archpsi

archpsi

Joined Member # 2382175
36 Posts 371 Replies 1,192 Reputation

hmm tried to add this to my previous reply, but was too late. illuminators also received a ~20% buff to survivability. basically against the target being focus fired (FF is extremely significant). they do 256% more damage to the jav being focus fired and have 20% more survivability than they used to. they do 44% more damage to the heavy/cap being focus fired and have 20% more survivability than they used to. they do 288% more damage to the light frigs being focus fi

222 Replies 200,836 Views

[quote]Nice advent buffs there. I was hoping for some advent skill tree changes or at least making culture have a more desirable effect.Buffs?I could be wrong but I don't see how illums will have any use compared to the others lrms now.Sure they have 18 dps instead of 15.6, 10 on the front beam (compared to 11 for javs, 13 for assailants, but assailants get awesome phase missiles.).But they are mil 3.But they cost a ton of crystal, and resources in general.But now they no longer do 100% to heavy

222 Replies 200,836 Views

[quote]megavolt is correct, queue two ships and watch them pop out of the two factories.Did you just say each ship will come out of each of the two factories?Also, that is not what megavolt said. It sounded like megavolt implied that the ship production rate (per ship) does not increase despite having multiple factories. I'm not sure if he's right on that one.Each ship seems to come out a much much faster rate.[/quote] what I said is exactly what megavolt was implying, I was implying

101 Replies 38,389 Views

[quote]YES each ship does seem to be built considerably faster so I think you're incorrect there that each ship is still built at the original speed of just 1 factory. I'll take another look at it when I get home tonight.[/quote] megavolt is correct, queue two ships and watch them pop out of the two factories.

101 Replies 38,389 Views

actually sova and kortul have identical turning rates, speed and mass (this influences speed somehow, not sure how). kortul mass 10000.000000 ShieldMeshName "Shield_PhaseBattleship" maxAccelerationLinear 100.000000 maxAccelerationStrafe 10.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996 maxSpeedLinear 500.000000 sova mass 10000.000000 ShieldMeshName "Shield_TechCarrier" maxAccele

41 Replies 30,538 Views

about disruptive strikes: kortul is as slow as a sova, so if the sova is being microed to continue circling the kortul will barely ever get any hits in and barely deplete the AM. yes it can catch up if you send it to the right spot and the opponent doesn't change his direction or when the sova is changing angles, but each time it catches up it will only be able to fire several shots (not all of its weapons work with disruptive strikes) that actually have a 30% chance to deplete 8/12 AM

41 Replies 30,538 Views

[quote]The same old people keep on with their attacks. It doesn't matter what I say, where I say it, these "I guess you call them trolls" follow me in every topic I go and they always have a degrading comment. I think it's pretty hilarious. Maybe that's why your suggestions are getting ignored, since you obviously have some other kind of agenda behind your tainted requests.HolloWatcherJinxOfSinarchpsithere's a few others (same old people everytime)....It doesn't take a rocket scientist to fig

119 Replies 114,332 Views

[quote]There was really a time were THIS topic was the only sticky one and the good one with the real data was not sticky? I am losing my faith in Frogboy / Stardock here ...[/quote] yes and it was a day after I already mentioned how the data is incorrect, I had to bring it up again when he made it a sticky.

119 Replies 114,332 Views

infocards show incorrect damage data and ignore the biggest elements when it comes to damage/armour. I only read this thread since I thought you meant to improve the infocards to actually show damage/armour info correctly. type of armour: can use colour on the armour amount to symbolize type or add a little icon next to armour that has at most two letters, e.g. VL - verylight, L light. type of weapon damage: can use colour on the dps amount to symbolize type, e.g. brigh

3 Replies 2,674 Views

[quote]Download the 1.03 updated data files from he stickied post on the modding forum, and check out gampelay.constants in notepad. Then, look up the unit damage types in their associated .entity files. [/quote] I didnt bring the entity files up in this thread, since we mentioned the entity files to him multiple times in at least one other thread (example: the sticky) and he refused to acknowledges any data not displayed ingame (infocards).

181 Replies 67,088 Views

accuracy only influence the chance of ships to hit capital ships, fighters and bombers and is set as 100% to capital ships. The buff helps fighters and flaks attack bombers/fighters or helps in the case of a few select things in the game which reduce the accuracy of a fleet against capitals/fighters/bombers. [quote] To me the best use for this is to have ships that aren't meant to hit strike craft have a chance to hit them, and usually if a capital ship can hit a strike cra

10 Replies 15,844 Views

creates up to 30 additional fighters (might be fighters and bombers or only fighters, I forgot) that are added to your own squads. basically the squad size of your bombers/fighters will increase by a specific amount, I havent seen it spawn new squads, but I guess if you have only 0 existing squads it might create a new squad or two.

1 Replies 1,831 Views

we actually discussed this over a month ago and theres numerous replays that I made across the forum, the one scout that does excel above the rest is the seeker. However if it isnt an early rush(first ~15-~30 minutes), flaks/fighters are a better option.

25 Replies 13,897 Views

After reading my previous post I could see a few things that I should correct, like writing "8 javs died" and "20 disciples died", instead of "dead". I hope they fix the editing functionality at some point. [MAGOG]Kruelgor: check the second replay in my previous post (#87), it will amaze you and possibly shock you at the same time.

181 Replies 67,088 Views

[quote]20 Disciples while he has 5 LRM'sI'm not talking about an advantage that big. I'm talking more like 20 Disciples to 14 LRMs. It will be a fair fight.[/quote] okay lets see how 20 disciples do vs 14 javs, this is ignoring any tech upgrades, which actually benefit the javs (aoe damage). the disciples start with the a slight advantage: -they are in range of the javs, when in reality the javs would usually start firing from out of disciple range. the disciples star

181 Replies 67,088 Views

disciples do win if theres a ratio of 2 to 1, however thats unlikely and could only occur if the advent player invades with disciples within ~15 minutes of the game start, barely giving the opponent time to accumulate javs while the opponent spent resources on tech/labs and if the disciple player only went disciples, ignored labs completely..etc would only work well if the jav player has 0 defense. costs: a jav costs ~1.2 to ~1.43 times more than a disciple (fluctuates based on market p

181 Replies 67,088 Views

mettra: about your reply (51), I fully agree with that reply. I was going to write something like that but after reading all the anti-posts I just didnt see any reason to enter this debate. heres the factor that many posters are totally ignoring: if the imbalance came from some stratetgy/tactic that only the top 10% of the competitive players could do (some intense macro/micro that most people cannot do ,even most competitive players), then it could somehow become a competi

118 Replies 129,870 Views

your vasari most likely using assailants, assailants immobolize themselves when using charged missiles and the ability doesnt disable itself properly. I really think they need to start moderating these forums.

8 Replies 18,573 Views

1.02 gameSpeedData-Slow incomeGameSpeedScalar 0.0 shipBuildRateGameSpeedScalar 0.0 moduleBuildRateGameSpeedScalar 0.0 shipLinearMaxSpeedGameSpeedScalar 0.0 shipLinearAccelerationGameSpeedScalar 0.0 shipLinearDecelerationGameSpeedScalar 0.0 questCompleteHappinessDeltaScalar -0.50 cultureConnectionReferenceLength 250000 gameSpeedData-Normal incomeGameSpeedScalar 0.15 shipBuildRateGameSpeedScalar 0.10 moduleBuildRa

5 Replies 14,644 Views