[quote who="GoaFan77" reply="52" id="2680785"]Hey has anyone actually used animosity to prevent ships from escaping or as an interrupt? I was playing a match and one of my AI allies was using animosity, but the enemy fleet had no problem phase jumping back to safety. [/quote] I think you're right. I just tested it (with a mod to force the AI to spam it constantly, details below), and it doesn't work as I'd thought/feared.. i.e., it doesn't seem to register the 'forced
HerrPinguin
I'm glad you started this whole thing Seleuceia, thank you . I really enjoy the number crunching and theory-crafting of game balance, and I like SoaSE, so I'm more than happy to help if I can. :) We've been quiet about a lot of it, but even if you stopped now I think the small changes to the other cap ships have helped a lot imo. A functioning Animosity alone is already awesome. @DesConnor: Unfortunately, I work a lot (especia
[quote who="Ryat" reply="14" id="2611685"] Quoting mbaron888, reply 13 Correct me if I'm wrong but if pirates are on in a single player FFA then don't they just attack you, the player? I don't think it's even worth getting into bidding as the pirates will be coming for you anyway. It would be better to spend the money on a garrison. wrong, they attack the person who has the highest bid against them [/quote] I don't know all of the ins-
[quote who="Darvin3" reply="119" id="2679602"]I'm just not sure of how to deal with the Kol right now, and I don't have the time or energy to brainstorm. I think the idea of just reducing the antimatter regeneration of finest hour so it covers its own cost is a good idea, but beyond that I'm reserved. Totally agree with you for cleansing brilliance. This ability needs serious help. It was once quite powerful due to a synergy with malice, but with malice capped <sp
[quote who="Seleuceia" reply="41" id="2679202"]Okay...I have read these posts and there have been a lot of good ideas...so, I want to summarize what I have picked up on feedback... Higher levels of flak burst need to have more appeal...two suggestions are reducing cooldown time (say 12/10/8 instead of 10s) or increasing range at higher levels (2400/3000/3600 instead of 3600)... Animosity needs a much longer cooldown time to prevent ridiculous fleet interrupts...no second
[quote who="GoaFan77" reply="39" id="2678636"] Yeah, battleships should be tough, but I fail to see where the idea they should be slow comes from. If them being faster helps them do that, I see no problem with that. . [/quote] Let's be clear. I never said Bships should be slow, I just don't think they should be fast either. There are already plenty of other smaller, faster, and more agile craft to fill that role. I'm also not saying
I was just fiddling with some numbers for hull regen with Animosity, and I realized that the new (working) version of this ability might be highly exploitable because: 1) It can currently prevent an infinite number of ships from retreating for 20 seconds (with only a 35 second cooldown, it could probably even be used to repeatedly taunt and lure fleets back into the center of a grav well, though I haven't tested this yet..) 2) Since it re-issues the attack command constantly,
The 180 second cooldown on FH means that it can be run continuously without the regen, but as GoaFan says, continuous use of FH would leave a Kol with very little AM for anything else (after the first salvos of FB/GRG that drain its initial reserves). So instead of cutting the regen for FH completely, why not cut it from +5/s to +3/s? At +5 it gives a massive 300 AM, almost completely refilling the Kol at lvl 6. +3/s would give 180 AM, enough for a Flak Burst and
[quote who="Darvin3" reply="34" id="2678145"] I slept on this last night, and I realize that one of the huge issues in this game is what is capable of pursuing what. Right now, LRF are just fast enough to pursue fleeing capital ships. This is alright for the kite-happy carriers, but a death sentence to the capital ships that have to get into the fray to fight effectively. Even with the click-spam exploit I had to be really careful when maneuvering my Kol to keep i
Hmm.. well that's a lot to digest. Thanks for the thoughtful feedback. :) For the record, I was considering mitigation with GRG, but: 1) With its low cooldown and front-loaded dmg, it can be consistenly used as the opening shot vs frigates at low mitigation, which is why I felt (and observed in a quick game vs AI) that it was pretty powerful vs early militia. 2) Even at the 50% average mitigation suggested by Darvin, lvl1 GRG still provides an extra (300/6*0
Sorry to double post.. but that got long. Some quicker comments: -Radiance Energy Absorption: 2/4/6 armor is a good buff. It might seem weird to give an Advent ship high armor (AdapFf would be better), but this is how IronClad made it and the armor helps offset phase missile vulnerability too, so it sort of makes sense for the shield-heavy Advent to have a uniquely well armored Bship.. As Darvi
Hi guys, I'm happy to see the work on this mod progressing. I was following the thread, and I'd just started tweaking and testing some of the abilities on my own when you made the other thread. I also have to state up front that I'm relatively new to Sins (been following the game but I haven't played through earlier builds so I don't know the balance history), and I haven't played online at all so I definitely don't have the experience with the way the game plays comp