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Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,627,133 views 716 replies
Reply #351 Top

I've been thinking on this for the past few days, and I think the final shield upgrade for Advent (the one that offers +2/+2 mitigation) should also offer phase missile block chance. At this point in the game, PM's are hitting Advent easily for twice as much damage as they are TEC, if not far more. We'll never get late-game Advent in-line against both factions under these circumstances, so making this upgrade effective in all matchups by making it reduce PM effectiveness would be a good idea. The fact that you'd need to max out your shield upgrade line to get PM resistance should keep this from affecting all but the most late-game battles.

 

Something along this lines is quite a good idea because it balances Advent specifically against Vasari phase missiles without screwing with other aspects of game balance with TEC.

The +2 / +2 Mitigation benefits might also give a few % of phase missile penetration reduction.  Or there could be another high level shield tech added that reduces phase missile penetration by 5% / 5%.

Reply #352 Top

The +2 / +2 Mitigation benefits might also give a few % of phase missile penetration reduction.  Or there could be another high level shield tech added that reduces phase missile penetration by 5% / 5%.

I think it should be the same tech.  If you're up against phase missiles, an expensive tech that increases your mitigation isn't all that useful, so combining them into one item makes sense.

Just out of curiosity, I'm going to look at a hypothetical case:  base mitigation is 80%, and this upgrade raises it to 84%.  I'm going to look at how this affects both PM-weapons and non-PM weapons.

30% bypass * 100 damage = 30 damage
70% non-bypass * 0.2 (mitigation) * 100 damage = 14 damage
70% non-bypass * 0.16 (mitigation) * 100 damage = 11 damage
100% non-bypass * 0. 2 (mitigation) * 100 damage = 20 damage
100% non-bypass * 0.16 (mitigation) * 100 damage = 16 damage

So convention weapons take a 20% damage reduction here from this upgrade.  This is very very nice against TEC and Advent opponents, which is why Advent loves their mitigation.  However, maxed out phase missiles are practically unaffected, since the bulk of their damage is already dealt by their bypass component.  It's a mere 7% damage reduction (44 damage reduced to 41). 

My question at this point is how much phase missile block chance would be needed to "equalize" this tech against both conventional and phase missile attacks?  In essence, if Vasari was dealing 44 damage before this upgrade, we want them dealing 35 damage afterwards (20% less, just like TEC).  How far down would we need to push the bypass chance to do this?  We'd need to hammer it down to 22%. 

22% bypass * 100 damage = 22 damage
78% non-bypass * 0.16 (mitigation) * 100 damage = 13 damage

This should underscore just how powerful both Advent's late-game mitigation and Vasari's phase missiles really are.

Reply #353 Top

I think the struggle is not to equalize everything so much that every weapon is essentially the same with just a different name. 

I like the idea of all sides having something distinctive and not directly comparable--if they can balance it.

Great posts on the details--the changes are much more comprehensible after reading through this thread.

Reply #354 Top

I think the struggle is not to equalize everything so much that every weapon is essentially the same with just a different name.

The goal isn't to disable the effect of phase missiles, but rather give a blocking effect that has the same impact as +4% mitigation.  I punched the numbers (for 80% base mitigation) that would produce those results.

Reply #355 Top

I like GoaFan's idea of adding a phase missile block to the Domina's Perseverance. :)

Reply #356 Top

that last post I had was actually in support of Darvin3's idea to make the last advent shield upgrade add mitigation against phase missiles.

I am starting to get ticked off that the quote button doesnt always work and other 'mysterious' forum problems are plaguing me.

Reply #357 Top

Darvin, not sure your math is quiiite right. I think your startng number should be 44, not 34.

Cause you have 30+14.

I think.  Not totally sure wehre you got that 34 from, which is why i am concerned.

Reply #358 Top

Thank you, Pbhead.  That would be an oversight on my part.

I'll go back and edit in the results.  Using 44 as the base damage, the target would be 35 after the reduction.  This gives us 22% (which is still a pretty significant drop from 30%) bypass rate as our target rather than the much lower 13%.

Reply #359 Top

I would advocate the shield projection of the guardian over the domina's perseverance as a means of PM blocking...dominas only affect one target at a time and take too long to select targets, meaning that they would only be useful for capital ships...sure, that has some use, but not much...

Besides, PMs are a problem from the very beginning of the game as PM techs start at very low levels...dominas and especially perseverance are very late game techs...sure, you could give perseverance a PM block buff, but it would be far too little, and far too late...

Guardians are a level 3 tech, and already are not as useful against Vasari as they are against TEC...

If PM block were to be granted through shield techs, it would most certainly need to be at the first 3 levels of shield techs, and not backloaded for that final level...again, giving PM block at level 6 or 7 techs is just pointless and doesn't solve the problem...

If your primary concern is not PMs, but instead on buffing the domina, there are far better ways to make the domina's abilities useful...number one would be an increased turning rate so the domina can actually use its abilities, and a much faster cooldown wouldn't hurt either...the real problem with the domina isn't the effects of its abilities, but how difficult it is to use them, so buffing the effects of the abilities is really the least important area for improvement...

Reply #360 Top

I would advocate the shield projection of the guardian over the domina's perseverance as a means of PM blocking...

Too much concentrated awesome on a single ability.  I agree with the others that perseverence is the way to go if we're going to put PM blocking on any ability.

dominas only affect one target at a time and take too long to select targets, meaning that they would only be useful for capital ships...

Which would be the most useful kind of target.

sure, you could give perseverance a PM block buff, but it would be far too little, and far too late...

While PM's are a problem early, they only go nuts later on as they start to get maxed out.  I agree the solutions being tossed around appear very late in the tech tree, but we don't want to put this too low otherwise it will be a bee-line item for Advent in this matchup.

giving PM block at level 6 or 7 techs is just pointless and doesn't solve the problem...

When I first started this train of thought, I was specifically addressing late-game 1400+ command fleets where sinking this much cash into a research line isn't just viable, it's sensible.  You're talking about something else, bringing in phase missile resistance starting some time in the mid-game and maxing out in the late-game.  I don't think that's off the table, but it's a little more of a grey zone.  This raises the question of how early this should become available and how it should phase in.  Putting it at the end of the shield upgrade line keeps it well out of beeline range so we don't have to worry about it mucking up the mid-game balance when it's intended to affect primarily late-game.

Actually, the Vasari and TEC shield upgrade techs are quite worthless currently since +5% shield is far inferior to what the armour and hull upgrades offer.  If we're going down this road, perhaps this bonus could be applied to all shield upgrades to grant some phase missile protection.  This would mean all factions would then have a counter-measure to phase missiles, and since shield upgrades are usually ignored by TEC and Vasari it could finally bring some purpose to them.  That still doesn't deal with the issue of deciding where to put these bonuses on the tech tree, or how quickly they should scale.

If your primary concern is not PMs, but instead on buffing the domina

That's kind of the icing on the cake, not the actual objective here.  I agree with you that targeting is the domina's primary issue, and if that were fixed its abilities would be far more useful.

I actually recall last week someone mentioned that targeting was the main issue with demo-bots, and its power has increased radically as a result of the relatively minor change to allow it a 360 degree firing arc.  This is because it acquires targets instantly and therefor doesn't waste time chasing after targets it's acquired or multiple individuals pegging the same target.

Changing the domina so that it does not require to face its target to use its abilities may well fix it.  Because it already has the limitation of channeling, allowing it to acquire more easily shouldn't be that big a deal, but would fix its most egregious behavioral issues.

Reply #361 Top

Holy cow.   I haven't been here in months and months.  Surprised as hell to see any remnants of the muliplayer community here at all (names like Cykur, JohnJames, Darvin, etc).  You guys still play?  You have to be the only ones... right?  I mean the online player counts have to be abysmal?

At any rate, this game will never be balanced.  Period.  Are you guys hoping that it will be?  It's not gonna happen.  I'm not knocking the devs, they just don't have the manpower and resources to do it.  Look at Starcraft 2.  It's nowhere near balanced yet, won't be balanced for months at the minimum, and may take years.  But how much resources does Blizzard have to throw at it?  Now, how much resources does this developer have to throw at balance?  I'm guessing not a fraction of what Blizzard can do.  So realistically, what chance does this game have to ever be balanced?  I mean, God bless the developers for trying, and it's good that they are updating their game, but nerfs and buffs at this juncture will simply rearrange current imbalances, and produce (or expose) more or other imbalances.  Come on, you guys know that.

EDIT:  I see there is "cycling" with the subverters.  First distortion field was nerfed.  Then it was (justifiably, in my opinion) buffed.  Now it's been nerfed again.  This is just case in point with the balance problems of this game - the devs lack the resources to balance it, and there isn't enough of a player base to gather balancing data from even if they did.

So I'm guessing you just still play because it's fun regardless of balance issues?  Cool, I guess I understand that, and wish you all luck.  It's interesting to still see some people around.

Reply #362 Top

The game is always fun but the balance thing is why I think they should really expand easy modability so new players could dive right in and tinker.  I'm still trying to repair a map after cutting and pasting something and then removing it.  Sometimes this thing is annoying in how picky it is.  Letting players have a tool to quickly modify entity files and the like, in-place would be great.

It will never achieve "perfect balance".  From the old days of board games where imperfect rule sets were the norm and house rules had to be created I can tell you that one man's passion is another's poison.  I never once saw a universally embraced house rule addressing balance--they were always grudgingly tolerated with great dissent...everything old is new again.

 

I applaud the designers for making a non-symmetrical match of opponents--the high road less traveled.  Worth the bumps along the way and makes for a brilliant game.  Better to light a candle...

Reply #363 Top

Quoting Seleuceia, reply 359
I would advocate the shield projection of the guardian over the domina's perseverance as a means of PM blocking...dominas only affect one target at a time and take too long to select targets, meaning that they would only be useful for capital ships...sure, that has some use, but not much...

Quoting Darvin3, reply 360
Too much concentrated awesome on a single ability.  I agree with the others that perseverence is the way to go if we're going to put PM blocking on any ability.


dominas only affect one target at a time and take too long to select targets, meaning that they would only be useful for capital ships...

Actually.... if dominas did grant mitigation/block vs phase missiles.... and you used them on guardians... and your guardians shield protected your whole fleet... would it not cover your whole fleet with protection from phase missiles? and it would make dominas very useful vs vasari with that added benifit of shutting down ships

Reply #365 Top

Quoting SithLordAJ, reply 363

Actually.... if dominas did grant mitigation/block vs phase missiles.... and you used them on guardians... and your guardians shield protected your whole fleet... would it not cover your whole fleet with protection from phase missiles? and it would make dominas very useful vs vasari with that added benifit of shutting down ships

That sounds great to me :), they would grant the whole fleet a portion of the phase missile block through the guardians, this is total Advent synergy... :D

Additionnaly you could better protect specific targets by further casting perseverance on them...

Reply #366 Top

Yeah i agree with ThreeLeafIvy the Jump Degradation on the Vasari Overseer is almost useless. It would help if this ability would slow the enemy by 50% more than what it does now.

Reply #367 Top

I don't think it needs a buff to double enemy phase jump travel time if it were made passive, but yeah, I somewhat remember seeing unanimous support to make it passive in some old thread on the forums.

Reply #368 Top

well, im not 100% sure how it would work because if the domina granted shield block, that might only work for that ship unless its tied to shield properties somehow. if it was able to work across the fleet /w a shield block 1/3rd (just making this number up), im not sure if youd get that 1/3rd blocking all the time due to it being an inherit part of the shield, or 1/9th of the time due to the guardian's damage absorbtion working 1/3rd of the time stacking with the 1/3rd shield block. It's further complicated by how multiple guardians with shield projection on at the same time would affect the statistics.

where as if it simply granted shield mitigation vs phase missiles, you'd get the full mitigation 1 out of 3 times no matter what setup you had due to it being attached to the shield. And you could insure your capitals always get the full mitigation bonus. However, there is still a complication due to guardians granting the mitigation through their shields and the dominas possibly also directly applying the buff. Would that stack? im not sure. i guess it comes down to whether shield mitigation translates through shield projection and if so, how it works. if it doesnt, then the whole guardian-distributing-phase-missile-protection-thing might not work.

questions questions questions... but, me likey

Reply #369 Top

The problem is that ignoring mitigation is one of their primary benefits. Take it away and phase missiles become completely worthless outside of late-game Vasari vs Advent. Even then, it will only help against regeneration-based combos.

If the devs had decided that mitigation affects all weapon damage then the argument would probably be around how fast mitigation rises. Even with the current mechanic Vasari would be pretty much exclusive with being able to hit a target with 15% mitigation. With a Subvertor fleet they could get the initial mitigation down to 5% with an additional 25% shield penetration buff (nerfed to 8%/20% with beta). Slow down how fast mitigation rises a little bit and Vasari could hit 2-3+ times before mitigation peaks out (still great against frigates). Not to mention with pacts Vasari could hit 75% shield bypass and 10% mitigation decrease by synergizing with Subvertors. All in all this still sounds like a great game mechanic, just not OP compared to the current form.

We might also have seen more diverse fleets from Vasari with a little more emphasis on the light frigate and heavy cruiser.

 

Reply #370 Top

I want to play around with these ideas about phase missiles, but I'm not sure what file to look at. how exactly do phase missiles by-pass the shields? is that hard-coded?

Reply #371 Top

For research method, I'd start with 2% block per level on each shield tech. (Also, pretty sure this method isn't moddable.)

For Guardian, I'd go with between 10% and 15% using some stacking to get max.

Domina is a bit harder to work with, as you gotta balance the synergy there but not make it too strong on it's own. You'd need a fairly high block amount to really make it a good synergy. Something like 50% to get block 1/6th of the time.

 

My preference would be some combination of the three, tweaked from those numbers of course.

 

:fox:

Reply #372 Top

Thank you, Pbhead. That would be an oversight on my part.

I'll go back and edit in the results. Using 44 as the base damage, the target would be 35 after the reduction. This gives us 22% (which is still a pretty significant drop from 30%) bypass rate as our target rather than the much lower 13%.

This doesn't sound too bad and seems balanced considering the impact this research already has against TECH.

I would advocate the shield projection of the guardian over the domina's perseverance as a means of PM blocking...

Too much concentrated awesome on a single ability. I agree with the others that perseverence is the way to go if we're going to put PM blocking on any ability.

The guardian is my second favorite approach compared to the shield research above. In fact it seems more in line with the shield research listed above. Adding a phase missile block would provide the same value the shield damage spread does against TECH. This would still be counterable by Vas with large fleets or balanced fleets with subs or upgraded lights with cripple abilities.

I really don't like the Domina approach. First this ship doesn't even work well for it's current abilities due to targetting issues. Second, waiting for a 6 lab ability to protect a single unit against phase missiles seems a bit iffy. I know the 'Raised Shield Harmonics' is Tier 6 too, but that idea would atleast apply to the whole fleet, so it makes sense as a tier 6. Perserverence as channeled healing ability is ok, but I doubt it would be flexible enough in a battle to target and protect units before they are battered by PM.

 

Reply #373 Top

For research method, I'd start with 2% block per level on each shield tech. (Also, pretty sure this method isn't moddable.)

For Guardian, I'd go with between 10% and 15% using some stacking to get max.

Domina is a bit harder to work with, as you gotta balance the synergy there but not make it to strong on it's own. You'd need a fairly high block amount to really make it a good synergy. Something like 50% to get block 1/6th of the time.



My preference would be some combination of the three, tweaked from those numbers of course.

Hard not to like this approach.

Reply #374 Top

Quoting SithLordAJ, reply 370
I want to play around with these ideas about phase missiles, but I'm not sure what file to look at. how exactly do phase missiles by-pass the shields? is that hard-coded?
RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE0.entity (And 1 and 2.)

As for block, it can only be done via an ability currently.

BuffAdaptiveShield.entity

 

:fox:

Reply #375 Top

Definitely agreeing with others on the necessity of Advent PM block. I play mainly Advent, and those PM's utterly own me later game. Advent have a higher percentage of shields than hull, and Vasari ignore shields. It couldn't be a worse combo.