[quote]the range on the Rapture's fighter damage buff should be 15k at LEAST[/quote] Only the drone hosts needs to be in range of the Concentration Aura for their strike crafts to get the damage boost. If you sit a Rapture with a bunch of Carrier Cruiser in a corner of the well and the Carrier Cruisers' strike craft are fighting on the other side of the well, they will get the damage boost. I personnaly think "Amplify Energy Aura" and "Concentration Aura" should be switched. The
Phoebus The Greatest
No, it's just a placebo effect. Javelis are bigger threat in 1.03 than they were in 1.02. Their health wasn't reduced, their cost was barely increased, their range was greatly increased, and TEC can now aquire ressources much more easily. Both Assailants and Illuminators have been nerfed thought. Illums are now useless, they now cost alot more with less health than their previous already weak incarnation.
It's a flat 25% damage increase. The ability that changes damage mitigation has a different name.
[quote]It's too simple if you just have to spam a single counter unit - the selling point of Sins is mixed fleet engagements, and if you're forced to focus on just one unit in order to survive an early assault, you won't be producing a mixed fleet anytime soon.[/quote] You are very wrong there. People spam LRMs early BECAUSE there is no strategically viable counter to them. If you add a hard-counter unit to LRMs, LRM spam will no longer be a good tactic as as a counter-spam will quic
The game isn't balanced for pros either. They are balancing the game around single player, that is, not at all.
Only the carriers need to be inside the Concentration Aura. "Increases the damage output of the fighters of nearby friendly forces." Test it yourself you'll see, as long the Aerias are inside the Concentration Aura's circle of influence their strikecrafts will have the damage bonus.
'Cobolts' do 75% damage to LRMs, LRMs do 150% damage to 'cobolts'. LRMs are effectively the hard-counter to 'cobolts'. A 15% increased cost isn't enough to change that.
[quote]If enemy had a lot of structures and light frigs in 1.02, then lrms where the right choice.[/quote] Wrong, if the enemy has anything in space, lrms are the right choice. LRM are even decent against their hard counters. The most cost efficient carriers (Advent's) cost 2.15 time the cost of a Javelis. For the same fleet cost, the Javelis fleet will have 136% the total health and 74% the total effective dps compared to the Carrier fleet. 136% * 74% = 100%. Thus J
A Phase Gate with L2 Returning Armada generates an average of 2364 credits, 471 metal & 326 crystal worth of ships every 5 minutes. That's 7.88 credits/s, 1.57 metal/s & 1.09 crystal/s. That ship production ignores fleet upkeep penalities so with the maximum fleet upkeep penalities, that's equivalent to 31.52 credits/s, 6.28 metal/s & 4.36 crystal/s of income PER PHASE GATE. A trade port generates... 2-3 credits/s for half a Phase Gate's cost?
Refineries ships will gather resource from as far as one jump away from their home refinery.
No, you were just reading only the 1st level of the last tech in each upgrade line. For example, most weapons have 3 tiers of upgrades with 2 levels per tier; each level gives +5%. When you read the 1st level of the 3rd tier it will only show +25%, it's only after you buy/queue that first level that you will be able to see the 2nd level giving the full +30%.
[quote]Fighters Vasari: Research: 25% Shield Negation, 20% Damage, 24% Hull, 28% Repair, +4.5 Armor, 8% Speed Advent: Research: 25% Damage, 25% Hull, 25% Repair, +3 Armor TEC: Research: 25% Damage, 28% Hull, 20% Repair, +5.3 Armor Bombers Vasari: Research: 25% Shield Negation, 20% Damage, 24% Hull, 28% Repair, +4.5 Armor, 8% Speed Advent: Research: 25% Damage, 12% Range, 25% Hull, 25% Repair, +3 Armor TEC:<br
LRMs do 150% damage to Light Frigates, while Light Frigates only do 75% damage to LRMs. LRMs do 75% damage to Structures and Capital Ships while Light Frigates do 50% to Structures and Capital Ships. Capital Ships deal 100% damage to Light Frigates, but they only deal 75% damage to LRMs. Turrets deal 150% damage to to Light Frigates, but they only deal 100% damage to LRMs. (And LRMs can often outrange turrets.) Thus, in early game LRMs are easily 50-100% more efficient than Light
[quote]Except for the fact that the mechanic is an anti-focus fire mechanic procced specifically by events of damage being flagged? Sure, 1 specific ship may be able to cause the focus fire proc to fire completely, but it's still usually multiple ships hitting one ship that yields the most negative returns from the anti FOCUS FIRE mechanic.[/quote] You obviously have no idea how the shield mitigation works. There are no 'specific events' that 'proc' shield mitigation. T
[quote]The advantage of focus fire is questionable since the more ships that shoot at something, the more damage mitigation the shields do.[/quote] YOU FOOOOL! Focus Fire doesn't increase damage mitigation, DAMAGE increases damage mitigation. And for reference, a single Heavy Cruiser is able to cap another ship's damage mitigation on it's own. So stop it with the focus fire nonsense.
An elegant solution: The Black Market starts like a reverse auction. Both metal and crystal start with a buying penality of 1000 credits (just an example). So the starting sell price is still 200 but the starting buy price is 1300(300+1000). Every second the buying penality is reduced by 10 credits, thus after 100 seconds the market will be back to normal. Everytime crystal is bought, the penality reduction become twice as slow. The solution will result in givin
[quote]Ruthlessness is not a simple damage increase. It causes Crusaders to do slight damage to all nearby ships. Constantly.[/quote] Ruthlessness makes your fleet do 1.5 AOE dps if at least one Crusader is present. Which is nearly useless because enemy ships can usually regenarate their shield faster than that in combat. If it was a 5+ dps buff I'd say it's useful, but at only 1.5 dps it's just a placebo at best.
Light Frigates only deal decent damage to ships with Heavy Armor (Flak Frigate and Carrier & Support Cruisers). The early game is dominated by the do it all LRMs, which are also a hard counter to Light Frigates. The late game is dominated by the do it all Heavy Cruisers, which only take 50% damage from Light Frigates, and the Heavy Cruisers, being equaly good against Heavy Armor, eclipse a large part of the Light Frigate's already very limited usefulness. The combination of
Pirates do not have the technology necessary for inter-star system jumps.
9. Scout combat abilities should be improved a bit. TEC & Advent Scout DPS could be increased from 3 to 4 DPS. Vasari Scout DPS could be increase from 4 to 6 DPS, and their supply cost increased from 2 to 3. 10. Damage of Anti-Medium and Anti-Heavy against Very-Heavy and Capital armor should be switched. Anti-Medium should do 50% damage against Very-Heavy and Capital. Anti-Heavy should do 75% damage against Very-Heavy and Capital. [quote]Super-weapons are fun, b
[quote]I just thought of this. When using Support Ships that have targeted abilites it becomes very hard to use them late game. For example the Vasari Support ship that adds Hull Points to a targeted ship. When you have say 3-4 of them group together and all selected, you use the ability and target a ship. Only one of them ever goes and uses the ability. This means I have to make a seperate group for each and every one of them, which can be as many as 8 late game, and use each of their abilities
[quote]The difficulty of getting multiple ship types contributes directly to this 'spamming' issue. You might cry about spamming LRMs, but there isn't much to build early game except LRMs, Defense vessels and workhorse frigates. Quite frankly, LRMs are strategically better because they destroy capital ships and buildings quickly. Workhorses are more expensive than LRMs, get killed by them, and tend to take up more supply. Defense vessels are ineffective against Buildings and capital ships. <
1. Increase the starting Buy values on the Black Market. The early rush for Crystals is a symptom that the Crystal Buy prices start way too low. The market should be more about waiting for a good opportunity and market manipulation, no mad rushing at the start of the game. 2. Tactical Slots: They should scale somewhat with Fleet Supply. A simple percentile bonus would work perfectly. 3. Dead Asteroids: They should have at least 4 (or 8) Logistic slots. Otherwise they block trad
LRM, Bombers & Heavy Cruisers only deal 75% damage to Capital Ships. And if you have problems keeping your Cap Ships alive, then you need to invest a little bit more into support cruisers. But yeah, otherwise, Illuminators are quite trash, definitely not worth it without the Illusion upgrade. Why would a ship with Anti-Capital weapons place their weapon so they must spread their damage over 3 different targets? Crazy.
[quote]mitigation goes up if you focus fire on it rite? but waht does that mean? does it negate damage?[/quote] Mitigation goes up when a ship takes damage. Mitigation acts a damage reduction buff on the ship. 57% damage mitigation means the ship takes 57% less damage; damage the ship takes is only 43% effective at damaging the shield and hull of the ship. [quote]I'm nitpicking here, Phoebus; you're technically right, but since (as you mentioned later) shield mitigation decr