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Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 BETA for Sins of a Solar Empire: Rebellion.  This new update will be available as an opt-in Beta via the Steam client ahead of its final release so that we can get feedback from users on the changes.

NOTE: THE V1.50 UPDATE WILL BREAK SAVE GAMES!

 

[ Graphics ]

  • New high-res planet textures for Terran, Ice, Volcanic, Desert and Dwarf planet types.

[ Gameplay ]

  • Corvettes are now affected by Unstable Gas Pockets around Gas Giants.
  • The base relationship value for Pacts has been changed to 0.0 (fixes a possible crash bug).
  • All planet exploration costs have been reduced from 450/150/75 to 300/75/35 at level 1 and from 550/175/125 to 400/100/85 at level 2.
  • Changed Helium Atmosphere and Ionic Storms planet bonuses to no longer require planet exploration to detect. (Ship sensors can detect this from orbit.)
  • Increased change to find something via planet exploration from 40% to 60%, except on Competitive map types.
  • Titan research now grants certain bonuses on a per faction basis. See below for details.
  • All players now start with 2 frigate factories on game start. (This helps the AI tremendously.)
  • Fleet supply for all Envoy cruisers has been decreased from 8 to 4.
  • Artifacts Overhaul:  Most Artifacts have been buffed to be of greater strategic value (i.e., game changing). The following are in addition/changed to/from current values:
    • Jump Drive Relic - Now makes all ships immune to phase jump inhibitors.
    • Data Archive - +15% Research Rate
    • Resilient Metaloids - +150% Passive HP Regen; +3.0 Base Armor; -10% Planet Bombing Damage Taken
    • Relativistic Factories - +4 Civilian Slots
    • Phase Accelerator - +33% Phase Jump Charge Rate; +25% Phase Gate Speed
    • Manifest Dominion - +4.00 Relationship Bonus; +0.10 Quest Reward Relationship Bonus; -0.05 Quest Failure Penalty to Relationship
    • Jump Field Generator - -75% Antimatter Lost from Phase Travel; -3% Phase Jump Exit Distance
    • Planetary Organic AI - +60% Population Growth Rate; +25% Maximum Planet Population
    • Matter Compressor - +25% Refinery Ship Capacity; +50% Cargo Ship Capacity
    • Power Core Relic - +20% Maximum Antimatter; +0.10 Passive Antimatter Regeneration in Culture
    • Ion Field Generator - +45% Planet Bombing Range
  • TEC
    • Ion Blast (Akkan Capitalship) will no longer affect enemy Flagships.
    • Garda Flak Frigate range increased from 3900 to 4400.
    • Long-Range Jumps research moved from Tier 3 to Tier 4; cost adjusted.
    • Advanced Arctic Colonies research moved from Tier 4 to Tier 3; cost adjusted.
    • Advanced Civic Design research moved from Tier 3 to Tier 2; cost adjusted.
    • TEC Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to maximum Shields.
      • Tier 2 Titan research now grants a +5% global bonus to maximum Starbase HP.
      • Tier 3 Titan research now grants a +5% global bonus to Rate of Fire for all Lasers.
      • Disruption Matrix (Ankylon Titan) now disables enemy passive regeneration.
      • Group Shield (Ankylon Titan) duration increased from 30/35/40/45 to 40/50/60/70.
      • Inspire and Impair (Ankylon Titan) duration increased from 30/45 to 60/75; now affects Titans.
      • Battlefield Promotions research moved from Tier 5 to Tier 1; bonus increased from 5% to 10%; number of research levels decreased from 2 to 1; cost adjusted.
      • Updated map 'The Void' with correction for TEC Loyalists in Quick Start mode.
    • TEC Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Rate of Fire for all Autocannons.
      • Tier 2 Titan research now grants a +5% global bonus to Population killed from planetary bombardment.
      • Tier 3 Titan research now grants a -10% penalty to enemy empire's Culture build rate.
  • Advent
    • Defense Vessel range increased from 3900 to 4400.
    • Meteor Swarm (Starbase) will now deal AoE damage to Corvettes.
    • Deliverance Engine will no longer affect friendly planets with an allegiance penalty.
    • Distant Visualization research moved from Tier 3 to Tier 4; cost adjusted.
    • Psionic Scream (Discord Battleship) now properly affects Corvettes.
    • Advent Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to Beam weapon damage.
      • Tier 2 Titan research now grants a +0.50 global bonus to Base Armor.
      • Tier 3 Titan research now grants a +10% global bonus to Culture Resistance.
      • Repossession (Coronata Titan) planet upgrade cost bonus increased from 0%/-33% to -33%/-66%.
      • Planet for a Planet research moved from Tier 4 to Tier 3; cost adjusted.
    • Advent Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Plasma weapon damage.
      • Tier 2 Titan research now grants a +5% global bonus to maximum Antimatter.
      • Tier 3 Titan research now grants +1 strikecraft from Hangar Bays (tactical structure).
      • Wail of the Sacrificed will no longer function if enough labs aren't maintained.
      • Wail of the Sacrificed damage decreased from 20.0 per population point to 4.5/9.5; research levels increased from 1 to 2.
      • Increased damage particle duration on Wail of the Sacrificed from 10 seconds to 60.
      • Unyielding Will (Eradica Titan) duration reduced from 240 to 120.
      • Mass Communion research reduced from Tier 4 to Tier 3; cost adjusted.
      • Fixed null pointer crash with Wail of the Sacrificed.
  • Vasari
    • Gravity Warhead (Jarrasul Evacuator) will no longer target Titans or affect enemy Flagships.
    • Phase Out Hull (Antorak Marauder) will no longer affect Flagships.
    • Sentinel range increased from 3900 to 4400.
    • Long Range Jumps research moved from Tier 2 to Tier 3; cost adjusted.
    • Increased Vasari Starbase weapon upgrade time from 25 to 45 seconds.
    • Vasari Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to planetary bombardment damage.
      • Tier 2 Titan research now grants a +5% global bonus to Wave Cannon weapon damage.
      • Tier 3 Titan research now grants a +5% global bonus to capital ship acceleration.
      • Desperation (Vorastra Titan) no longer affects Corvettes; duration decreased from 45 to 15.
      • The Maw (Vorastra Titan) no longer affects Corvettes; max target count reduced from unlimited to 15/30.
    • Vasari Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Pulse Beam weapon damage.
      • Tier 2 Titan research now grants a +10% bonus to mission deadline times.
      • Tier 3 Titan research now grants a +0.10 bonus to your faction's relationship with other empires.
      • Dissever (Kultorask Titan) no longer damages Corvettes.
      • Starbase Mobilization now only allows Starbases to phase jump between active phase nodes.

 

[ AI ]

  • The AI has been significantly modified to allow it to put aside resources towards expensive projects (i.e., Titans and superweapons). This should prevent the AI from 'starving' from lack of resources when attempting to build expensive projects, appearing to do nothing.
  • Normal AI difficulty no longer gets any bonus resource income.
  • Increased resource bonus for Hard and Unfair AI types.
  • All AI types will now spend at least 50% of income on ships.

 

[ Misc ]

  • Fixed bug that prevented players with Cloud saves from joining a local save hosted game in multiplayer.
  • Fixed incorrect planet picture placement for one of the Asteroid planet meshes.
  • Optimized particle system file pathing.
  • Fixed crash bug in Flagship Victory system.
  • Fixed null pointer crash with Wail of the Sacrificed.
  • Converted some TGA texture files to DDS where it didn't adversely impact visuals, freeing up more memory.
  • Removed unused textures to free up memory.
  • Various string updates / changes.
  • Removed data files for the old Metal Pact - was causing some crashes.
  • Moved around various research techs (no Tier changes).
  • Removed unused DLL files.
  • Removed reference to MagneticCloudFair in GalaxyScenarioDef - entity never existed.
  • Fixed bug with some planet bonus Infocards not displaying values.
  • Added null checks to superweapons and titans to prevent possible crashes.
  • Made dwarf planet mesh with the huge crater more prevalent.
  • Improved Starbase Mobilization description.

 

1,005,527 views 473 replies
Reply #326 Top

I am new to the forum, but does anyone else think making disruption matrix like a mobile disruptor nanites  is a little strange

Reply #327 Top

Quoting finemw1, reply 326

I am new to the forum, but does anyone else think making disruption matrix like a mobile disruptor nanites  is a little strange

Well they do both have the word "disrupt" in them.  ;)  Why shouldn't disruption matrix also disrupt antimatter and shield generators and self repair systems?

 

+1 Loading…
Reply #328 Top

Quoting Timmaigh, reply 320
i dont play on ICO

 

lol there is your problem, you never faced a full strength Vasari fleet yourself (singleplayer is vastly different from playing against skilled players, even if you play against friends)!! There are no more questions on my side..

 

Quoting Timmaigh, reply 320
. Its inconvenient for him to chase it.

Sure it is, if you played on ICO you would understand, I'm not an idiot to slaughter myself on an Orkulus just to catch a Vorastra that has even left the neighbouring grav well..

 

@Timmaigh, I complain about the Vorastra because the strongest race has it, brutal firepower of this ship, funny mobility, and the brutal uberness of Vasari, so maybe you should read again what AresIV wrote, he is right, and these are the opinions of skilled ICO players who are not loving Vasari because of it's OP-ness. Personally I don't play them for this fact------>

Quoting ARESIV, reply 318
As for trying... believe me..... I got my ass handed often enough by Vasari..... and I handed enough Advent their ass AS Vasari. A while ago.... me.... 50 games.... Vasari.... other guy... 120 games.... Advent....
Guess who won?

 

Vasari doesn't need the same skill level as the other 2... Sure it needs some, but..

 

Noone wants to take away unique Vasari stuff, but as long as Vasari is this unbalanced we will be "bitching" about stuff. You must understand us, it is NOT FUN to see a Vasari going unstoppable, and no other race can do it..

Reply #329 Top

@Timmy

First of all i love our discussions!

Secondly i dont understand why you care so much  as it doesnt affect your non-comp non-ICO experience. Obviously they are NOT going to remove any race abilities or anything like that, stop worrying about mobility removal (?!) . What we are asking for is numbers nerfs, less PM damage etc... It would literally have 0 effect on your single player experience ( Vasari will still be grossly overpowered) but at the same time help those that DO play on ICO. You just dont realise how boring mp games are where vasari become so unstoppable 4 players can barely or not at all stop it.

Do you think its more fun to ONLY play vasari? Even games are those that are most fun!

But anyways thirdly and mosty importantly, I was right about WAIL buff to be around 10 Damage during the beta testing!. Please ask me for more balance suggestions!

Reply #330 Top

Quoting GoaFan77, reply 327
Well they do both have the word "disrupt" in them. Why shouldn't disruption matrix also disrupt antimatter and shield generators and self repair systems?

Ive heared that the nanites are a devistating defensive ability, and though i am a Tec loyalist, this just seems to powerful to be used on offense for a defensive faction.

Reply #331 Top

Quoting finemw1, reply 330



Quoting GoaFan77, reply 327Well they do both have the word "disrupt" in them. Why shouldn't disruption matrix also disrupt antimatter and shield generators and self repair systems?

Ive heared that the nanites are a devistating defensive ability, and though i am a Tec loyalist, this just seems to powerful to be used on offense for a defensive faction.

Have you actually used this ability in the beta? Nanites is powerful because of its duration (5 minutes), not its effect alone. Disruption Matrix lasts what, 10 seconds? They are not really comparable, and the Ankylon needed all the buffs it could get.

Reply #332 Top

@ Turchany>

this course of discussion wont lead anywhere. You complained you want the Vorastra die, when you manage to get it to 1000 hullpoints... so i told you to follow it to the neighbouring gravwell and try to finish it off. But then you complained if you do so, you will run into Orkulus, which is going to kill your fleet... we can do this ad absurdum. Now i can tell you to bring a bunch of antistructure cruisers to deal wiith Orkulus, while you finish Vorastra off with corvettes or bombers or whatever else - but i am sure you will again find a reason, why you cant do that. Surely there will be more Vasari carriers there countering your Ogrovs/Adjudicators...and we are at square one.

you are just going to assume the VL player is going to be ready for anything you have, he is always going to have Orkuluses and Carriers anywhere and you just cant do shit. But if that is true, you already lost the game anyway, cause he just economically steamrolled you.

One more thing> do you understand, what incovenient means? It has nothing to do with balance. Its about forcing you to do something you would prefer not do. Clearing mines is quite inconvenient (surely for everyone) and chasing Vorastra can be too. But only cause you would prefer to be no mines at all, so you dont have to clear them (or alternatively have your ships dying to them), does that make them overpowered?

 

@Jingly> i think i made myself clear. If i saw you lot are content with the current Maw/Desperation nerfs and you just require phase missiles to be nerfed and generally number changes, i would not protest. But Turchany has clearly issue with VL faction as a whole, not just their firepower, but their mobility as well. And that is what concerns me, as that is what i like. 

And yeah i worry how all this may influence the devs. I dont think they are going to remove VL from Rebellion or nerf their mobility to the point of uselessness - they decided to put it into the game once, so they have to go with it now. But i am concerned  what they might think in regard to possible future Sins. They may think for example, well, the PvP players did not want to chase way too mobile titan around, so whooosh, Vorastra/MicroPhaseJump gone. They considered Maw OP, so yep - Maw gone, replaced by something less cooler and deadly. And so on and on - and before you know, everything i like gone....can you guarantee to me, that wont happen?

BTW, i love our discussions too :) . And FYI i am sorry, for some expressions i am using, like "bitching" for example, i guess it may be considered to be offensive, what is certainly not my intention, i just ran out of synonymes to "complain", hehe,

 

 

Reply #333 Top

Quoting Timmaigh, reply 332
They may think for example, well, the PvP players did not want to chase way too mobile titan around

 

The real problem with Vorastra mobility that in the highest level of Sins gaming, the skilled team matches online against humans, it is something that is not a balanced thing. I know you find it quite funny, me too in singleplayer where AI cannot use it. But think about if AI could eventually use it well (maybe even with maw), you wouldn't think it's a good stuff that you can't drain it's AM effectively without killing yourself. The solution would be to either decrease the range of jumping, the cooldown of the ability, or the antimatter cost so you can eventually drain it without sacrificing anything.

 

Quoting Timmaigh, reply 332
But then you complained if you do so, you will run into Orkulus, which is going to kill your fleet... we can do this ad absurdum. Now i can tell you to bring a bunch of antistructure cruisers to deal wiith Orkulus, while you finish Vorastra off with corvettes or bombers or whatever else

 

Well go online and see it for yourself. Skilled Vasari players prepare for retreat I think, if I were one, I would make my Vorastras retreat safe... And try to kill the wounded Vorastra while facing the vasari defenses.. You are likely to die, lose so much the dead Vorastra was not worth it mathematically.. Online Ogrovs are bad.. People focus on them with fighters and corvettes, and drive their orkulus inbetween them... Don't forget we are not playing against the dumb AI or some friends, skilled humans are nothing like that..

Reply #334 Top

You see? Even if Phase Missiles were nerfed, you wont be happy.

Regarding the other thing, here wo go again. So there is going to be both Orkulus and fleet of carriers and corvettes defending it and killing your Ogrovs... Bring your own carriers and corvettes then to protect those Ogrovs while they shoot at the Orkulus... 

If they always have upperhand over you, chances are they are either simply better players than you, or they play on better team than you.

I guess by the time high level Vorastra comes into action, more often than not the PvP game is pretty much underway, perhaps with some players beaten already and one team basically winning. Now if the VL player is on that winning team, he s winning anyway, vorastra or not. If he is on the losing team, the Vorastra is certainly not going to turn the tide of the game. Or are you saying you can go 1v2 or even more with high level Vorastra and win? I can see you can be hard to finish off, but being able to survive longer than anyone else =/= winning, right?

 

 

Reply #335 Top

We're looking into the Terran planet bug. This is why we're in beta. ;)

Reply #336 Top

@ARESIV

"

Economic Power rating:

1. TEC

2. Vasari!!!!!

3. Advent"


LAWL you've NEVER touched induced reveranced on advent SB's have you? go check it out and get back to me. makes a bigger difference on giant empires than anything else. also i forgot to mention just how OVERWHELMING advetn culture can get. most people will flat out say im an idiot but advetn BY FAR have the best cannon in the game. 

-10% alliagance on the planet it hits insta gone. PLUS it spreads culture everywhere. PLUS it gives a damage buff the allies. get a couple of these cannons hit planet OVER AND OVER AND OVER AND OVER AGAIN and watch ru empire melt. advent will simply laugh their a@@ off well u die form culture. granted noone does this online. (besides osan. he knew advent probably better than anyone.


also vasari trade ports take 4 civ labs to get. advent 3 and TEC 2 so VAS are slower to develop ECO wise.


"

There are 2 big flaws in your theory.

 

First of all... the Vasari are more powerful than the TEC military wise. So it would be actually

 

Vasari > TEC < Advent < Vasari

 

Or more obvious:

 

Military power ranking:

1. Vasari

2. Advent

3. TEC"


first of all i said the TEC ARE RESISTANT to vasari tec. not that they had better military

 also im going to run a test with my friend RIGHT NOW. im going to make a galaxy forge map with all 3 races getting the same planet and we are going to max them out for ECO and see who really is best i am DAMN sure vas is not 2nd place.


also phase missles have had a 30% chance to bypas shield since this game came out WHY is all the crying abotu this happening now? YES i know they are annoying as hell. but i still stand by what i said that they have the best abilties. ill post a recorded game where i beat a TR and i was outnubmerd 5 to 1 in the battle as an advent loyalist simply by using one AMAZING ability on one of my capitol ships.


also. advetn and TEC are GREAT early game vasari are a little lacking but DOMINATE late game.

Reply #337 Top

@urfullofshit as far as I know people have been complaining about PM since the BEGINNING, even during non-rebellion times PM were VERY powerful and made advent shields quite useless.

the advent cannon, while annoying, is easily blocked. Since culture will restore before it can refire(talking culture, not allegiance, but with restored culture you will get your allegiance back) and, if you don't have atleast 1 Culture building at all your planets while fighting advent(who is playing with his cannons) you are doing something wrong anyway IMHO(Especially as TEC). And any planet that you lose to the cannon can be repopulated within a minute generally, so not a real problem.  

Reply #338 Top

Sorry if this is a dumb question, but is it intended that uncolonized planets have city light textures in 1.5? I've seen this on all planet types, not just Terrans.

Reply #339 Top

Quoting Timmaigh, reply 320
Ogrovs pretty much = vasari bombers, when it comes to dealing with Starbases. The main difference is, you can use bombers against ships as well, but.... i had fully upgraded Orkulus with a frontal shield deflector killed today by 10-12 Ogrovs under a single minute. Now can 20-25 wings of vasari bombers (10-12 carriers) destroy fully upgraded Argonev under a minute? Somehow i doubt it.

 

Probably not,

 

BUT

 

Ogrovs only deal damage against structures, which makes them entirely worthless in fleet battles. They also need to face the - moving - Orky to launch their missiles. The Orky will move into range and rain death and destruction on them.

 

Yes, the Ogrovs - sufficient numbers of course - will win in the end. But you just spend a ton of credits and more important, fleet supply on a ship with an extremely limited role.

 

BTW:

 

12 Lasuraks:

Credits: 9720

Metal: 1920

Crystal: 1880

Supply: 168

 

12 Ogrovs:

Credits: 7440

Metal: 1560

Crystal: 1140

Supply: 144

 

Why not build TEC carriers instead?


12 Percherons:

Credits: 10020  WTF---  more expensive than the Vasari one! :waaaa:

Metal: 1800

Crystal: 1620

Supply: 168

 

The carriers are superior against starbases, especially against the Orky as they can usually fly ahead of it and so never will get hit.

 

No doubt, Ogrovs have their places but the Adjucator is an entirely different topic. It is very bad against singular hard structures like starbases, Advent is always better of by building bombers.

 

And as you all can see here, Vasari carriers dont use more fleet supply than TEC or Advent carriers, besides having significantly more power. They dont cost more, too.

 

 

Quoting Timmaigh, reply 320
The other thing - frigates being faster than Vorastra close range. But thats exactly where you use the Maw. Its pointless that you can do some positioning pre-MPJ, as the frigates can move that second you perform the jump and try activating the Maw enough for that pre jump positioning ending up worthless....

 

An often overlooked - cool feature- of Sins is that ships accelerate more slowy away from the planet than towards it.

 

You dont do "some" pre positioning... you line the Titan up to nearly 100 %. And then you Micro Phase Jump

 

0.5 seconds later you are there.

 

Now it most cases you have the enemy frigate at point blank range.

 

Even if not, you can use a order queue to target a frigate approaching from the other side... it will fly right into the trigger arc.

 

For example:

 

Queued target                                    MPJ end location with titan pointing upwards 90 degree

Enemy Frigates moving to right ----> Your Titans Maw area                               ---- >                   Enemy frigates moving to right

 

Even if you give he 20 different fleet orders in 0.5 seconds to save your fleet from the Maw, by the time they execute those new orders abd change direction they are already drawn into the Maw.

 

 

 

Quoting Timmaigh, reply 320
BTW you can instakill more frigates now with Dissever than with the Maw. But whatever, the nerf has been done, its pointless to discuss it any further. I am fairly content with 30 targets anyway-

 

Many Titans can more or less instakill frigates. Ever seen an high level Eradica on rampage?

 

BUT

 

that is compensated by a slow movement and a high vulnerability to bombers.

 

Micro Phase Jump makes the Vorastra the only anti carrier Titan in the game.... and with the unlimited Maw before you could just eat the pesky 80 carrier fleet before their bombers even penetrated your shields.

 

 

Quoting GoaFan77, reply 327


Quoting finemw1, reply 326
I am new to the forum, but does anyone else think making disruption matrix like a mobile disruptor nanites  is a little strange

Well they do both have the word "disrupt" in them.   Why shouldn't disruption matrix also disrupt antimatter and shield generators and self repair systems?

 

 

Not to mention that the Disruptor Nanites on the Vasari Phase Missile Platform STILL has FIVE ENTIRE MINUTES DURATION.

 

Yeah, thats right... Vasaris turret is better than a high level Titan.

5 Minutes.....

No hull regeneration (values easily in the thousands for Titans and capitalships)

No shield regeneration (values easily even higher)

No antimatter regeneration (5 minutes ability disable? FTW.....

 

Please developers.... nerf that down to 30 seconds or so.... 5 minutes is unbelievable long for an passive ability with this power levels. 

 

 

Quoting urfullofshit, reply 336
LAWL you've NEVER touched induced reveranced on advent SB's have you?

 

Induced Reverence takes 18 minutes to pay itself off, on a maxed out population terran planet.

 

And even after that, you would make more money by building a trade port on your starbase.

 

Allegiance is cool, but even if you consider raised extraction rates and not just taxes, trade is superior, not to mention, much cheaper as it normally does not require an very expensive starbase.

 

It is entirely possible to have a competive economy without trade in the early stages of the game, so the additional lab requirement for Advent and Vasari are meaningless.

 

What however is very important, is the fact that TEC have many powerful trade upgrades and so have Vasari.

 

That means that TEC with a trade route of 10 trade ports will earn more money than Vasari with a trade route of 10 trade ports and Vasari will still earn considerable more than Advent with a trade route of 10 trade ports.

 

Advent dont have any trade upgrades, and so they have a notable weaker economy from the time trade ports are being constructed.

 

Vasari have the very good COMBINED extractor upgrades, and scouts for capturing neutral extractors.

 

All of that, makes their eco considerable better than Advent one.

 

Quoting urfullofshit, reply 336
OVER AND OVER AND OVER AND OVER AGAIN

 

Yes, and now the Deliverance Engine is not a joke weapon anymore.

 

It now can do some long term economic damage, because your enemy must scuttle some of his money printing trade ports for culture centers.

 

But compared to Vasari "My fleet at your homeworld + stripping your homeworld" it just pales in comparsion.

 

Quoting urfullofshit, reply 336
also phase missles have had a 30% chance to bypas shield since this game came out WHY is all the crying abotu this happening now? YES i know they are annoying as hell. but i still stand by what i said that they have the best abilties. ill post a recorded game where i beat a TR and i was outnubmerd 5 to 1 in the battle as an advent loyalist simply by using one AMAZING ability on one of my capitol ships.

 

Advent dont have trouble with TEC.

 

Advent have trouble with Vasari.... and said trouble is well beyond what is good for an equally balanced game.

 

Advent vs TEC is mostly balanced by TEC having the economy to wage a multi front war (which will ruin Advent synergies) and to accept a loss ratio of 2: 1 and still be on the winning side.

 

 

 

 

Quoting urfullofshit, reply 336
also. advetn and TEC are GREAT early game vasari are a little lacking but DOMINATE late game.

 

True... Vasari have a somewhat slower start in comparsion..... but they have the Orky for early defense and it is a murderous one, mind you.

 

And after the early game, they become equal to TEC and Advent, and then they become significantly more powerful.

 

 

 

Reply #340 Top

Quoting ls612, reply 338

Sorry if this is a dumb question, but is it intended that uncolonized planets have city light textures in 1.5? I've seen this on all planet types, not just Terrans.

Probably. Terrans have always had that, I guess they figured other planet types would have cities already as well.

Reply #341 Top

Quoting GoaFan77, reply 340


Quoting ls612, reply 338
Sorry if this is a dumb question, but is it intended that uncolonized planets have city light textures in 1.5? I've seen this on all planet types, not just Terrans.

Probably. Terrans have always had that, I guess they figured other planet types would have cities already as well.

OK, I guess considering the lore regarding "uncolonized" planets it makes sense, but it was a bit disconcerting nonetheless.

Reply #342 Top

Quoting ls612, reply 341


Quoting GoaFan77, reply 340

Quoting ls612, reply 338
Sorry if this is a dumb question, but is it intended that uncolonized planets have city light textures in 1.5? I've seen this on all planet types, not just Terrans.

Probably. Terrans have always had that, I guess they figured other planet types would have cities already as well.

OK, I guess considering the lore regarding "uncolonized" planets it makes sense, but it was a bit disconcerting nonetheless.

 

The population is there, it's just not encouraged(Read: Enslaved) yet to your cause!  :cylon:
I must say that, I have for the first time zoomed in on the terran/dwarf planet textures and they look amazing! Other planets will come when I find a random map where those are included and remember to look at them while blowing up spaceships.   8|

Reply #343 Top

You can always use the map designer in game to quickly look at whatever planets you want to...

Reply #344 Top

Quoting ARESIV, reply 343

You can always use the map designer in game to quickly look at whatever planets you want to...

 

But then it wouldn't be as special  :&#39;(  I'll just look at em tonight in my random map...Surely I must get atleast 1 of each in a random map.  ;P

Reply #345 Top

Quoting Timmaigh, reply 334
I guess by the time high level Vorastra comes into action, more often than not the PvP game is pretty much underway, perhaps with some players beaten already and one team basically winning. Now if the VL player is on that winning team, he s winning anyway, vorastra or not. If he is on the losing team, the Vorastra is certainly not going to turn the tide of the game. Or are you saying you can go 1v2 or even more with high level Vorastra and win? I can see you can be hard to finish off, but being able to survive longer than anyone else =/= winning, right?


:DDDDDDDDDD NO. If a VL gets into eco position he can get a titan before players are dropped out, and many times I saw a defeated team with a VL player who was still rockin, it was a brutal fight, VL can only be defeated if 3-4 players with full fleets are going against him (yes, Vasari fleet is this good... unfortunately, ruining the game many times, the winning team must chase the full jumping Vasari fleet, half of the map is gone but noone can catch the VL, and in a 1v1 fleet fight noone stands a chance against the mighty Vasari fleet)... Think about it, does it sound right? I guess no.. That's what I call unbalanced, not your favourite Vasari toys, they are just additions to the overall Vasari OP-ness.

Reply #346 Top

Quoting Turchany, reply 345


Quoting Timmaigh, reply 334I guess by the time high level Vorastra comes into action, more often than not the PvP game is pretty much underway, perhaps with some players beaten already and one team basically winning. Now if the VL player is on that winning team, he s winning anyway, vorastra or not. If he is on the losing team, the Vorastra is certainly not going to turn the tide of the game. Or are you saying you can go 1v2 or even more with high level Vorastra and win? I can see you can be hard to finish off, but being able to survive longer than anyone else =/= winning, right?

DDDDDDDDD NO. If a VL gets into eco position he can get a titan before players are dropped out, and many times I saw a defeated team with a VL player who was still rockin, it was a brutal fight, VL can only be defeated if 3-4 players with full fleets are going against him (yes, Vasari fleet is this good... unfortunately, ruining the game many times, the winning team must chase the full jumping Vasari fleet, half of the map is gone but noone can catch the VL, and in a 1v1 fleet fight noone stands a chance against the mighty Vasari fleet)... Think about it, does it sound right? I guess no.. That's what I call unbalanced, not your favourite Vasari toys, they are just additions to the overall Vasari OP-ness.

 

WoW ... the Vasari is like a ninja bigfoot! 

Reply #347 Top

Quoting ARESIV, reply 339




Probably not,

 

BUT

 

Ogrovs only deal damage against structures, which makes them entirely worthless in fleet battles. They also need to face the - moving - Orky to launch their missiles. The Orky will move into range and rain death and destruction on them.

 

Yes, the Ogrovs - sufficient numbers of course - will win in the end. But you just spend a ton of credits and more important, fleet supply on a ship with an extremely limited role.

 

BTW:

 

12 Lasuraks:

Credits: 9720

Metal: 1920

Crystal: 1880

Supply: 168

 

12 Ogrovs:

Credits: 7440

Metal: 1560

Crystal: 1140

Supply: 144

 

Why not build TEC carriers instead?




12 Percherons:

Credits: 10020  WTF---  more expensive than the Vasari one!

Metal: 1800

Crystal: 1620

Supply: 168

 

The carriers are superior against starbases, especially against the Orky as they can usually fly ahead of it and so never will get hit.

 

No doubt, Ogrovs have their places but the Adjucator is an entirely different topic. It is very bad against singular hard structures like starbases, Advent is always better of by building bombers.

 

And as you all can see here, Vasari carriers dont use more fleet supply than TEC or Advent carriers, besides having significantly more power. They dont cost more, too.

 

 

 

Well. that is the point - the Ogrovs are single purpose units, which counters the starbases (and structures in general) HARD. Harder than carriers, as you can see for yourself - they are not only more cost-effective (7440 to 10020), but can destroy the starbase way faster than the carriers. Not to mention you dont have to micromanage the battle, run circles around gravity well while the bombers do their job. You can pretty much leave Orkulus come toward the Ogrovs, if will be down before it can destroy just few of them.

So in other words single-purpose nature of Ogrovs is a trade-off, its not useless like you make it look it is. 

Regarding Adjudicators, well its not Vasari´s fault those are shit, it is? They could use a buff, or more precisely they would be better working exactly the same as Ogrovs. The devs clearly wanted them to be different to make the factions more asymmetric, which is usually great and i am all for it, but in this particular case it IMHO does not work. 

 

In regard to Maw, your example sounds good on "paper", but its not exactly that easy in reality. I did it enough time to know, when the targets are moving, it can become fairly unreliable. If you shoot for perfect execution, to kill the majority of targets/all of them,  usually you have one single shot at it and your timing has to be perfect. There is a factor of "luck" in the whole thing, you dont kill 80 carriers every single activation, there are too many variables present and i dont think you cant deny that. And BTW, if someone keeps his 80 carriers clusterfucked in a single place, he kinda deserves them gone.

Bottom line, as i said, i accepted the Maw nerf and there is no need to discuss it any further. But i dont want Vorastra to be tampered with beyond that any further (where i happen to disagree with Turchany). I think MPJ is just fine, as its there to work in addition to Maw, without it Maw would be just pointless, impossible to pull off, unless you jump your Titan right into the fleet of frigates on the edge of gravity well (jump meant as from other gravity well). It would be only different, if Maw was not a targeted ability and worked the same as Dissever or Chastic Burst. And finally the Vorastra´s frontal firepower bigger than of Ragnarov.... well Vorastra does not have Snipe or Unity Mass in addition to its regular weapon output, does it? Nor can it rapidly heal itself the same way Kultorask or Ankylon do. So there is clearly reason why it is the way it is.

Reply #348 Top

A ninja Bigfoot that eats planets in this case.

Reply #349 Top

Quoting Turchany, reply 345


Quoting Timmaigh, reply 334I guess by the time high level Vorastra comes into action, more often than not the PvP game is pretty much underway, perhaps with some players beaten already and one team basically winning. Now if the VL player is on that winning team, he s winning anyway, vorastra or not. If he is on the losing team, the Vorastra is certainly not going to turn the tide of the game. Or are you saying you can go 1v2 or even more with high level Vorastra and win? I can see you can be hard to finish off, but being able to survive longer than anyone else =/= winning, right?

DDDDDDDDD NO. If a VL gets into eco position he can get a titan before players are dropped out, and many times I saw a defeated team with a VL player who was still rockin, it was a brutal fight, VL can only be defeated if 3-4 players with full fleets are going against him (yes, Vasari fleet is this good... unfortunately, ruining the game many times, the winning team must chase the full jumping Vasari fleet, half of the map is gone but noone can catch the VL, and in a 1v1 fleet fight noone stands a chance against the mighty Vasari fleet)... Think about it, does it sound right? I guess no.. That's what I call unbalanced, not your favourite Vasari toys, they are just additions to the overall Vasari OP-ness.

Can anyone confirm the VL is THAT overpowered he can go solo against 3-4 other players with full fleets and win? Because i find it hard to believe.

Reply #350 Top

Quoting Timmaigh, reply 349


Quoting Turchany, reply 345

Quoting Timmaigh, reply 334I guess by the time high level Vorastra comes into action, more often than not the PvP game is pretty much underway, perhaps with some players beaten already and one team basically winning. Now if the VL player is on that winning team, he s winning anyway, vorastra or not. If he is on the losing team, the Vorastra is certainly not going to turn the tide of the game. Or are you saying you can go 1v2 or even more with high level Vorastra and win? I can see you can be hard to finish off, but being able to survive longer than anyone else =/= winning, right?

DDDDDDDDD NO. If a VL gets into eco position he can get a titan before players are dropped out, and many times I saw a defeated team with a VL player who was still rockin, it was a brutal fight, VL can only be defeated if 3-4 players with full fleets are going against him (yes, Vasari fleet is this good... unfortunately, ruining the game many times, the winning team must chase the full jumping Vasari fleet, half of the map is gone but noone can catch the VL, and in a 1v1 fleet fight noone stands a chance against the mighty Vasari fleet)... Think about it, does it sound right? I guess no.. That's what I call unbalanced, not your favourite Vasari toys, they are just additions to the overall Vasari OP-ness.

Can anyone confirm the VL is THAT overpowered he can go solo against 3-4 other players with full fleets and win? Because i find it hard to believe.

 

While i DO think Turchanye is exaggerating quite a bit in his posts, he is unfortunately right. I have seen Grimm take on 4 fleets ( we are talking big carreirs fleets, max lvl 4+ cap fleets etcc) and almost win vs decent players. It is a given that vasari will 8always* win 1v2 and 1v3 fights can swing either way. Normally it would require and eco vasari to win 1v3 but depends on the map a bit as well. I was in a game recently vs doci and it ended up 3v1 and it was a close game in the end which he barely lost. For example my lvl 8 Eradica died to PMs before it could reach gravity well and jump, it was full hp/shields before his fleet jumped in.

Taking the upcoming patch in consideration and Desperation FIX*( note NOT nerf as corvettes are designed to be titan counter) and balancing out of Maw i think VL titan is fine. Yes it has Jump and very very high HP but that is offset by lack of insta nuke which makes it a bit more unique from other titans.

At this point in time id like to see how new patch will play but we still want PM numbers nerf to make it just a bit more balanced late game.