[quote who="bilun" reply="18" id="3129867"]If a counter to titans is created, it needs to be something equally available to all factions.[/quote] there alrdy is there called capitals ships and heavy cruisers
martox1
[quote who="martox1" reply="14" id="3125514"]increasing the cost of titans and pushing their research back will only hurt SP and not MP since ppl on MP will get feed alot and still get Titans out rly fast[/quote]
y super weapons they r what makeing the game fun and harder mines i can understand but titans i have no idea y anyone wants to turn them off
it proably shot at the planet then captured it afterward cant stop them once they r launched lol
advent loyalist carriers can take over mines to now
i like this and think it will be rly cool but it might end up slowing down the game alot and it would be hard to mirco but i like a good challenge
yes i was just kidding about the adjudicators but they do have the uses just not against sb they probably could use a buff so that they can help against sb bomber goes through like everything and we shouldnt have to leave carriers behind with fts to protect a sb from bombers they go through a titan like its nothing and it has flak weapons so giving sb a fighting chance against them wont rly hurt anything and 14 fts against 50+ wont do shit
/facepalm first off titans r not a counter to sb, sb r a counter against titans second adjudicators dont suck in large numbers they can do more damage to more targets faster ogrovs can third sb r suppose to be the ultimate defensive structure so they should be able to hold of sc much longer than they do now period fourth vasari do have a strong counter to sb which is there own sb and once they the assault deployment with ease and thats just the loyalist the vas
/facepalm the nova is NOT OVERPOWERED
everyone seems to forgot that when the Deliverance Engine hit one of ur planets it spreads culture and while the culture is there is reduce ur planets allegiance and with ur allegiance reduce u lost tax income and resource extraction rates
the 2 super weapons in game r not OP and the ai is not working right atm so all it can rly do right atm is spam super weapons so y dont ya just hold ur horses and wait for the devs to get the ai working right before u cry OP supers and u can just build scouts with the time explosives and the shase drive up grade and kill the super weapons
making them cost more and pushing the tech back for them wouldnt rly delay them like everyone thinks it will since ppl will get feed and still rush for them and 15-20 hc can kill all but the TRT it need about 25 hc
did u not have the last tech done? cuz i have had my labs destroyed several time after i had all the techs done and still finished the titan
15-20 hc can kill an unsupported lvl 1 titan
i rly dont mind the super weapons spam it makes it harder and funnier
increasing the cost of titans and pushing their research back will only hurt SP and not MP since ppl on MP will get feed alot and still get Titans out rly fast
1 facepalm 2 hell no that would make titan pointless to build
first make titans into "heavy " capitols is stupid and defeats the point of the titans second pushing titan tech back wont really help to delay them ppl will still have them rly fast from being feed third should keep its lvl but not xp and should cost more for each lvl and a longer build time and maybe it shlould lose a lvl or 2 each time it dies
damnit goafan u beated me lol
a fully upgraded titan will eat a titan any day of the week lol and i agree to sb should get AA weapons but only as a weapon upgrade
the ai does know how to block the nova but it just takes them a lil while and the tec ai does build shields which is how i learn that the shields blocks the nova cuz i have never built the shield the nova is do damn easy to counter just build a damn sb with aux gov thats the first thing i do when i conquer a new planet and if u guys think that the nova is OP the just wait till the vasari gets in their super weapon damages and disables ur structures and opens a phase gate at ur
[quote who="Qu4r" reply="59" id="3122525"]Solution is, to add titan paramete to games startup menu so host will be able to pick out of 2-3 choices haw much titan cost and does it keep the leve and xp or not.[/quote] now that i can agree with
the high regenerations is only in a friendly grav well
[quote who="erebus2075" reply="51" id="3122251"]i really do feel liket it is a fine idea to have a lvl that sticks, i think it is needed for all the cap ships as well, i would like to see some kinda system that allows you to switch out types of cap ship and keep the lvl (lets say i got a lvl 7 battleship, and i build a carrier, the carrier should be lvl 7 as well to keep up with the lvl of the combat it is gonna enter directly into). i think that the only way to archieve something
[quote who="Qu4r" reply="50" id="3122241"] quoting post Today the official release of Beta 2 for Sins of a Solar Empire: Rebellion will be made available on via the Steam client. This update contains a large number of bug fixes and balance changes, but most notably the addition of the Loyalist and Rebel Advent factions. Here's the list of changes from 0.62 (Beta 1a): TEC Titan build cost reduced to: 9500 credits, 1200 met