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Sins of a Solar Empire v1.1 BETA Change Log

Sins of a Solar Empire v1.1 BETA Change Log

Now Available

The next major update for Sins of a Solar Empire is now available!  Since this update is so huge and contains several brand new technologies, we are going to be offering it as an optional beta before its final release. If you are not comfortable with running potentially very buggy software (though we've tried to minimize it), do not install this beta - wait for the final release.

This beta update is available only through Stardock's new Impulse platform. We will no longer be providing standalone patches for future versions of the game. For more information on obtaining the beta and taking part in the testing, please visit: https://forums.sinsofasolarempire.com/319061


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Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist
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Gameplay / Balance:
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-Kol Battleship:
     -Fix for Finest Hour not applying all of its splash damage correctly.

-Marza Dreadnaught:
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)
 
-Sova Carrier:
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.
 
-Dunov Battlecruiser:
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750
     -Shield Restore AM cost reduced from 90 to 65 for all levels
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels

-Cielo Command Cruiser:
     -Designate Target damage bonus increased from 25% to 40%.

-Radiance Battleship:
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.

-Rapture Battlecruiser:
     -Vengeance antimatter cost decreased from 75 to 70.
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.
     -Units acquired with Domination will now have their orders reset.

-Domina Subjugator:
     -Suppression antimatter cost decreased from 100 to 75.
     -Suppression cooldown decreased from 40 secs to 30 secs.
     -Suppression duration increased from 40 secs to 90 secs.

-Kortul Devastator:
     -Jam Weapons antimatter cost decreased from 75 to 70.
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.
     -Disruptive Strikes duration increased from 10 secs to 15 secs.
     -Now costs 250 crystal as originally intended. (thx bailknight)

-Skirantra Carrier:
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.

-Antorak Marauder:
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.

-Vulkoras Desolator:
     -Disintegration cooldown decreased from 120 secs to 90 secs.

-Stilakus Subverter:
     -Distortion Field antimatter cost increased from 100 to 200.
     -Distortion Field duration decreased from 30 secs to 20 secs.
 
-Iconus Guardian:
     -Repulsion is now a channeling and interruptable ability.
 
-Serevun Overseer:
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.
 
-Illuminator Vessel
     -Frontal bank damage reduced from 58.5 to 53.5.
     -Side bank damage reduced from 30.3 to 27.25.

-Returning Armada:
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.
     -Cooldown increased to 10 minutes at all levels.
     -Phase Stabilizers now have 0 max antimatter.
  
-Scenario and Galaxy Generation:
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much). 
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).
     -Fix for Implosion having wonky spawn probabilities.
     -Removed non-plural browse picture for Hyperion's Gates.
 
-TEC Research:
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.
 
-Advent Research:
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.
 
-Vasari Research:
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.
 
-All frigates and cruisers now spawn with full antimatter.
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.
-All anti-strike craft frigates' base DPS reduced by 43%.
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.
-Abilities can now require resources to be used instead of antimatter.
-Fix for capital ships not being able to build squads.
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.
-Fixed bug with being to see weapon ranges of non-detected ships.
-Buffs are now removed from targets, where appropriate, if their player ownership changes.
-Fix GetExtractionIncomeBonus mistake with bonus amt.
-Better blocking of defeated players being able to use the market and bounty.
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.
-Jump Field Generator artifact now also allows travel through wormholes.

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Graphics:
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-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines.
-18 completely redone and touched up meshes.
-Dozens completely redone and touched up mesh textures.
-Lots of new explosion effects and textures.
-A variety of minor 2d texture upgrades and/or replacements.
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.
-New explosion system.
-The game doesn't crash if the number of persistent damage effects is close to the max.
-Upped the max number of persistent damage effects.

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Sound / Music:
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-Fix for rotation sounds disappearing when loading save games.
-Fix for losing sounds after migrating hosts.

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AI:
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-Improved AI ability choice and usage.
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).
-Fix for ships not attacking modules all the time.
-Set the correct difficulty of dropped players converted to AI.
-Improved when AI decides to build capitalships.
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.
-Improved AI building of tradeports and refineries.
-Further improved AI bounty logic so human players can't cheese the AI so easily.
-Auto join fleet members now inherit auto attack range.
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.
-Fix path-finding crash.

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Networking / Multiplayer:
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-Introducing the beta of Ironclad's new game networking technology "Alloy":
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers.
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online.
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.
     -Technically proficient users can always choose to disable Alloy and handle the details manually.

-Synchronization:
     -Fixed loading mods potentially causing a sync problem.
     -Robustness added to various network commands so they don't crash when out of sync.
     -Scenario files are now checked to make sure they don't differ in multiplayer games.
     -Meshes are now checksummed in order to detect sync errors faster.
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.

-Ignore system added so specific players can be ignored in ICO and in-game.
-Fixed assert in GalaxyGenerator causing socket error.
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.
-Fix for losing sounds after migrating hosts.
-Players can now attach their email to their ICO account to improve future support.
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.
-Previewing galaxies in ICO will no longer kick you back to the single player screen.
-No more spamming of "host has changed game settings" in the game lobby.
-Fixed false negatives being reported for ICO-game hosting.
-All clients are notified if the host changes the game settings while in the game lobby screen.
-New ICO screen for managing game hosting.
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.

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User Interface / HUD:
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-New Mini Underground Window
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:
           -Buying and selling resources.
           -Viewing the current bounty target and the raid time remaining.
           -The ability to increment the bounty on the player with current highest bounty.
     -All these actions are now hooked up to hotkeys.
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.

-Hotkeys:
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)
      -Hotkeys added for opening up specific tabs in the global windows:
           Examples:  
                 - Research Window: Combat, Non-combat, Artifact, Fleet
                 - NPC Window: Market, Pirates
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.
 
-Empire Tree:
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. 
       -Empire Tree now updates if paused.
       -Fix Empire Tree crash.
       -Fixed a bug in the "show selected node" algorithm.
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship.

-Fix missing planet type descriptions from scenariodef file.
-Fix for crash when selecting player portraits.
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).
-Both combat and non-combat lab counts are displayed in the open research button infocard.
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.
-Changed button text to show credit cost on press instead of /unit of resource.
-Added colors to text that the big market screen uses.
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.

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Modding:
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-Maximum number of buildable capital ship types per race increased from 5 to 9.
-Abilities can now require resources to be used instead of antimatter.
-Fixed loading mods potentially causing a sync problem.
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.
-New convertdata can convert binary to text as well.
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Various improvements to GalaxyForge.

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Misc:
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-Fix crash bug with array out of bound values with Resource Focus.
-Fixed a crash in rendering certain string types.
-Screenshot Changes
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.
       -Take screenshot on singlestep
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.
-Fixed bug where temp ships where messing up statistics (causing them to go negative).
-Fixed a null pointer crash.

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End
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1,720,979 views 574 replies
Reply #226 Top
No point in using subverters and ra, nicely done...
Reply #227 Top
No point in using subverters and ra, nicely done...


relax and wait for the beta.
Reply #228 Top

You download a game, archive it to a flash drive, take it home, unarchive it and voila.

Well, it is less simple than that :

- Impulse must be installed on Internet connected computer. You must have a supported OS for impulse and the sufficient rights to install Impulse and its pre requisites

- you must be able to download and archive the game (no need to install it) on the internet connected computer

- you must install Impulse on the offline computer. The install package must be a full install, without requiring Internet connexion to succeed. This impulse version must be able to correctly unarchive games

- you must use impulse to unarchive the downloaded archive

- it is possible that activation process is required on the offline computer

Given all theses steps, there are lots of rooms for any problem to happen.

Reply #229 Top
You also need:

- sufficient drive space to download the game

- sufficient permissions to transfer it to another medium

- a big enough flash drive (if you don't then you need to spend even more money) or a dvd burner and disks.

Would it be possible to get Impulse to archive the game in such a way so that it could be installed on an offline computer without having to install Impulse on the offline computer or have any sort of permission to run what you have already paid for (I.e. activation)?




I don't understand what’s so complicated about offline stand alone patches. The last one I did (a few months back) it took a few weeks to develop and test the update. Then it took 2 minutes to drop the changed files into the patch directory and compile the patch. (Making the very first patch script can take a while I'll grant you). Finally the patch was placed on the server and the version number of the web page that checks for the latest patch was changed so that it would serve up the new one when requested.

I realise that everyone has different ways of doing this but surely it can't be that difficult to package up a patch once all the changes have been checked.
Reply #230 Top

All I can say is: Majority rules.

If all businesses catered today to every minority in regards to their customer's needs they wouldn't last for very long.

Sometimes you have to just build a bridge, get over it, and go with the flow. :)

Reply #231 Top
No point in using subverters and ra, nicely done...relax and wait for the beta.


You reckon they will be flexible with balance in the beta?




Reply #232 Top
I would really like to know, if after downloading the update through Impulse, do I then have the physical patch file on my computer? Or, am I aways beholden to Impulse to download the update again and again if I install and uninstall the game in the future?

I could then uninstall impulse and be done with it, correct?

For the record, I really disliked SDC, and the result was, I gave away GalCiv, AP, and GalCiv2. Makes me wonder if I will be doing the same with SoaSE? If so, I am done.
Reply #233 Top
Re people without Internet Connections: You download a game, archive it to a flash drive, take it home, unarchive it and voila


I don't want to have to go somewhere to download the ENTIRE game everytime there is a patch. It is not a big deal to undate overnight with my dial-up. Will impulse tell me how big a download I need? I need to know how big a download is to plan how to do it. (Even when I do stuff on a fast connection I want to know if it will take 1min or 10min). Also, will impulse resume the download if I lose the connection?

I don't mind using Impulse or SDC, I just need more information about the size of the download.

Reply #234 Top
Will impulse tell me how big a download I need? I need to know how big a download is to plan how to do it. (Even when I do stuff on a fast connection I want to know if it will take 1min or 10min). Also, will impulse resume the download if I lose the connection?


It only seems to show the full size by default, but once you start downloading it will show how much the current update is and your progress towards it.

Impulse should be able to resume downloads.
Reply #236 Top
hey does the part about 'redone meshes' mean that the shape of the ship is changed or does it mean the texture and detail is changed? sorry for dumb question.
Reply #237 Top

Yes, the actual shape has changed on some of the models. Wherever the mesh has changed the texture has changed as well.

+1 Loading…
Reply #238 Top
First of all...

@ IC/SD, Great work on 1.1 and Impulse. I'm more than suitably impressed!  :CONGRAT: 



now... (I know I'm not supposed to "stir the pot" but I just can't help myself.. ;p 

@ everyone bitching about Impulse

I would only like to respond with regard to the statement:

"I don't want to have another program installed which I won't end up using all the time"

I would love to see the logs of installed software on those people's machines. I would wager that we would find cd/dvd image mounters, torrent downloaders, and various other "tools" installed that not only clutter one's system but may in fact also introduce vulnerabilities to said systems.

I find laughable what people will deem "ok" to run/do on their systems and then complain about something as benign as Impulse. No legitimate argument can be made to show otherwise.

...my .02 cents!

the Monk
Reply #239 Top
It only seems to show the full size by default, but once you start downloading it will show how much the current update is and your progress towards it.Impulse should be able to resume downloads.


Please add an estimate of the download size (from the latest release) to Impluse or the change log. I want to know before I push any buttons.

Reply #240 Top
Is there a fix in there somewhere that will cure what people refer to as a "mini dump"
problem?
Reply #241 Top
Is there a fix in there somewhere that will cure what people refer to as a "mini dump"problem?


That's like asking for a cure for all diseases at once. Minidump is an allencompassing phrase for any type of error that could cause sins to crash. Seems like they focused a lot on network code, so anyone who has been having problems soley online, this should be a good fix for it. I'm pretty sure most minidumps were caused by sync errors. Come to think of it, i've never had a crash in single player...
Reply #242 Top
So I'm guessing this doesnt incorporate a fix for the SLI running systems? If not, does anyone know anyway to fix this? - I've come upon some info, but nothing seems to work.
Reply #243 Top
I just hope to god that the new multiplayer system will prevent players from "quitting" instead of surrendering when they are losing.

It's SO unsatisfying to not get a win after hours of play.

Honestly, if someone has played for more than 20 or 30 minutes and they want to quit there is no reason why they shouldn't forfeit.

I realize some would cheat to pad their stats but who cares (and a time minimum would make this a LONG process). Those who do play to win should at least get the satisfaction of a win.
Reply #244 Top

Wait for the expansion pack....You bought the game knowing it didn't have a single player, and if you didn't, that's not stardock's fault.

Reply #245 Top
Wait for the expansion pack....You bought the game knowing it didn't have a single player, and if you didn't, that's not stardock's fault.


No, I knew it didn't have a campaign. That's different than not having single player and being a multiplayer-only game. SoaSE was not pitched as multiplayer-only.

They pitched it that SoaSE was 4X enough and big/epic enough not to need a campaign, because you'd carve your own history in the same way as a 4X such as Civilization or GCII. "It's so big it doesn't need a campaign to provide a good single player experience", anyone who was concerned about the lack of campaign was told. GalCivII could get away with not providing a campaign (and yet it does offer one) and still provide a satisfactory single player experience. That's what was promised with SoaSE, but it doesn't come close to delivering on it.

If they had pitched SoaSE as a "multiplayer-focused RTS with a few 4X elements and (only) skirmish-class support for single player" (which is how I see SoaSE right now), I wouldn't have been so disappointed. For what it is, it's very well done, but seeing the trajectory of the patch efforts, I've begun doubting whether even the expansion will do the trick. I'm thinking Ironclad just doesn't care much for single player support (heck, Ironclad's only now finally fixing the empire tree pause bug, an annoying single player issue discovered the week of the inital release).

Reply #246 Top
Last I checked, skirmish involves one player, otherwise known as single player.
As for satisfactory experience, I'm satisfied. But that's just my opinion I suppose.

Reply #247 Top
Last I checked, skirmish involves one player, otherwise known as single player.As for satisfactory experience, I'm satisfied. But that's just my opinion I suppose.


Yes, I agree: skirmish IS single player. You are satisfied with what it offers and I am not - it's a matter of opinion, as you say.

CommanderAdama was basically saying I should have known that there was NO single player in SoaSE and thus I have no right to complain about lousy single player support. So the point of my response was that SoaSE does offer single player, but it's just of a limited nature that just doesn't deliver on what all the pre-release talk promised.

I really really wanted to like this game - it's just that I'm frustrated that what could have been an awesome game wasn't and that as I check the changelogs of patch after patch, I don't really see much intent by the developers to improve the things I care about. Their focus is elsewhere, and that's OK - other people certainly will appreciate what they're working on, but that realization for me is yet another disappointment.
Reply #248 Top
Try playing online...There are a lot of people who would be happy to introduce a newbie to the game, including myself.

If that doesn't float your boat, there are custom "campaignesque" maps made by players, and a lot of people seem to get a lot of enjoyment out of them.
Also, there are mods that you should check out.

I really feel like you're so set on only enjoying the game in one certain way that you're overlooking different means to the same end. Don't be so stubborn.
Reply #249 Top
I find it interesting that the topic dominating the forums is Impulse instead of the actual game balance changes. I remember the first time I used Stardock Central, I was like, "What the heck is this?" But I figured out how it worked, and quickly came to appreciate how it could auto-patch or reinstall my game if needed.

As a customer, I like Impulse. At the very least I can just use it like I currently use Stardock Central, to purchase, download, and auto-patch my games. But I also think it is great that there will also be community features so people can get more enjoyment out of their game.

Finally, I like companies that make innovative games, and I want those companies to succeed and continue to make more innovative and niche games for me. Conventional distribution takes a huge chunk of these guys profits; I would much rather the lionshare of my purchase price goes to the people who worked hard and took risks to get me a cool game like Sins or GalCiv.

It also encourages the developers to continue to support their games, which is great for the community. In the past, developers sometimes had to move on because there was no clear income stream from a game that had already been distributed. Only the most successful companies could afford to protect their franchise. As long as new gamers keep trickling in and making purchases via Impulse, the developer has a strong motivation to keep the community alive. Those purchases via a cost effective distribution platform are paying for that developer who is fixing bugs and maybe even adding content.

Impulse is good for customers and also rewards the developers so they can continue to make us these games!



sooo.....obligatory balance comments:

Don't nerf mah subverters too much!

And while we are on the subject of balance, how come Illuminators can keep shooting while they fly around! I don't mind how tough they are, and I don't mind how much damage they can dish out. What I do mind is that you can't disengage from them because they fly along with you and cut you to ribbons. When Illuminators want to run, most of them get away because Assailants and LRM's have to stop shooting to follow. Sure, you pick off a few when they are turning and aligning for warp, but they are pretty good at falling back and regrouping. When Assailants try to disengage and run, the Illuminators just fly along and shred almost all of them. Assailants cost about the same as Illuminators! Don't even get me started on LRM's, those little suckers die fast if they are unlucky enough to have an Illuminator swarm close with em.

It also makes protecting cap ships from Illuminators really hard. I have run cap ships with almost full health before, and the Illuminator swarm just take a path that keeps them in range and the cap ship dies before it can make it out of system. Assailants are great at killing cap ships that take too long to disengage, but if the cap ship runs, the Assailants actually have a hard time pinning it down because Assailants can't fire and chase.

I really don't mind different ships having different mechanics. I like it, actually. But the Illuminator would be an effective ship just based on the instant damage application and the side turrets. The fact they can chase and shoot at the same time is what makes them so insane.

Cykur
Reply #250 Top
My only guess would be because of the reduced range for the Illuminator. With an Akkan and Javelis pairing, while they run away, you can fire missiles for a long time before they get outside of your firing range.

If the illums had to catch up to fire, their drastically short range would hamper them pretty heavily, no? That being said, I haven't played heavily since 1.02 even though I've read the changelogs and played a few skirmishes with all the recent patches. Is this not an issue any longer?