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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.

1,626,034 views 716 replies
Reply #201 Top

lasts 30 min I believe.

Reply #202 Top

Quoting GoaFan77, reply 199

Quoting Mecha-Lenin, reply 181
*Kostura nerf... you needed several cannons for them to be effective, huge strain even on dedicated eco guy. Moreover, using them required some skill AND team cooperation. It took risk and effort to use them. But I suppose devs would rather listen to SPAM crowd. If you really wanted to nerf them you could try some gradual dmg reduction, or projectile speed reduction.. but this is ridiculous.
 
All of those cons apply to all super weapons (while the others are harder to research as well), and the Kostura were far and away the best one. Novalith could be mostly negated by Starbases and Deliverance engine was only good for an expensive and unreliable damage buff. So either they should have been nerfed or the rest buffed to its level. Unless the new Novalith trade debuff lasts an substantial amount of time, its still the best super weapon.

 

Kosturas were conterabable in most easiest way. All u need to do is scuttle planet or keep atacking.

To counter novilath i need sb + 1 upgrade so thats equiwalent od 3rd ot 4th cap. And u need it on every planet.

And now, u still loose income even while countered.

Kosturas were more psylogical weepon then actualy effective kiling weepon. To kill enymy fleet u needed 8-9 of them, needed to keep them in sicret and most people let u shoot only once. U spend equwalent of  lv5 fleet to get them and they never pay back. What they realy do is killing morale of a guy who lost its fleet.

There r few who knows it and kosturas r not effective agains them. Thats y me biggest kostura fan on ico, almost stoped to use them. There is so so many condition to use kosturas properly and there is so many way to switch them off , and yet u nerf them cause for 50 ico players 40 dont know haw to counter and  has bad memories.

 

Also subs nerf. Y did u nerf disstortion field range while buffed hosiko to non-micro.

All thos arguments about  ,,omg to perma jam hoshi need so manyantimatter upgrade.... lol what a bullshit. Do u leave them on auto!!?? all subs will burn their am trying to switch off 1 lonley target or trade port if left on auto. Its micro what make them strong.  Or guardians, Who leaves guardians on auto!!!.

And yet u nefr sub, and let tec players have best support cruser that dont need to micro at all!!!.

 

I strongly sugest u go for all. LET THE DEMOCRACY WIN. nerf the phase missile and phase traps, thats what mob want.

Reply #203 Top

...


...scuttle a planet???

lol 

Reply #204 Top

Quoting GoaFan77, reply 199

Quoting Mecha-Lenin, reply 181
*Kostura nerf... you needed several cannons for them to be effective, huge strain even on dedicated eco guy. Moreover, using them required some skill AND team cooperation. It took risk and effort to use them. But I suppose devs would rather listen to SPAM crowd. If you really wanted to nerf them you could try some gradual dmg reduction, or projectile speed reduction.. but this is ridiculous.
 
All of those cons apply to all super weapons (while the others are harder to research as well), and the Kostura were far and away the best one. Novalith could be mostly negated by Starbases and Deliverance engine was only good for an expensive and unreliable damage buff. So either they should have been nerfed or the rest buffed to its level. Unless the new Novalith trade debuff lasts an substantial amount of time, its still the best super weapon.


Yes, while we're at it let's buff skirmisher to disciple level because they're not equal!!! That's just ridiculous way of seeing balance- every unit of same class must be equal. One of things that made sins fun is diversity between races. Of course, it makes balancing hard but it's one of the coolest features of this game. Race 1 has OP unit A, weak untits B and C. Race 2 has OP unit B, weak units A and C. Race 3 has mediocre units A, B and C...

 

DIVERSITY

 

... and TEC CANNOT have good superweapon for 1 reason: they eco too fast. Vasa had good superweapon for 2 reasons: tier 4 trade ports and low efficiency of fleet per supply point. That's what vasa is about: few key abilities that help you overcome low fleet efficiency. Kostura was one of them..

Advent superweapon was trash because their battleball used to be OMGWTF OP.

 

 

Reply #205 Top


 Kosturas were conterabable in most easiest way. All u need to do is scuttle planet or keep atacking.

 

...which makes them no different to a novalith, except they can also disable structures, be built without prerequisite research, and allows you to go behind enemy lines...nice counter!

Reply #206 Top

:rolleyes: I refuse to accept a 'counter' is to abandon the planet. That is about as silly as it comes, so if Im required to abandon a planet then we must nerf the Kosturas even more.

 

Abandoning as a counter is the most backwards thinking idea yet. >:( :annoyed:

Reply #207 Top

Quoting Mecha-Lenin, reply 204

Yes, while we're at it let's buff skirmisher to disciple level because they're not equal!!! That's just ridiculous way of seeing balance- every unit of same class must be equal. One of things that made sins fun is diversity between races. Of course, it makes balancing hard but it's one of the coolest features of this game. Race 1 has OP unit A, weak untits B and C. Race 2 has OP unit B, weak units A and C. Race 3 has mediocre units A, B and C...

 

DIVERSITY

 

... and TEC CANNOT have good superweapon for 1 reason: they eco too fast. Vasa had good superweapon for 2 reasons: tier 4 trade ports and low efficiency of fleet per supply point. That's what vasa is about: few key abilities that help you overcome low fleet efficiency. Kostura was one of them..

Advent superweapon was trash because their battleball used to be OMGWTF OP.
 
 

I agree with your first paragraph. Problem was Vasari had way more OP units than the other factions, even with low fleet efficiency factored in. Kosturas (and most of their late techs) were not as big of a deal when Vasari was under powered early game because few lasted long enough to get them. Scramble bombers/Carrier Capitals in general and phasic traps have made the Vasari early game much easier to handle, so the other factions either need a buff to their late game or the Vasari a nerf some of their perks. Since the Kostura could produce the most extreme results, it was a fair pick I think (and its still the best fleet support).

That's why I rather like the Novalith update, it allows them to get far and away the best late game economy while their fleets will long have lost their competitive edge to Advent and Vasari abilities. Now that they have a means to seriously hurt their opponents economy and not just buff their own, its possible that strategy may actually work now. As to them deploying them too fast, keep in mind Novaliths are harder to research than Kosturas, so if anything it should take longer to deploy a Novalith spam. Besides that's what this beta if for, if it turns out early Novalith spams are feasible in practice, it can be addressed before the final patch.

Reply #208 Top

Quoting rowanlad, reply 203
...


...scuttle a planet???

lol 
Quoting -Ue_Carbon, reply 206
I refuse to accept a 'counter' is to abandon the planet. That is about as silly as it comes, so if Im required to abandon a planet then we must nerf the Kosturas even more.

 

Abandoning as a counter is the most backwards thinking idea yet.

 

Now u made me mad.

I know disputing with idiont is a lost cause he will bring u to his level and beat with expirience, but i cant let such a retarded argument stay unanswered.

The fact your  inferrior mind refuse to accept something doesnt mean it dont exist. Its a same class argument as Greyfoxes " the lf\scout combo isnt an answer to assailent spamm, cause its boring and  i dont like it."

I used scuttle planet myself several times against higgy and minds, work perfectly. Once i used it against bout of them and bought enough time to win a game. Scuttle doesnt mean abandon , it mean, he cant shoot, but u own the gravity wheel. All u need to do is buy enough time fot your team to kill his military lab, or allies, cause when he made a kosturas, his team is underfeeded.

 

PS im not against buffing novilath. In my opinion advent superweepon should be buffed too. Super weepon, should be super. BUT IM AGAINST NERFING KOSTURAS. Im also against nerfing subs and buffing hosikos at same time.

 

 

Reply #209 Top

"The fact your  inferrior mind refuse to accept something doesnt mean it dont exist."

lulz

But yea all super weapons need boosting and I have said recently that I would be ok with a kostura revert if the other two weapons were made equally powerful.

However, ill never agree that scuttling a planet is a viable strategy. While we be trollin' lets say we can scuttle caps to avoid the long painful process of seeing a fleet frozen for indefinite amounts of time by timed kostura bursts. We are gunna need to rebuild the fleet anyway, so why not free up the now worthless supply points?

Reply #210 Top

I have seen people skuttle strike craft to free them from phasic traps.

 

just sayin.

Reply #211 Top

i dont get what is so wrong about scuttling a planet to counter kosturas ?

this is as retarded an argument as when people said scouts shouldnt counter LRM cause they didnt like it

well you know what ? flak should not counter fighters because i think that is dumb..

see how stupid i sound ? now look in the mirror

Reply #212 Top

Scuttling is right up there with Spawn Camping in FPS. Just because it's possible and you seen others do it does not make it write. Dirty play. Should be a bigger penalty for it so it is more discouraged.

Reply #213 Top

i think building 2 capital ships is dirty play

right up there with smurfing

Reply #214 Top

Just to reiterate, I think the Kostura nerf is good.

I am a bit concerned about the Novalith buff...how long does the trade disruption last?

I think the Advent Supercannon needs a bit of love too.  I think trade disruption or maybe even stealing a % of trade income would be more appropriate for the Advent cannon and give TEC something else.   Just my thoughts.

Reply #215 Top

As long as that trade disrupt duration isnt too long, I believe the Novalith is pretty in line with the Kostura now (which can still freeze star bases and allow for travel to any planet in a star system). 

Reply #216 Top

 

As long as that trade disrupt duration isnt too long, I believe the Novalith is pretty in line with the Kostura now (which can still freeze star bases and allow for travel to any planet in a star system).

The Kostura can't freeze starbases.

Reply #217 Top

And a comment on the world scuttling.   You don't really want to scuttle one of your core worlds, but your fleet should be on the periphery anyhow.  The economic value of a periphery world is negligible compared to the value of your fleet.

Reply #218 Top

Whoops my bad.

Reply #219 Top

Quoting Qu4r, reply 202

Kosturas were conterabable in most easiest way. All u need to do is scuttle planet or keep atacking.

All of the super weapons are counter-able in this way.  No planet owner = No target.  So the reality of the situation is, this isn't helpful to your argument since it's universally true for everyone.

Quoting Qu4r, reply 202

To counter novilath i need sb + 1 upgrade so thats equiwalent od 3rd ot 4th cap. And u need it on every planet.

No.  Well, yes, but no.  You 'could' waste all of that time and effort putting up a starbase on every single one of your planets with the Auxiliary Government upgrade, or...   Wait for it!!!  You could scuttle the planet!  OMG WTF LOL0RZ!!!!11!!!1111111

Actually, if you have the time and resources to be building up all of those starbases and upgrades, why haven't you actually, oh I don't know, used some strategy and fired a Kostura shot at the planet with the Novalith and jumped in a small fleet to destroy it?  Just a suggestion, you seem to be needing some advice.  I mean, come on, I know to do that and I never play Vasari outside of testing mods...

Quoting Qu4r, reply 202

And now, u still loose income even while countered.

So the fact that your cannon shot used to not only stun structures and do the same thing, it stunned ships, and allowed you to jump in freely and have your way with the gravity well...  In your mind, that's perfectly okay when the others can't do anything even remotely close to that...  Time to take off the Vasari glasses and look at this thing objectively.

The Deliverance Engine just plain sucks.  The Novalith's only advantage...  Well, let's face it, if the game has been going on long enough for a TEC player to not only spend the time and resources to build that 8th military research station and do the Novalith research, which, I'll inform you, is the ONLY reason to build that 8th military lab, and build the Novalith...  It's pretty much useless at that point because all it would do is reduce a planet's population by 40%...  Big deal.  Three consecutive shots and they lose the planet...  Whoopie...  The planet doesn't help anyone at later stages, and like you've already openly admitted, a starbase has the means to block it's effects making it useless.  Does the TEC or Advent starbase prevent you from jumping into their gravity well?  No.  Does anything in the TEC or Advent arsenal prevent the Kostura from stunning and damaging everything in the well?  No.  The fact is, if the only way to prevent it's use is by abandoning the planet, which is the lamest piece of garbage strategy I've ever heard of, then you've got yourself a pretty good weapon.  Far better then the other two...  Even with it no longer stunning and damaging fleets it's still impossible to block it.  Suck it up you little fanboy.  You still have the best super weapon, it's just not insanely superior anymore.


Quoting Qu4r, reply 202
Kosturas were more psylogical weepon then actualy effective kiling weepon. To kill enymy fleet u needed 8-9 of them, needed to keep them in sicret and most people let u shoot only once. U spend equwalent of  lv5 fleet to get them and they never pay back.

Wait, what?!?  Psychological warfare over being a killing weapon?  This game is about fleets, your super weapon is the only one that damages fleets and you get it faster then the other two races and yours is not a killing weapon?  You need to go back to strategy school my friend because you clearly don't have any idea of what you're talking about.  Most people only let you shoot them once because they know the damage that can be done to themselves if they leave the Kosturas unchecked.  That's why they go after them when the notice goes out that they're being built.  You're right, it is psychological, but with a good reason.  They not only stunned everything in the well, but they open a gate for you to jump right in behind it.  That's a scary thing for any player going against a Vasari and all the reason anyone needs to have to make Kostura's their primary target.

Quoting Qu4r, reply 202
What they realy do is killing morale of a guy who lost its fleet.

Let's remove your blinders again.  This game is about fleets, more or less.  If you lost your entire fleet, and pretty much the game at that point because someone jumped in their entire fleet and laid waste to your empire, wouldn't you make damned sure they couldn't do it again the next time you played?  Of course you would.

Quoting Qu4r, reply 202
There r few who knows it and kosturas r not effective agains them. Thats y me biggest kostura fan on ico, almost stoped to use them. There is so so many condition to use kosturas properly and there is so many way to switch them off , and yet u nerf them cause for 50 ico players 40 dont know haw to counter and  has bad memories.


This statement is bullshit at it's finest.  No there aren't so many conditions to use a Kostura properly.  What are the conditions you're thinking of?  Well, let's see, in the past there's these.

#1 The planet has to be enemy owned.  This is a universal condition because it's true for all of them.  No owner = no target.
#2 Stun and destroy an opponent's fleet.  Sure, you need 8 or 9 of them, but they can't prevent this from happening if you catch them not paying attention to you.
#3 Stun and destroy their structures. Again, 8 or 9 of them, but it can't be prevented.
#4 Phase gate.  You can jump a fleet in behind the shot bypassing their fleets and defenses at the choke points.  Cannot be prevented or countered.
Grand total, 3 uses, 3 devastating non preventable, non counterable effects.

Let's review the other two now.  Deliverance Engine.
#1 Has to target Enemy or allied planet.  No owner = no target.
#2 Let's you spy on an opponent's planet.  Useless at later stages because it really just doesn't matter by then.
#3 Buffs your fleet.  Useless again at later stages because you need that buff to stay on par with the other two.
#4 Culture Spam.  Countered by capital ships and broadcast centers.
Grand total, 3 uses, one is useless, one is easily countered, and the last doesn't really do much for your fleet.

The Novalith
#1 Planet must be enemy owned.  No owner = no target.
#2 Reduce planet population, thus reducing weak tax income.  Easily countered by trade ports.
#3 Destroy a planet's population on a third consecutive shot.  Side effect: You can't recolonize for 30 minutes making the gravity well useless during that time.  Negated by a starbase with Auxiliary Government.
Grand total, 2 uses, both can be prevented and countered.

So looking at it like this, the only super weapon worth having is the Kostura.  Now let's account for the changes.
Well that's easy, Advent, nothing changed.  Vasari, lost the use of ship killing.  TEC gained trade income damaging.
So now they stack up like this:
Advent: Still sucks.
Vasari: Still stuns and damages structures, still can't be prevented.  Still opens a gate up, still can't be countered.  Still 2 great uses. Still a massive psychological weapon.
TEC: Still wipes out a planet's population.  Still easily countered.  Now effects trade as well as tax income.  Kind of makes this useful to use now.  Does not damage any structures, so once the effect goes away, you're back in business.


Quoting Qu4r, reply 202
Also subs nerf. Y did u nerf disstortion field range while buffed hosiko to non-micro.

The Hoshiko is still a micro managed unit if you want to use them effectively.  You still have to pick one role or the other for it.  Is it a healer, or is it an attacker?  Then you go from there.  Yes it can change roles, and yes it can fire it's drones in all directions, but just look at it.  It has 6 launch tubes all facing different ways...  Why should it have to face forward?    I'm really getting the hint that you only play as the Vasari and none of the other races.  That's a pretty good clue as to how good they actually are.  Hell, Oreo® plays as the Vasari and can do some serious damage and he's not exactly someone I point to as the model of tactical or strategic genius...  That's all the proof I need...

Quoting Qu4r, reply 202
All thos arguments about  ,,omg to perma jam hoshi need so manyantimatter upgrade.... lol what a bullshit. Do u leave them on auto!!?? all subs will burn their am trying to switch off 1 lonley target or trade port if left on auto. Its micro what make them strong.  Or guardians, Who leaves guardians on auto!!!.

And yet u nefr sub, and let tec players have best support cruser that dont need to micro at all!!!.


If I could understand what you were saying, I'd answer it properly...  If you're micromanaging them what does it matter if subverter's range got reduced a little?  So they can't affect as many ships as they did before...  If you're micromanaging it correctly, then it doesn't really matter.

Quoting Qu4r, reply 202
I strongly sugest u go for all. LET THE DEMOCRACY WIN. nerf the phase missile and phase traps, thats what mob want.

Cry cry whine whine cry...  Sob sob...  So this whole little rant of yours is for what?  To prove you're a little fanboy who's upset his toys got some padding put on them?  To show your displeasure about having to actually work a little harder now?  Try playing the game as Advent for a while.

 

Quoting Qu4r, reply 208


Now u made me mad.

I know disputing with idiont is a lost cause he will bring u to his level and beat with expirience, but i cant let such a retarded argument stay unanswered.

The fact your  inferrior mind refuse to accept something doesnt mean it dont exist. Its a same class argument as Greyfoxes " the lf\scout combo isnt an answer to assailent spamm, cause its boring and  i dont like it."

I used scuttle planet myself several times against higgy and minds, work perfectly. Once i used it against bout of them and bought enough time to win a game. Scuttle doesnt mean abandon , it mean, he cant shoot, but u own the gravity wheel. All u need to do is buy enough time fot your team to kill his military lab, or allies, cause when he made a kosturas, his team is underfeeded.


PS im not against buffing novilath. In my opinion advent superweepon should be buffed too. Super weepon, should be super. BUT IM AGAINST NERFING KOSTURAS. Im also against nerfing subs and buffing hosikos at same time.

Honestly, the only one here that sounds foolish is you and you're getting mad because the rest of us think that giving up a planet as a counter is not 'good strategy'?  We shouldn't have to give up planets.  Okay, you build a Kostura, to combat you we give up every single one of our planets.  Whoops...  How come we lost?  Oh that's right!  We don't have any planets!  DUH!  The more we give up, the less you have to target, the easier it is for you to jump in and get a military victory!  That's why that strategy is so damned retarded.....  Who are you trying to convince?  Someone who's never played before?  That's about the only chance you have of making someone think that giving up their planets is a good thing.

Reply #220 Top

^ dam straight.

blind troll is blind. 

Reply #221 Top

The kostura stun/destry thing can/could be prevented.  Thats why we all love our akkans.

Reply #222 Top

Yea but only late game TEC. Advent are already pretty screwed and this made it even worse.

Reply #223 Top

lol I just realised...

"Kosturas were conterabable in most easiest way. All u need to do is scuttle planet...'

So... basically using this strategy every time makes the Kostura EXACTLY like a Novalith in the fact that both force you to LOSE THE PLANET except the Kostura also stuns every ship and structure in the grav well.

And a starbase would not 'protect' you from this kostura countering strategy because you can scuttle a world with a starbase present....
 
roflmao 

Reply #224 Top

Not to interject myself too much in the rampant flaming, but I just want to clarify on the Kostura "scuttling" defense:  the situation where this is useful is when the Vasari player is running you ragged with 5-6 Kosturas trying to whack-a-mole your fleet to death so you can't mass it to fight.  The Vasari goal is to kill, split up, or seriously damage your fleet at which point the Vasari fleet will sally forth from a fortified world to finish the job.  In this situation, you could scuttle an insignificant world on your border to allow your fleet a safe place to park and gather strength.  It is not an "optimal" situation, and obviously the Vasari play will probably go back to sterilizing space around your core worlds if he can't shoot your fleet.

Now if the Vasari player has a bigger fleet, bigger econ, and Kosturas shooting at you willy nilly, you are most likely already dead.  However, if YOU are bigger than the Vasari, you can afford to lose a small world to protect your fleet until you are ready to go on the offensive.  Scuttling a border world can give you a chance in this situation where the Vasari rushed Kosturas but you actually have the military and economic might to beat him down.

Again, I actually support the Kostura nerf.  I just think the Advent cannon needs sweet lovin' too.

I now return you to your normal broadcasting.

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Reply #225 Top

How come the ai Kortul Devastator never uses Power Surge? its antimatter pool always stays full...