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Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Major Balance Update!

 

Its been over 1.5 years since Sins was first released and this is Ironclad's 22nd update to Sins/Entrenchment (ignoring all the beta updates). 

It really hit us how the gameplay and strategies have evolved since then when we started tracking the source control changes for the siege frigate data which, as many of you may remember, went through a drastic nerfing early in 2008.

Well, now the situation is quite different due to a number of factors, not the least of which is player capability and the defensive measures added in Entrenchment. It was therefore neccessary to bring them back into the roster. 

But we didn't stop at siege frigates. One of our primary objectives in this update is to make sure every unit is brought back into the pool of viable tools. In some cases this was as simple as modifying some data but in some cases we completely redesigned elements of them.

Naturally, trying to figure exactly what those changes needed to be was not an easy problem but one of the best ways was to play the game against as many players as possible so we once again took to playing regularly on Ironclad Online. 

Unfortunately, we couldn't use our real names because when we did in the past we were the targets of unreasonable unholy alliances. Such circumstances aren't great for collecting data and analyzing strategies. Sorry for the smurfing but it was for a good cause :)

In addition to playing online we've spent a lot of time analyzing feedback on the forums, in particular the great thread by Deceiver_0.

In this thread he collected votes from everyone on a wide variety of issues and presented a consolidated place for ideas and potential fixes. 

While we didn't agree with all the suggestions, we did attempt to address what we determined to be the underlying problems but in some cases we implemented the suggestions nearly verbatim.   

Special thanks to everyone who contributed to that thread! Also, special thanks to everyone who wrote constructive posts or emails, we couldn't do this without you!

Enjoy!

-Ironclad

 

 


 

WARNING: This update will invalidate existing save games.

Gameplay / Balance: 

  • All Factions -
    • Fixed bug where purchasing capital ship levels would give you a refund.
    • AntiMedium damage type's modifier vs. Medium armor reduced from 150% to 133%.
    • AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%
    • Cruiser carrier strikecraft build rate penalty when enemies are in the gravity well reduced from 15% to 10% (Entrenchment Only).
    • Reworked the tactical targeting AI to make smarter range targeting decisions (this is particularly prominent when putting short-range ships against long-range ships, such as Heavies vs. LRMs). (Entrenchment Only)
    • Starbases now account for their deployment cost when determining their refund value. (Entrenchment Only)
  • TEC Faction -
    • Kol Battleship:
      • Gauss Railgun range increased from 5,000 to 6,500. (Entrenchment Only)
      • Gauss Railgun damage increased from 300/550/800 to 325/650/975. (Entrenchment Only)
      • Gauss Railgun now also debuffs the target, reducing its max movement speed by 50% for 10 seconds. (Entrenchment Only)
    • Akkan Battlecruiser:
      • Colonize is now guaranteed to spawn its listed number of resource extractors, subject to that many unoccupied resource asteroids being available.
      • Colonize now grants 1/2/3 free resource extractors instead of 0/1/2.
      • Colonize now also increases resource extraction rate of that player's extractors at that planet by 33%/66%/100% for 360 seconds. (Entrenchment Only)
    • Sova Carrier:
      • Fixed bug with Embargo that caused it to not block cargo ship jumps at levels 2 and 3.
      • Rapid Manufacturing duration increased from 45 to 90 seconds.
      • Rapid Manufacturing cooldown increased from 120 to 180 seconds.
      • Rapid Manufacturing orbit body's ship and structure build rate bonus increased from 30% to 300%.
      • Now starts with three squadrons and tops out at eight at max level.
      • Heavy Strike Craft armor bonus increased from 1/2/3 to 2/3.5/5.
      • Heavy Strike Craft damage bonus increased from 10/20/30 to 12/24/36.
      • Missile Batteries antimatter cost reduced from 125 to 70.
      • Missile Batteries cooldown reduced from 50 to 35.
    • Dunov Battlecruiser:
      • Magnetize now interrupts abilities that are being channeled.
      • Shield Restore description amended to remove implied secondary effect.
      • EMP Charge now no longer requires the ship to be facing its target before it can be fired.
    • Cobalt Light Frigate:
      • Max hull points increased from 600 to 635.
      • Max shield points increased from 350 to 370.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Sabotage Reactor range increased from 5,000 to 6,000.
    • Krosov Siege Frigate:
      • Fleet supply cost reduced from 14 to 12.
      • Hit points increased from 450 to 510.
      • Shield points increased from 225 to 255.
      • Planet bombing damage increased from 21 to 25. (Original Sins Only)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
      • Heavy Fallout is now an activatable ability with autocast that can now be toggled on or off, and has a cooldown of 15 seconds. (Entrenchment Only)
      • Heavy Fallout population growth reduced from -30% to -8%. (Entrenchment Only)
      • Heavy Fallout now stacks up to 10 times. (Entrenchment Only)
    • Kodiak Heavy Cruiser:
      • Weapon range increased from 2,750 to 3,150.
    • Proximity Mines (Entrenchment Only):
      • Build cost reduced from 640/160/65 to 510/130/55.
      • Fixed bug that caused Proximity Mines to erroneously affect the end of game stats.
    • Javelis LRM
      • Fixed bug with Cluster Warheads which severely impacted its utility.
  • Advent Faction -
    • Halcyon Carrier:
      • Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.
      • Now starts with three squadrons and tops out at eight max level.
      • Anima Tempest reworked - now spawns 60 strikecraft (increased from 30) and all its strikecraft gain a 25% increased chance to dodge for 75 seconds. (Entrenchment Only)
    • Rapture Battlecruiser:
      • Fixed Domination so that ship counts in stats are properly changed when this ability is used.
    • Revelation Battlecruiser:
      • It is now possible to attack targets affected by Reverie.
      • Clairvoyance cooldown changed from 20/15/10 to 15/15/15.
      • Clairvoyance duration increased from 50/100/150 to 90/120/150.
      • Clairvoyance antimatter cost reduced from 80/70/60 to 70/60/50.
      • Guidance can now only be cast on ships with abilities that have cooldowns. (Entrenchment Only)
      • Guidance autocast now only selects targets with abilities that are presently cooling down. (Entrenchment Only)
    • Disciple Vessel:
      • Max hull points increased from 400 to 425.
      • Max shield points increaesd from 425 to 450.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Steal Antimatter range increased from 3,000 to 6,000.
    • Purge Vessel:
      • Build cost reduced from 730/100/80 to 630/90/75.
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 385 to 435.
      • Max shield points increased from 300 to 340.
      • Planet bombing damage increased from 21 to 25. (Original Sins)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
    • Iconus Guardian:
      • Repulsion cooldown increased from 8 to 20 seconds.
      • Repulsion activation cost increased from 20 to 90 antimatter.
      • Repulsion antimatter usage rate reduced from 6 to 4 per second.
    • Domina Subjugator:
      • Turn rate increased from 1.65 to 2.25.
    • Destra Crusader:
      • Weapon range increased from 2,750 to 3,150.
    • Solanus Adjudicator (Entrenchment Only):
      • Damage increased from 55 to 60.
      • Hull points increased from 860 to 980.
      • Shield points increased from 490 to 560.
      • Build cost reduced from 1,210/235/160 to 1,050/175/140.
    • Homing Mines (Entrenchment Only):
      • Deployment cost reduced from 660/150/80 to 530/120/65.
    • Advent Deliverance Engine:
      • Reworked buff to avoid very bad slowdowns when multiple shots were fired at one planet.
  • Vasari Faction -
    • Kortul Devastator:
      • Power Surge reworked - now restores 25/35/45 shield points per second instead of boosting shield regeneration rates 75%/150%/225%. Attack rate bonus is unchanged.
      • Disruptive Strikes may now be triggered by its pulse beam weapons.
      • Disruptive Strikes chance to be applied per attack reduced from 35% to 25%.
      • Disruptive Strikes antimatter removed increased from 10/20/30 to 12/24/36.
      • Disruptive Strikes ability cooldown rate penalty increased from 15%/30%/45% to 16.7%/33.3%/50%.
      • Disruptive Strikes now acts as an interrupt.
      • Jam Weapons reworked - enemy fighters that move within range of the Devastator while Jam Weapons is active will have their weapons disabled. Previously only those fighters that were within range at the moment Jam Weapons was triggered would have their weapons disabled for 30 seconds. (Entrenchment Only)
      • Jam Weapons range changed from 3,500/5,000/7,000 to 4,500/5,500/6,500. (Entrenchment Only)
      • Jam Weapons cooldown changed from 15/15/15 to 40/35/30 seconds. (Entrenchment Only)
      • Jam Weapons duration reduced from 30 seconds to 20 seconds. (Entrenchment Only)
    • Skirantra Carrier:
      • Now starts with three squadrons and tops out at eight at max level.
      • Scramble Bombers antimatter cost reduced from 80/65/50 to 50/40/30.
      • Scramble Bombers cooldown reduced from 60/50/40 to 40/30/20.
    • Jarrasul Transport:
      • Nano-Disassembler armor modifier reduced from -2/-4/-6 to -1.5/-3/-4.5.
      • Nano-Disassembler damage rate reduced from 30 to 25 hull points per second.
      • Nano-Disassembler duration increased from 20/30/40 to 25/35/45.
    • Antorak Marauder:
      • Distort Gravity now grants an increase to turn rate of 25%/50%/75% in addition to its other effects.
      • Phase Out Hull reworked - in addition to its existing effect, it now deals 200 shield damage to enemy targets or restore 200 shield points to friendly targets upon their return from phase space. (Entrenchment Only)
    • Vulkoras Desolator:
      • Deploy Siege Platform cooldown reduced from 55 to 20.
      • Deploy Siege Platform antimatter cost reduced from 100 to 35.
      • Deploy Siege Platform spawned platform duration reduced from 180 to 65.
      • Disintegration reworked to harm the hull, shields and antimatter of the target while restoring the Desolator - (Entrenchment Only)
        • Deals 150 damage per second to hull only. (Entrenchment Only)
        • Deals 150 damage per second to shields only. (Entrenchment Only)
        • Depletes 20 antimatter per second on the target. (Entrenchment Only)
        • Restores 120 hull points per second. (Entrenchment Only)
        • Restores 120 shield points per second. (Entrenchment Only)
        • Restores 15 antimatter per second. (Entrenchment Only)
    • Ravastra Skirmisher:
      • Max hull points increased from 700 to 740.
      • Max shield points increaesd from 440 to 465.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Interference range increased from 5,000 to 6,000.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 8/12 to 16/24 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Karrastras Destructor:
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 420 to 475.
      • Max shield points increased from 255 to 285.
      • Planet bombing damage increased from 23 to 27. (Original Sins)
      • Planet bombing damage increased from 23 to 33. (Entrenchment Only)
    • Serevun Overseer:
      • Turn rate increased from 1.65 to 2.25.
    • Stilakus Subverter:
      • Distortion Field range increased from 6,000 to 8,000.
      • Distortion Field antimatter cost reduced from 150 to 130.
      • Turn rate increased from 1.65 to 2.25.
      • Disrupt Shields can now target structures and starbases. (Entrenchment Only)
    • Skarovas Enforcer:
      • Weapon range increased from 2,750 to 3,150.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 12/18 to 24/36 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Vasari Hangar Platform:
      • Phasic Trap now works and has increased range and duration after further research upgrades. (Entrenchment Only)
    • Sivuskras Ruiner (Entrenchment Only):
      • Mine deployment costs reduced from 710/170/85 to 570/135/70.
    • Lasurak Transporter
      • Adjusted linear velocity to 450 (mistake from previous patch).
    • Kanrak Assailant
       -Fixed bug with Charged Missiles which severely impacted its utility.

 Graphics and Effects:

  •  New skybox! Blair's favorite!!! (Actually, it isn't new, but up until this point it was only used in screenshots. There was a bug in the data referencing that kept it from being selected in-game until now.)
Sound / Music:
  • Sound Fixes -
    • AnimaTempest
    • EMPBlast
    • ReactiveNaniteArmor
    • NanoHullRepair
User Interface / HUD:
  • Amended descriptions for research labs.
Modding:
  • Now shows error message with info when textures don't match up to make it easier for modders to track down the offending textures and what is wrong with them.
  • New BonusMaxSquads buff modifier type.
  • Revised random name generation of capital ships and starbases to use string prefixes defined in player entities directly rather than a prefix type. (This allows modders to have custom names per faction) (Entrenchment Only)
  • Fixed bug where spawning too many pirates would cause a crash. Spawn ship info with count instead of just raw entitydefnames. (Entrenchment Only)
  • New BuffInstantActionType::ApplyBuffToSelfWithFilter. (Entrenchment Only)
  • Fixed bug with renderShield option not working. (Entrenchment Only)
Misc:
  • Optimized various situations that could occur late game and slow the game down unnecessarily.
  • Fixed crash if autorecord.cache is somehow set to read-only.
  • Fixed corrupt save game bug.
  • Fixed potential graphics crash. Updated shaders so they're not broken by the March 2009 DirectX.
  • Fixed various rare crash bugs.

 

753,812 views 376 replies
Reply #201 Top

Varasri starbse vs vasari starbase doesn't have to work. No anti starbase cruiser works vs vasari starbase - they can't run away and fire at the same time. Vasari get to use the same tactic versus vasari sb as everybody esle - bombers, bombers and more bombers. Plus bomber swarms get to jump to the next well!

 

There is only one nerf the orky needs. Its a sound qeue " An enemy starbase is under construction at our planet".

This is however from the perspective of the advent, it would be different without shield regen which with guardains can easily out tank an orky being built at one of your planets. Unless you are silly enough to allow it time to upgrade.

Reply #202 Top

It's useless against another starbase if you've already cleared out the opposing fleet.
The orky can move. Where you wiped the enemy fleet, there is debris. Use it when you need it.
Also, the fight is never about an empty gravwell with one defending starbase and one orky. There's always something back there. If the enemy SB is alone then you can easily win the fight with a half upgraded orky and one/two overseers.

As near as I can tell, debris is only generated when a vessel explodes - by all means, correct me if I'm wrong on that observation (as it would largely invalidate my earlier assertion). (...) Also, I rarely have my Orkulus engage a fleet by itself in a hostile well (as such there are overseers handy), and in a friendly well it has repair bays supporting it...
It is true. Where anything (ships or structures, friend or foe) explodes, there shall be debris. That's why it's so cool - the bigger the battle the more the Orky will heal, cause both enemy and your casualties contribute to its hit point count. If the fight is a starbase solo, there's no need for rapid healing, cause neither side is dying fast.

And what of the Assault Deployment to upgrade build times?
Assault deployment already works on upgrade times, or was so when I last checked.

A starbase builds and upgrades at full speed in friendly wells, 33% slower in neutral wells and (quote from here)


-Reduced starbase build and upgrade time modifier in hostile gravity wells from 2.5x to 2.25x

Now 2.25 times the build time means 1\2.25 = 0.4444.. build and upgrade rate. If you increase that by 50% (as assault deployment should do), you get 0.6666... which is exactly the rate at which starbases build and upgrade in neutral wells (1 - 33% = 0.67).
I checked it out thoroughly that Assault Deployment 2/2 indeed brings the build and upgrade speeds to the level of how it goes in neutral gravwells (it was done for the purpose of this thread ).

Conclusion - Assault Deployment works on upgrading.

As for:

I ask because your's is a respected name in the community, and I'm curious as to what you think on the whole post, not just the worth of Integration vs Frontal Shields.

-Itharus
I'm just the lord of trolls. Nobody wants to make me angry ;p.

As for what I think about the case as a whole - Vasari have a nice set of tools against other starbases and the Orky is just a different kind of one. Yes it's a bit lousy and completely unlike anything else Vasari have (they are s'posed to be fast&furious, not slow&steady, which is exactly what trading assault cruisers for a moving starbase sounds like to me). However, it gives you a good grasp of the enemy gravwell after the battle is concluded, if you win of course.
So, against TEC and Advent - Orkulus is a unique tool. Maybe not the best starbase buster, maybe not too Vasari-sh, but it's a tool that can be used to good effects.

What is utterly screwed up all over about the Orky I have already b**ched my heart out in this thread. Take a look if you want.

Varasri starbse vs vasari starbase doesn't have to work. No anti starbase cruiser works vs vasari starbase - they can't run away and fire at the same time.

untrue - a spam of assault cruisers will wipe an Orky. Many assault cruisers with some support can really be a pain for an orky, and the more you bring the faster it goes down. Yes it may not be cost-effective, but it works.
The bottom line is - the Vasari player can NOT spam Orky's. You can only star building/upping one and only as fast as assault dep allows.

Reply #203 Top

one other thing I read about giving the orkulus a death ray: consider that everything you give it, the defending enemy vasari starbase can also have. a 3000+ single target dmg ability (or anything like this) would prove quite deadly to starbases in construction I'd say.

and I also read some other truth here: every race is having some trouble with the moving starbase, which makes that actual dedicated structure killers not such a good weapon. ogrovs don't outrange orkulus by that much for example.

Reply #204 Top

I've come back to Sins recently in light of this pending update as well as Diplomacy down the line and I would like to suggest a change.

Might it be possible to make a setting for random maps to increase the likelyhood of Artifacts and Planetary Bonuses spawning when you explore?  On a normal Medium map there is maybe two Artifacts and I would like to have the ability to manipulate a bar (like for speed and income) for Artifacts and Bonuses.  Tie them together.

At the moment I think Artifacts and 10% and Bonuses 40%... maybe that can be the "Low" setting with 20 / 55, 30 / 70 and 40 / 85 the higher settings?  I know this can be maniuplated in Galaxy Forge, but I haven't seen a new version for 1.03 yet.

Will Galaxy Forge be updated for this update?

Reply #205 Top

To Blair -

 

Two questions regarding the Kortul:

 

With regards the change to Jam Weapons: Is it 20 seconds for the ability and any SC in range will be affected to the end of the 20 seconds or once the SC are in range, the SC are affected for 20 seconds (i.e., the ability was triggered 15 seconds ago, the SC gets affected and loses firing ability for either the remaining 5 seconds or a full 20 seconds)?

 

How long does shield restore for power surge last?

 

Reply #206 Top

jam weapon affects sc in range only. sc that move out of range arent affected.

Reply #207 Top

Quoting bm15, reply 204
I've come back to Sins recently in light of this pending update as well as Diplomacy down the line and I would like to suggest a change.

Might it be possible to make a setting for random maps to increase the likelyhood of Artifacts and Planetary Bonuses spawning when you explore?  On a normal Medium map there is maybe two Artifacts and I would like to have the ability to manipulate a bar (like for speed and income) for Artifacts and Bonuses.  Tie them together.

At the moment I think Artifacts and 10% and Bonuses 40%... maybe that can be the "Low" setting with 20 / 55, 30 / 70 and 40 / 85 the higher settings?  I know this can be maniuplated in Galaxy Forge, but I haven't seen a new version for 1.03 yet.

Will Galaxy Forge be updated for this update?

 

The most recent version works with 1.03, it wasn't especially made for it, but the map files haven't been updated sense, so their was not point in updating it. Also, you can open the .galaxy map files in notepad and just find the lines that say something like artifact density and bonus density and change them like that, in case the galaxy forge doesn't work for whatever reason.

Reply #208 Top

Lets keep posting till the patch arrives!

I am excited about cap ship buffs! Also excited about the advent cap nerf :O Now to come up with a strategy for Akkan usage... My old strat was to send Marza to planet while colony frig single caps the Roid. I would have Modular construction before I build the Extractors... Now with Akkans I guess I can do drive by colonzing? Just colonzie the roid and head for the planet... cobalts en-tow for cleanup?

Reply #209 Top

Quoting N3rull, reply 202

Varasri starbse vs vasari starbase doesn't have to work. No anti starbase cruiser works vs vasari starbase - they can't run away and fire at the same time.
untrue - a spam of assault cruisers will wipe an Orky. Many assault cruisers with some support can really be a pain for an orky, and the more you bring the faster it goes down. Yes it may not be cost-effective, but it works.
The bottom line is - the Vasari player can NOT spam Orky's. You can only star building/upping one and only as fast as assault dep allows.

 

What I meant was they aren't efficient vs the orky, not nearly as efficient as bombers. Therefore I don't see it being particularly important since the vasari get to use the most efficient counter just like every other race.

Reply #210 Top

Vasari mirror matches in general are a glorious pain in the ass.

But Orkulus vs Orkulus? Whew... I don't want to touch that topic with a 10 foot pole. I can't really think of a single genuinely good idea to fix that line up.

As for the Starbase Upgrades being built faster as well with Assault Deployment... I didn't know that. It still takes it's sweet time. Hell, maybe it would just be easier if you could pop an Orky into phase space and fly it over to the next system ready to go, lol.

Heh, that'd be a kick... have an Orky go into Travel Mode as a (defenseless, ie: weapons disabled) 'ship' (at the cost of some resources) and temporarily use fleet supply (possibly a lot, even 100 or so) while it phases around, and then "assault deploy" into it's starbase state (and quit using fleet supply, and possibly cost a few more resources to redeploy as well), and BANG! There you have it, a fully upgraded assault Orkulus ready to kick some ass after a short 'redeployment' count down.

Actually, hell, that's not that bad... o_O

-Itharus

Reply #211 Top

Orkys should get a penalty to damage while moving.

Reply #212 Top

Quoting Tkins, reply 211
Orkys should get a penalty to damage while moving.

Vetoed. In this very day and age we have tanks rolling along at 40mph through rough terrain lobbing shells at targets a mile away with pin point precision. We have ships bobbing on the ocean launching missiles that can land on a top hat from half-way across the world. We can launch space shuttles through a field of thousands of pieces of debris while going over 17,000 mph and have it not suffer so much as a scratch.

Firing accurately while on the move is really NOT as hard as you would think when you bring computer assitance into play.

And I'll happily point out that your Advent and TEC starbases rotate, maybe THEY should suffer dmg penalties for moving? Sounds retarded, right? Agreed.

/Veto

Reply #213 Top

I'm by no means a hardcore player of Sins, but its one of my favorite casual day-off entertainments and I love the fact that Stardocks continued support and patching 1.5 years after the games release, results in a game that is remaining continually interesting and whose gameplay experience is still evolving. (<< sorry, that was a big sentence.)

Credit here goes to Ironclad. They're the ones who did all this.  We at Stardock merely get to bask in their coolness. :)

Reply #214 Top

The Orkulus lacks any offensive special abilities (particularly in the nature of safety override and meteor control) that the other starbases have.  This means that no matter how heavily upgraded it is, you can take it head on with sufficient force.  The problem relates specifically to offensive starbasing as Vasari.  If your fleet isn't nearby, there's little you can do to stop it.

Now,I personally think the Vasari are best suited to counter their own starbase.  The reason is nanos: WAY more effective than any artillery cruiser if the starbase isn't heavily upgraded yet.

Reply #215 Top

I had feared this thread might turn into another Orky debate....

Reply #216 Top

since the discussion is about orky, how about letting the orky jump to a planet after buying the phase stabilzer upgrade and having a antorak with its lvl 6 ability truned on on the other side.............

what do u guys think??

Reply #217 Top

Quoting Deceiver_0, reply 215
I had feared this thread might turn into another Orky debate....

It has now.

Reply #218 Top

Very nice changes.....while Lums still seem to be the LRM war kings, Basic Frigs are stronger, Flak is a little less effective, and HC's are more effective.  These are all excellent incremental steps to find balance.  Add in all of the Capship changes to help out the lesser used caps and I start to feel a strong urge to set up a windows gaming environment and come out of retirement.....

Reply #219 Top

Quoting Cykur, reply 218
Very nice changes.....while Lums still seem to be the LRM war kings, Basic Frigs are stronger, Flak is a little less effective, and HC's are more effective.  These are all excellent incremental steps to find balance.  Add in all of the Capship changes to help out the lesser used caps and I start to feel a strong urge to set up a windows gaming environment and come out of retirement.....

 

do so

Reply #220 Top

Fanatics don't get to retire, get back in the saddle, Cykur!

Reply #221 Top

Quoting Darvin3, reply 214
The Orkulus lacks any offensive special abilities (particularly in the nature of safety override and meteor control) that the other starbases have.  This means that no matter how heavily upgraded it is, you can take it head on with sufficient force.  The problem relates specifically to offensive starbasing as Vasari.

Only the Argonev can destroy an indefinitely large frigate force that does not include anti-structure ships and carriers.  Meteor Control is a purely offensive ability that does not disable damaged ships and cannot destroy most frigates in one strike.  It is quite possible to overwhelm a Transcencia before the second wave of meteors arrive and suffer little to no casualties if the attack force is large enough.  It's also the most vulnerable to AM burn and can be crippled by LFs.

Reply #222 Top

All this detail...

For those of us with limited retention, may I ask: when IronClad update like this, do the in-game info screens for ships definitely get updated to reflect these changes (where they show the relevant figure)?

Reply #223 Top

Quoting JonBrave, reply 222
All this detail...

For those of us with limited retention, may I ask: when IronClad update like this, do the in-game info screens for ships definitely get updated to reflect these changes (where they show the relevant figure)?

Yes.

Reply #224 Top

something I just noticed (again) after playing: any chance we could get a sort of fog of war for buildings? you know, where defensive layouts are, starbases (with general upgrade lvl or sth, not necessarily the actual dmg and health values then observed), civilian structures, etc. why? because I do like scouting, but I am not always focusing my attention the moment the scouts enter a grav well all this information is visible. for me it's often like 'hey, I sent a scout there a minute or two ago, what did he find out? oh no, destroyed before installing a probe. ohhkay, starbase there. where? how strong? where are those point defenses and guns?'

basically, another way of taking micro stuff off, of making the game easier to handle. and you're not really getting that much extra information. aside from the orky, all structures are fixed, so they are either still there or have been destroyed/ dismantled. so it's the same info you'd have if you had looked, only it's stored logically and presented better. a lot of other rts give you that kind of information about building and it really helps, so I think it's not unreasonable.

I think I already said that I like this upgrade, right? anyway, again, good job!

Reply #225 Top

I've always thought a fog of war feature would be great.  Seeing the last scouted state of the planet would help a bunch.