first one) forum. Capital ships could be countered with lots of bombers, but you ended up pumping more resources building those fragile, easy to kill fighters than the cost of the ship you wanted gone...

20 Replies 33,986 Views

Unit AI. I would give it a 3. They can do quite well on their own, but sometimes i wish they would pick their target more wisely (when auto-attacking). Fleet AI: A 3 again. What i dislike of the fleet AI is that support units, long range units and unarmed ships tend to be too close to the warzone. For example, carriers tend to go in the middle of a firefight, getting in the harms way while they can't fire a shot... I know we can assign them to another fleet but juggli

15 Replies 29,210 Views