ZombiesRus5

ZombiesRus5

Joined Member # 3496922
12 Posts 351 Replies 2,966 Reputation

[quote]I actually just got out of a game where my opponent (Z00MERS) hit me with a dual-desolator rush. A little dangerous, but I saw it coming and brought out a Halcyon (I lead Progen) and some illums. I drove him off and eventually chased those desolators into a PJI (I opened civic) and killed them. Still, very dangerous; it was tearing up my homeworld shockingly fast and if I hadn't been scouting like a hawk it would have been very deadly indeed. Honestly, I thought the starbase

87 Replies 193,030 Views

[quote]lol I feel the same way. Its gets annoying reading through all the posts. My vote is armed civi structures, planet defence abilities: example, scorched earth policy (impossible for enemy to colonize your former planet for X minutes), and merc hiring for the civi tech tree.[/quote] Read the entire post plz ;) JK But these all have been suggested in some detail. There are actually some good suggestions and it's a short thread. You might actually read through some of them

62 Replies 95,444 Views

[quote]If the main purpose is to further restrict vast fleets, then how about accuracy penalties? If too many ships are engaged against the same target then they should suffer penalties for being unable to get clear enough feedback from their fire. Strikecraft should also suffer penalties if too many attempt to engage the same target, though I'd have the strikecraft penalties separate. This would be a different concept from mitigation, which is just based on damage received. I'd also scale th

81 Replies 118,462 Views

Well, I can tell you what doesn't work. Dual Vulkoras Desolators and Assailants/Navigators. This is the second time I have noticed a two Vulkoras opening. Are these good capital ships to open with? why? Anyway, in a 4v4 Huge Single Star and I went Dual Halcyon LF/LRM fleet he went as above. He ran his Desolators leaving his home world unprotected and trying to set the fight on his roid with zero PJI. I sent enough illums up that he started spamming navigators/assailants a

87 Replies 193,030 Views

[quote]However, the reason for the LRF countering every unit seems to be that they share the damage line of structures, either set of alterations would have to take this into account. If you simply nerf anti-medium that might nerf starbases against small fleets.. I'd shift structures to the composite line where they seem happier.[/quote] Starbases actually use the CAPITALSHIP attack type. Turrents use the ANTIMEDIUM and would be nerfed against capital ships and heavies. Un-upgrad

81 Replies 118,462 Views

[quote] I'm not sure where the concept that LF are a counter to scouts is from? [/quote] It's because scouts only do 50% damage to LF and 200% damage LRF. [quote]Its always seemed peculiar to me that anti-heavy damage should be less effective against very heavy armour than anti-medium, thats counter-intuitive. Its also why heavies don't counter LRF as well as they might, as they have too few ships to be taking damage at the 75% level. With these changes the new lin

81 Replies 118,462 Views

[quote]I would think around having ship 'size classes'. Ships can engage normally with up to 1 size of difference, but for each point of difference greater than 1, damage effectiveness doubles if you are bigger, or halves if you are smaller.[/quote] The problem with this is the game mechanic is based on Damage Types and Armor Classes. The system of counters is also based on this approach. I don't really see how ship size fits based on this. Armor Class: Very Light, Light, Medi

81 Replies 118,462 Views

[quote]Now, one possibility to make capital ships tougher could be to rework shield mitigation. Right now, any realistic scenario will max out shield mitigation practically instantly. This means that focus fire is the best course of action; mitigation is already maxed, there's no further penalty to piling on more DPS. My idea is to raise the maximum shield mitigation values, and also make mitigation fall faster when at higher levels. The result would be it will take a

81 Replies 118,462 Views

Is this chart still valid? https://forums.sinsofasolarempire.com/177682/page/5 It seems odd that ANTIMEDIUM would outgun ANTIHEAVY for the damage modifier on VERYHEAVY and CAPITAL. Would it make sense to atleast nerf ANTIMEDIUM to 50% on capital ships and very heavy? Has it ever been suggested in the past to have capital ships do the max damage, or atleast higher modifier, to all armor types below capi

81 Replies 118,462 Views

[quote]Turrets actually have some viability now. Some people are raving over the TEC turret, and that's fine, but if you like to play vasari, I promise you their turret upgrade kicks ass. It stops all hull, shield, and antimatter regeneration for a LONG time (something like 10 minutes?).[/quote] 5 minutes (300 seconds) based off the entity file.

49 Replies 181,821 Views

Don't feel bad, I won a 3v3 PvP match that turned into a 1v2 PvP against decent players with two AI allies on my side and one AI ally on their side. My teammates dropped in the first 10 minutes. I think the first one dropped after watching our teammate in a good position to rush camp until he had three Halcyon's built (I was curious to watch and see what he would do actually). The Halcyon builder dropped after the first dropped leaving me 1v3. The third guy dropped on their team after I

10 Replies 6,237 Views

[quote]You run a bit of a problem there, because I didn't just have two Halcyons (remember, this was a fed rush), but also a swarm of disciples and seekers backing it up. I eventually did rush the starbase with disciples and killed it. Going for hanger upgrades first would have just left him vulnerable to TK push while my disciples charged him. On the other hand, the weapons upgrade didn't do much help for him either as I kited until my bombers had whittled him away. I personally t

87 Replies 193,030 Views

[quote]I love the concept of pacts, but I don't like what these pacts are doing. I want new abilities, new threats, new strategies, not a scalar bonus to existing units. This still means you have a guy sitting in the pocket specializing eco while everyone else spams military labs and maybe two civics for ice/volcanic access.[/quote] Precisely. All the pacts fit in your OP statement: [quote]Technologies that increase extractor income or pacts that increase weapon damage do

62 Replies 95,444 Views

[quote]My last remarks are simply that this is a powerful strategy and there's no question that you're going to have to work hard to beat it (particularly if you're Vasari). I easily slaughtered a Vasari opponent the other day as a dual-Halcyon Advent. The replay showed why: I got feed and he did not. As a result, he struggled to get a starbase operational but I was in the gravity well and hitting it with bombers before it was upgraded. If he'd had feed, he would have had repair bays and hang

87 Replies 193,030 Views

I have a hard time understanding the reluctance to use repair bays and a support fleet as well. Even having a small overlapping group of repair bays to slide your capital ship around and then re-engaging it in the battle provides a superior tactical advantage. The repair bays don't need to sit right next to where the battle is happening.

87 Replies 193,030 Views

Assuming this is SoSE... Lol Dorian. He did say it was listed as "Noob Game". I think the general expectation there was he would be fine to enter. However, my advice to really new players who want to do PvP is to host a game with AI. This would tend to keep players like those commented above out of the game. You can simply add an AI to each team but still get the PvP feel. Now to your and blackhawk's points. I can't really disagree to much. Unfortunately I was one of those pla

9 Replies 38,059 Views

[quote]Yes but anyone really use Gauss Defense Turrets or Defense Hangers in their multiplayer games? Ever? Come on, I bet no one is actually willing to admit "no, not really..." in MP[/quote] The short answer is yes. Advent hangers have an abiltiy to project shields to surrounding structures. This also provides the benefit of shield mitigation to structures reducing the damage they receive. Advent turrents have the Synergy ability which amplifies the damage

49 Replies 181,821 Views

[quote]Um what game are you talking about Gambit? the off-topic posts are shared across more than 1 forum you know.[/quote] good point

9 Replies 38,059 Views

It's a good albiet small community, but there are those on both ends of the skill spectrum that can be frustrating. /ignore "player name here" is really useful for tuning them out [e digicons]B)[/e] Zmb5/ZombiesRus5

9 Replies 38,059 Views

[quote]What if the defense tree was linked to civics? Not sure how much that would achieve. Aside from Vasari with repair bays in the defense tree, it's entirely possible to play an aggressive rush game without touching it. Starbases, perhaps, but by the time you're trying to put up one of those you probably already have ice/volcanic techs, so it's only one lab away anyways. It could work, but I'd prefer something entirely new that fits the theme of diplomacy, which is w

62 Replies 95,444 Views