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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.

 

1,005,386 views 473 replies
Reply #401 Top

Quoting bignick277, reply 397
I have a guy who I'm teaching the game to and we're playing on hard.

 

What? Why? HARD is for a difficult challenge - if you want to teach someone the ropes of the game, easy AI is what you are looking for. I wouldn't complain that they are too hard if you are playing on hard in the first place. If you don't want a challenge, go for easy.

 

I for one am happy that the AI is tougher now. Actually, I like all of the changes made in Beta 2. Especially the buff to Wail - it was useless with Beta 1.

 

Quoting Turchany, reply 399
well if you start with all AI having minus 10 relationship with you that wont help you.. this factional huge penalty kinda decides in the beginning who you can ally with, thats why i dont play ffa, often there is noone to ally with, or most times only one (if i play with predetermined races that doesnt feel as good as with random)

 

But I completely agree - it is a bit insane now to go the diplomacy route when everybody is so far into the negatives at the start of a match - I say that the racial and loyalist/rebel relationship penalties need to be significantly lowered to make diplomacy viable in FFA. And the supply cost of envoys reduced. And the cost of diplomacy research reduced. Then I will be appeased.

Reply #402 Top

Quoting Ibnpatuta, reply 401
But I completely agree - it is a bit insane now to go the diplomacy route when everybody is so far into the negatives at the start of a match - I say that the racial and loyalist/rebel relationship penalties need to be significantly lowered to make diplomacy viable in FFA. And the supply cost of envoys reduced. And the cost of diplomacy research reduced. Then I will be appeased.

 

Basically the whole diplomatic system needs to be changed, it is not working well in almost any field.. I guess not many important research (and fulfilling their requirements) is cost-effective at this time there.. Online noone use diplomacy, only the resource giving thing and the Truce among rogues.. nothing else.. this shows how good diplomacy is in Sins.

Reply #403 Top

Quoting Turchany, reply 402
Basically the whole diplomatic system needs to be changed, it is not working well in almost any field.. I guess not many important research (and fulfilling their requirements) is cost-effective at this time there.. Online noone use diplomacy, only the resource giving thing and the Truce among rogues.. nothing else.. this shows how good diplomacy is in Sins.

I always play on a 6-player-map with all races(loyalist and rebel) and all AIs are cruel. The teams are all unlocked and no alliance to begin with. Each time, the start is very difficult, but after the beginning it's a super match and makes a lot of fun. And i think the diplomacy works great. I get a lot of requests for trade relationship and after some time, i get an offer for peace. After that, it is easy to form a good alliance with them. And it's not so important, if the AI is rebel or loyalist, as long as you don't rush the Ai^^ And it happens very often, that the AIs are forming peace or alliances among themselves.

 

Sry for my english, but english is not my native language.

Reply #404 Top

Quoting Light080, reply 403
I always play on a 6-player-map with all races(loyalist and rebel) and all AIs are cruel. The teams are all unlocked and no alliance to begin with. Each time, the start is very difficult, but after the beginning it's a super match and makes a lot of fun. And i think the diplomacy works great. I get a lot of requests for trade relationship and after some time, i get an offer for peace. After that, it is easy to form a good alliance with them. And it's not so important, if the AI is rebel or loyalist, as long as you don't rush the Ai^^ And it happens very often, that the AIs are forming peace or alliances among themselves.



Sry for my english, but english is not my native language.

 

There is absolute no problem with your english, actually better than many native english speaker's.. :)

Well with that -10 penatly it is hard to convince the AI to be your ally, as it destroys your enyovs at every of his worlds..

Diplomacy is bad among humans.. Envoys cost too much in the way of money and supply.. You can decide, fleet or ennvoys, guess wich is better.. And the pacts, most of them are too late to get, and doesnt really have a hhuge impact on the game. Most of the times you are better off doing your job solo, only helping your ally militarily..

Reply #405 Top

Quoting Turchany, reply 399


well if you start with all AI having minus 10 relationship with you that wont help you.. this factional huge penalty kinda decides in the beginning who you can ally with, thats why i dont play ffa, often there is noone to ally with, or most times only one (if i play with predetermined races that doesnt feel as good as with random)

I agree, and huge random FFA's are my preferred mode of play.  Plus I might agree with his remark regarding researching all diplomacy tech, but I'm talking about getting hit really early with large fleets even on normal very early, with huge fully fleshed out fleets within a couple hours even on normal.  If I invested everything I had in diplomacy that early, I'd have no way to defend myself because I wouldn't be able to invest in warfare nor economy.  My argument is not that the AI is too hard period.  My argument is the AI is too hard and too aggressive for their corresponding levels of difficulty.  And for someone like my friend who's still wrapping his head around the economics, the research, the defenses and starbase, where and when to buy what and trying to experiment with tactics of his own, he's just not getting that chance because of how relentless the AI is right now on normal and hard.  I primarily use normal to teach friends to play the game.  I put it on hard to give them a challenge and get them used to being hit more often and to learn to adapt to changing circumstances.  Then I typically play at the unfair setting as that difficulty gives the best balance with considerable challenge on good changing circumstances and adaptation requirements.  The AI as it stands right now, completely throws that out of whack.

Reply #406 Top

Quoting bignick277, reply 405
but I'm talking about getting hit really early with large fleets even on normal very early, with huge fully fleshed out fleets within a couple hours even on normal. If I invested everything I had in diplomacy that early, I'd have no way to defend myself because I wouldn't be able to invest in warfare nor economy.

In my opinion, diplomacy shouldn't be an option to be safe in the beginning. If you need an ally at the beginning, just take an AI in your team and play with unlock teams. Diplomacy works great in mid-game and endgame if you play against the AI.

But i agree with the rest of your post. The best AI would be a cruel or vicious Ai, who is less strongly at the beginning. As for myself, i can't win alone against an cruel or vicious AI, if i'm not go straight for the titan or if i have to defend more than one or two planets. That means, that i can't expand and build up my economy at the beginning. The conclusion is, that the match takes more time and the real fight at eye level starts in mid-game. Bye-bye you beautiful start phase  :'(

But the AI on normal, hard or unfair in mid- or endgame sucks~

Reply #407 Top

I wonder about the graphical improvement to lightning/shadowing. Is it going to be a part of the final 1.50 release?

 

 

 

Reply #408 Top

Quoting bignick277, reply 405
getting hit really early with large fleets

 

If you have problems with normal or hard ai, you may need to read about some strategies online, but nvm, diplomacy, so yes, if you are under attack you will never be at peace with the attacker due to the penalty of killing ships, and you wont have enough money to research diplomatic stuff.. vicious circle

Reply #409 Top

Quoting Timmaigh, reply 407

I wonder about the graphical improvement to lightning/shadowing. Is it going to be a part of the final 1.50 release?

  

No, this has been postponed for a future update.

Reply #410 Top

Quoting Turchany, reply 400

Quoting Jrla21, reply 396Nah, usually I can defeat Vasari pretty quickly so I haven't had a chance to have them nuke me.

 

AI never use Kostura properly, (skilled) humans online do...

 

Doesn't really concern me because I don't have the time to dedicate to online gaming, so your point is completely irrelevant from my POV.

 

Besides, the Kostura doesn't need a buff. Deliverance Engine does. The Advent are basically bringing a water gun to a nuke fight...literally. The Deliverance needs something that will make it worthwhile and justify the trouble to build it. Right now, the effects of the Deliverance Engine are even hysterical compared to the Temple of Communion. If the Temple of Communion has a better effect than the Deliverance Engine, that's a problem.

Reply #411 Top

Quoting Jrla21, reply 410
Besides, the Kostura doesn't need a buff. Deliverance Engine does. The Advent are basically bringing a water gun to a nuke fight...literally. The Deliverance needs something that will make it worthwhile and justify the trouble to build it. Right now, the effects of the Deliverance Engine are even hysterical compared to the Temple of Communion. If the Temple of Communion has a better effect than the Deliverance Engine, that's a problem.

You know the deliverance engine got a big buff last patch right?

Reply #412 Top

Quoting GoaFan77, reply 411

Quoting Jrla21, reply 410Besides, the Kostura doesn't need a buff. Deliverance Engine does. The Advent are basically bringing a water gun to a nuke fight...literally. The Deliverance needs something that will make it worthwhile and justify the trouble to build it. Right now, the effects of the Deliverance Engine are even hysterical compared to the Temple of Communion. If the Temple of Communion has a better effect than the Deliverance Engine, that's a problem.

You know the deliverance engine got a big buff last patch right?

And it's still nowhere as useful as Novalith/Kostura. A planet with a 50 population with a Temple of Communion parked right next to an enemy planet is far more useful. If Deliverance did what Temple of Communion does, then everything would be peachy.

Reply #413 Top

Quoting Jrla21, reply 410
Doesn't really concern me because I don't have the time to dedicate to online gaming, so your point is completely irrelevant from my POV.
Alas, I too am finally free of the bondage.  Time sink no more.

Reply #414 Top

Quoting Protoplazm, reply 413
Alas, I too am finally free of the bondage. Time sink no more.

It doesn't matter for me...if I abandon ICO, it will be for modding and friendly MP...either way, it's a time sink....

Reply #415 Top

Sorry but I have to ask:

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.

Dissever (Kultorask Titan) no longer damages Corvettes.

 

Is there some reason why corvettes are essentially immune to the most powerful titan attacks the vasari can field?  To me, this is akin to Stardock re-introducing the seeker spam "i win" button from the early days of Entrenchment.  Now all anyone has to do is spam corvettes and they can take down titans?  If my titan is able to even level up that high, I expect its special attacks to pound everyone into the dirt.

Reply #416 Top

Quoting Furball-09, reply 415

Sorry but I have to ask:


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.

Dissever (Kultorask Titan) no longer damages Corvettes.

 

Is there some reason why corvettes are essentially immune to the most powerful titan attacks the vasari can field?  To me, this is akin to Stardock re-introducing the seeker spam "i win" button from the early days of Entrenchment.  Now all anyone has to do is spam corvettes and they can take down titans?  If my titan is able to even level up that high, I expect its special attacks to pound everyone into the dirt.

 

Corvettes, in large numbers, have always been intended as a counter to Titans, but they were less effective against Vasari Titans due to being affected by the above abilities.  Corvettes have somewhat taken the role that Seeker spam used to fill, but they are a lot easier to destroy than Seekers were back in the day.  While corvette + frigate spam can be effective early game, corvettes become a lot less useful towards late game, with the exception of raiding or hunting down unescorted Titans.

Reply #417 Top

Its nice that there is an option to attack that is hit and run and not an all-out assault, it makes a player have to pay attention.

Reply #418 Top

Quoting Furball-09, reply 415
Is there some reason why corvettes are essentially immune to the most powerful titan attacks the vasari can field?  To me, this is akin to Stardock re-introducing the seeker spam "i win" button from the early days of Entrenchment.  Now all anyone has to do is spam corvettes and they can take down titans?  If my titan is able to even level up that high, I expect its special attacks to pound everyone into the dirt.

Corvettes are immune to every other titan ability that does damage. The Vasari not falling into the category was yet another huge advantage they didn't need. I think titans are more than powerful enough that its okay for them to rely on their normal weapons for one kind of enemy.

Reply #419 Top

Quoting urfullofshit, reply 352
where is this math coming from? when u can get 150% alligance max on your homeworld thats pretty extreme considering you are getting an 50% income form JUST your homeworld.

 

You are getting this increase only on the planet the starbase resides.

 

Now, if you calculate tax income and ressource income per minute before building the - expensive - starbase and then compare it to the tax and resource income after the upgrade you will notice that your total income is only minorly affected.

 

As Tax and extaction values are rather low numbers to start with, the 30 % increase needs a lot of time to pay itself of.

 

Especially if you had to use black market for metal or crystal.

 

100 Metall = 450 Credits on average

100 Crystal = 450 Credtis on average (assumming it is not on high demand, as it often is).

 

If you take all this costs together and divide them trough the increase in tax and extraction, you will have said 18 minutes.

 

Quoting urfullofshit, reply 352
also iif the advent have a crapton of culture like they should you cant just jump to the back and nom nom nom planet if u can cap them

 

Nope, they shouldnt.

 

Advent culture is no more dangerous than TEC or Vasari culture. As such, building more culture centers makes no sense at all. Now consider that Advent have worst economy and you can see why Advent need trade ports above all.

 

Besides.... the ammount of culture centers to STOP a capital ship heavy Vasari late game fleet is INSANE. You need to solely build culture centers arround all adjacent planets..... and scuttle anything you have build there so far. To loose research labs and trade ports is highly annoying and costly.

 

 

Quoting urfullofshit, reply 353
also no. im not a hardcore vasari whore. i enjoy playing as advent loyalist and the TEC faction. i just dont want the vasari to be crippled into a pathetically useless race when there military is FAR superior think about it. these guys have been running for 10k years sure. but their empire existed for a long time before that and the rolled other empires and brought them into slavery until something bit them in the ass and they had to run. mypoint is. these guys are FAR ADVANCED compared to the other races. so them being superior should be somewhat expected.

 

If you want Vasari to stay FIRST in military, you have to agree that their economy is nerfed down to THIRD and not currently second only to the TEC.

 

The Vasari were meant as a Gurrelia Faction.... good ships but LOWER numbers of them.

 


Guess what... the Vasari carrier cost the same as TEC or Advent carrier in fleet supply..... similar to most other ships.

 

The fleet supply cost for Vasari is only minorly higher than for the other races, add a few special resarches and it actually lower.

 

You cannot have second best eco, first in military, best abilitys and best of dirty tricks all together and stay balanced.

 

It is simple impossible.

 

 

Quoting urfullofshit, reply 353
also as an argument for vas bomber fleet raping capital ships. advent carrier cap. and whatever that throw ability is called. not to mention pack fighters hardcore. tahts what i always do and it works out fine.

 

Telecinetic push is highly ineffective against Vasari Bombers.... they are more than durable enough to withstand its damage and so you at best buy yourself 30 second delay.... and that is not enough.....

 

Yes fighters do counter bombers.... BUT only over time..... Fighters dont do anything against the first 10 - 20 bomber volleys...... which means that your Titan + capitalships = goodbye.

 

If it worked for you, you never faced large numbers of bombers, especially not phase missile ones.

 

 

Quoting Timmaigh, reply 354
not know where this notion about Advent having strongest military comes from - the Advent were meant to be the "culture" faction from the beginning.

 

Because TEC expulsed the advent 1000 years ago and they have been a trip of revenge ever since then.

 

The Vasari on the other hand, are on the RUN... fleeing from their own destruction. They should be a gurellia faction that can only win by using dirty tricks...... but right now they can STEAMROLL everything without dirty tricks....... and with dirty tricks they are unstoppable.

 

Quoting Timmaigh, reply 354
Advent - culture, Vasari - military.

The obvious issue there in order of importance the culture is in the last spot. This is at least how the players perceive the game IMHO, or in other words i guess it is more natural to people to take care of military and economy first an foremost, as they bring to you visible results of your actions. On other hand the culture is bit more abstract and majority of people prefer to win the game by power of their fleets, not power of their culture. I can understand that as i am the same way BTW.

Anyway, this IMHO leads to a situation, where even Advent players neglect the culture willingly and i think this discussion is a good testament to that. Why are we anyway talking always about how Advent stands no chance in battle of weapons against Vasari, when area of Advent expertise is a culture? Why are you not complaining that culture - the main supposed power of your fav faction - is not good enough to make a difference instead?

 

The reality is, that culture is worthless as a mean to win you the game. If Advent player does not "neglect" culture, he will be steamrolled even by TEC.

 

Culture is far to easy countered to make it viable in any way.

 

Advent culture would need a tremendous buff and would need devastating consquences for enemies to be of any value...... and that would probably require an rebalancing of the entire game.

 

Quoting Timmaigh, reply 359
And believe me, i would be way more willing to give up this bonus than anything Vorastra/mobility related.

 

We dont speak about giving things up... we merely speak about toning them down to reasonable levels, so that non Vasari player can ejoy the game, too.

 

 

Quoting JinglyGoo, reply 367
Are you suggesting that culture centers should act like trade ports or be as beneficial as TEC trade ports? Because like Advent have their own trade ports. Some games you wont get the chance to go culture as advent, same way TEC cant go trade ports some games. Its an extra feature of the race that sometimes can be used to gain advantage.

By the way TEC have by a long long way the best ECO in the game. Advantage of VAsari eco is that they can easily fortify trade planets with orkies and use them to increase income as well as easily extend trade lines. Their trade is just basically super safe. Advent have the worst trade/eco as its intended and designed to be that way.

 

Balancing the Varsi VS Advent matchup can only contain minor buffs to the Advent or buffs that only help Advent agaisnt Vasari (Phase Missile Block for example).

 

If you give Advent a good economy.... they will steamroll TEC.... while still being helpless against Vasari.... so this does nto solve any problems.

 

Since Phase Missiles are by far the most important reason why Advent suck VS Vasari.... I really dont see any disadvantages in giving them a considerable nerf in combination with Advent Phase Missile block technology that does more than add 2 seconds of survial to their important ships.

 

 

 @ Developers:

 

Please consider: 

 

  • a phase missile nerf - especially on the bombers
  • Phase Missile block technology for the Advent coming with the shield researches.
  • A hard nerf to the Disruptor Nanites on the Vasari Missile Platform... 5 minutes duration is incredible OP.

 

Thank you. |-)

 

 

 

Reply #420 Top



Quoting ARESIV, reply 419


 
The reality is, that culture is worthless as a mean to win you the game. If Advent player does not "neglect" culture, he will be steamrolled even by TEC.

 

And you are OK with that? Obviously yes, as your suggestions are related to Vasari and nerfs to them, regardless of the fact, they have nothing to do with culture being worthless.

 

 

 

 

Reply #421 Top

Quoting Timmaigh, reply 420
And you are OK with that? Obviously yes, as your suggestions are related to Vasari and nerfs to them, regardless of the fact, they have nothing to do with culture being worthless.

 

Buffing Advent will cause TEC serious trouble, so for obvious balance reasons the Vaasari should be weakened somewhat, not to be the strongest military, best dirty tricks and second economic faction.. My vote is on weakening their military severely, their dirty tricks would compensate them for it, and Vasari lovers would not lose their favourite toys like the OP titans or the other dirty stuff that is unbalanced when having the best fleet in the game.. But I doubt Vasari will be further balanced before Sins2..

Reply #422 Top

Quoting Turchany, reply 421
And you are OK with that? Obviously yes, as your suggestions are related to Vasari and nerfs to them, regardless of the fact, they have nothing to do with culture being worthless.

 

TEC VS Advent is balanced.

 

Vasari VS Advent is not.

 

So balancing Vasari logically involves nerfing them.

 

Quoting Turchany, reply 421
Buffing Advent will cause TEC serious trouble, so for obvious balance reasons the Vaasari should be weakened somewhat, not to be the strongest military, best dirty tricks and second economic faction.. My vote is on weakening their military severely, their dirty tricks would compensate them for it, and Vasari lovers would not lose their favourite toys like the OP titans or the other dirty stuff that is unbalanced when having the best fleet in the game.. But I doubt Vasari will be further balanced before Sins2..

 

QUOTED FOR TRUTH! :yes:

Reply #423 Top

So...any word when the final version is coming out? I kinda figured it would be on the day the DLC releases, I dunno. I might try the beta again, but the AI seems to crush me even on Normal in the beta for some reason.

Reply #424 Top

 

Quoting BellGoRiiing, reply 423

So...any word when the final version is coming out? I kinda figured it would be on the day the DLC releases, I dunno. I might try the beta again, but the AI seems to crush me even on Normal in the beta for some reason.

4th of june. AI is quite difficult now, dont know about normal, but on Hard its income advantage is quite obvious. I just played small comp stomp game with my buddies against 3 Hard AIs and 2 of us tried to take one AI out early. It took quite a some time as he managed to produce as much units as we 2 had combined.

Or i played another game lately, 2 vs 2 hard AIs and won it after six hours only cause we played Capital Victory and i played Vasari Loyalists and went fully mobile, which turned to be unsolvable for the AI.  They tried though and i had to rebuild my fleet several times after they threw everything they had against me. My buddy ended steamrolled and there was nothing i could do about that. 

That said, i dont complain. At least its a challenge. But i dont want to even know what are Cruel and Vicious like. They have to be unbeatable.  :)

@ Aresiv> You did not answer my question. Or perhaps you did indirectly. I have to wonder then, why did you choose Advent as your faction of choice, if it does not bother you that its main supposed strength is in your opinion worthless. I would be lively if the Vasari mobility was just a useless gimmick and would require a fix. Did you just fancied the look of their ships the most?

 

 

Reply #425 Top

aries4 u are forgetting something ELSE about advent eco. namely. there trade ports do double duty. the increase extractor rate AND do trade. seems damn nice to me. 

 

also vasari do have fewer numbers. all their ships (minus caps and titan) eat more fleet supply. i personally think they should MASSIVELY buff the vasari. but everything is ungodly expensive. o you want a cap? that will cost as much as a titan

think 4 times stronger  6 times cost increase on everything. if u haven't already. go play SOA 2 and pick borg. they should make them like that.

 

"Balancing the Varsi VS Advent matchup can only contain minor buffs to the Advent or buffs that only help Advent agaisnt Vasari (Phase Missile Block for example)"


they DO have phase missile block. go look at their culture upgrades.


"

uess what... the Vasari carrier cost the same as TEC or Advent carrier in fleet supply..... similar to most other ships.

 

The fleet supply cost for Vasari is only minorly higher than for the other races, add a few special resarches and it actually lower."

 

IDK where u are getting the carrier cost increase difference from but you are wrong. advent carrier is 20 fleet supply. VAS 12 or 14 cant remmeber off the top of my head. personally i HATE strike craft and use them onlyto defend against strike craft.

evern though the advent carrier cost 20 fleet supply they have 3 squadrons instead of 2. and more fighter per squadron. 

 

"

Telecinetic push is highly ineffective against Vasari Bombers.... they are more than durable enough to withstand its damage and so you at best buy yourself 30 second delay.... and that is not enough.....

 

Yes fighters do counter bombers.... BUT only over time..... Fighters dont do anything against the first 10 - 20 bomber volleys...... which means that your Titan + capitalships = goodbye.

 

If it worked for you, you never faced large numbers of bombers, especially not phase missile ones."

 

i have lots of time and as a well they vasari bomber will withstand the push. there are fewer bomber in a squadron. 3 bomber if i recall correctly. but they are HIGH QUALITY unlike advent who have i think 7 per squadron and they are made of paper machete like all advent ships. 

 

"The Vasari on the other hand, are on the RUN... fleeing from their own destruction. They should be a gurellia faction that can only win by using dirty tricks...... but right now they can STEAMROLL everything without dirty tricks....... and with dirty tricks they are unstoppable."

 

they ARE using dirty tricks arent they? according to you. MAW, PHASE MISSISLES. 




but seriously i think the massive buff tho VAS but make them ungodly expensive would be way nicer. and as a way to counter act feeding (which is noob as hell and why i dont play 5s anymore) they only get half the money that is sent to them.