BaggerX

BaggerX

Joined Member # 3037605
2 Posts 28 Replies 554 Reputation

I agree that the TEC SB hangars just aren't useful right now. The only real reason I even get them at all now is because Docking Booms upgrade is bugged so that buying it is a death sentence for your SB. SBs need a flak upgrade (or even make it standard), and I think that doubling the squadrons to 4 per hangar would make them worth buying.

19 Replies 5,925 Views

Mines don't need to be removed from the game, nor do they need to be abstracted. The current implementation has serious issues, but most of those issues can be fixed pretty easily by a simple cap on mines per grav well. The other major issues are the lack of z-axis consideration in mine placement and behavior, the AI not dealing with mines intelligently, and the methods of clearing them either being bugged or simply too cumbersome. All of these things can be solved.

34 Replies 11,920 Views

I'm not liking this chain of thought. Fleets rule the game and we need our fleet supply to handle them. If we have to start diverting significant fleet supply or cap ship crews to starbases, then we're right back where we started with too little resources to handle larger maps. This is why games so often turn into a situation where there are too many ways to get around your opponents' fleets and rape their worlds, while they do the same to yours. You can't cove

55 Replies 114,810 Views

I think they need to act smarter. You don't want to have 6 of them all fire on one trade port if it only takes 2 or 3 to kill it. You should be able to queue up targets for them, but right now it seems like they can't actually target structures, you can only use the ability, but you can't use the ability for the fleet when it's grayed out, even if one or two of them are ready to fire. You have to go hunt for the ones that are ready and then tell them to use their ability to

11 Replies 6,382 Views

Sounds different than the issue I ran into where the base wouldn't fire if you had added the Docking Booms upgrade and the Resupply ability was active. Oh, also, does anyone know what the red/violet "explosions" from the top of the TEC Starbase are? Makes it look kinda like a volcano. Grottenolm85: Screenshots should

8 Replies 2,335 Views

[quote who="Tkins" reply="4" id="1988619"]It's less cluttered it allows for more research to be added in later. Allows three reseach abilities to be done at the same time It helps to focus strategies so that if someone wishes to be defensive, it's easier to do that For mod purposes it opens a few doors (very nice!)[/quote] [e digicons]:thumbsup:[/e]

20 Replies 6,243 Views

[quote who="Tkins" reply="25" id="1988683"]Remember though, the online community is highly based on shorter (2hr avg) games that are high intensity aggressive games. It don't think it would be a good idea to alienate those folks that want to play online.[/quote] I think it would be fantastic to alienate them if the alternative is to turn Sins into some kind of RA3 rushfest. Err on the side of strategic and tactical depth, not quick games. They can crank the speed up and pl

42 Replies 9,616 Views

[quote who="Arisal" reply="3" id="1987616"] One thing that bothers me alot is that ALL mines are visible. Nothing sneaky or tacticle about it. Just send a scout in see a boat load of mines and think ah well thats sucks. It would be cool if the mines were invisible and you needed scouts to umm .... scout them out. To me it just seems weird that they are just locked down until a scount comes along just so you can shoot them down. I think the concept

34 Replies 11,920 Views

[quote who="Janeric" reply="23" id="1987106"] One really simple fix is to turn mines on and off. It doesn't get much simpler than that.[/quote] We're not looking for simple fixes though, and that wouldn't be a fix anyway. They need to be tweaked and balanced, not turned off.

49 Replies 30,971 Views

Mines: Are a minor delaying tactic at most. 1. Don't think in 2D. You can use the Z axis to totally avoid mines. This is a major problem I think. If you can completely bypass mines by simply going over or under them, then they're broken. I believe we need mine caps for each grav well, and better ways of clearing them without so much micromanagement, but we also need to be able to build effective barriers with them or they are truly

19 Replies 8,578 Views

[quote who="Tridus" reply="19" id="1986812"] I don't think thats it. Mines get to a point where it slows the game down to a crawl. Antimine options by themselves won't solve that. Here's a save game where the AI has hundreds (I can't count exactly how many) mines at their home planet. Trying to invade it results in a slideshow. Ships will fly through and get destroyed unless you spam the stop command on them. It's incredibly not fun to try and play. http://www.hired

49 Replies 30,971 Views

[quote who="M Shadowy" reply="25" id="1985967"] I, however have a different idea, consisting of pretty much two parts. The first would indeed be a range increase, though not as extreme as most are proposing -- something along the lines of a 60 - 80% range increase for short and mid ranged weapons systems, and a ~50% increase to long range weaponry.[/quote] While the numbers may or may not work, I think we all agree on this. [quote who="M Shadowy" reply="25

43 Replies 93,912 Views

Cielo cruisers are supposed to be high-tech targeting ships, and right now they don't really get to do much. I think giving them some additional mine mitigation capabilities would be a good thing. Maybe let them work in conjunction with scouts to direct fire from nearby ships to take out mines much quicker than normal, or at increased range, or both. Via upgrades of course.

43 Replies 93,912 Views

[quote who="kyogre12" reply="9" id="1986363"] It apparently doesn't work for me. I select a mine, and the little "scuttle" button is greyed out. The hotkey for scuttling doesn't work either.[/quote] Are you playing multiplayer or single? Things don't always seem to work the same between them. As for making mines an option, I don't agree with that. It's not the same as pirates. Pirates are more like a natural feature of the map that can aff

49 Replies 30,971 Views

[quote who="VRaptor117" reply="3" id="1983616"] TEC mines should be reduced in cost, not use a tactical slot, and have cap of, say, 200 per grav well. In addition to that, every 45-50 or so mines should have an impact on trade/refineries, due to the increased navigational hazards. So maxing out your mines would seriously hamper trade, while placely some strategically would have little to no effect. Planets without trade ports or refineries(unlikely) woul

32 Replies 25,926 Views

I've scuttled mines as TEC plenty of times. The problem is that it works just like scuttling ships or structures, and you can only scuttle one at a time. With mines, they need to let you select and scuttle an entire group. They should probably add some sort of confirmation dialog for that though. The need for a limit on mines is obvious, but the ultimate solution will be different for each faction. TEC will need a fairly high limit, but they can only place mine

49 Replies 30,971 Views

Ok, turning off the auto-cast for Resupply ability seems to fix the problem. All weapons seem to be firing consistently with it off. As soon as I turned it back on though, it stopped firing. Definitely a bug. Also, what's with the funky lava-like stuff spewing from the top of it? What's that supposed to be?

7 Replies 27,127 Views

[quote who="JDoe1013" reply="1" id="1984378"]I have seen this but only when the ability docking boons (spelling?) is active it, it seems to stop attacking during this time. Personally, I think it should keep attacking while it is running an ability, its big enough to do two things at once.[/quote] You may be right about that. I did notice that docking booms was active most of this time. I'll go back and look at it again and experiment with that. [quote

7 Replies 27,127 Views

I think there should probably be some sort of automatic AI behavior to avoid mines, but there would also need to be a way to force them to enter a minefield if that's what you wish. Ships making wide turns into minefields is just crazy.

22 Replies 6,917 Views

I'm linking my savegame to help figure this issue out. Does it matter that it's on a custom map, or is the map info included in the save? The starbase in question is in a Pirate Base grav well. Anyway, here's the problem. The Argonev starbase seems to fire for a minute or two, and then stop. Sometimes it will start again, but I counted (slowly) at least 60 seconds where the lasers didn't fire at all, despite the fact that there were many ships easily in range.&

7 Replies 27,127 Views

[quote who="Cykur" reply="23" id="1983064"] 20 STAR??? Do you mean 20 planet? 20 planet is a 4 player map?? 50 planet, 1-3 star is a 8-10 player map. 50 planet games generally took about 2 hours to finish which is the upper end of what most people can handle. 20 planet games took about 1 hour. One of the 20 planet, 4 player Entrenchment games I played went 2 hours without either team achieving a decisive advantage, then it crashed. I'm seeing games tak

25 Replies 5,365 Views

Moving starbases are not the answer. Longer range weapons seems workable. Avoid clipping issues with the planet by making them LR missiles. They have to be able to cover at least one third to half of the grav well to be even remotely useful. They need other capabilities to encourage the enemy to engage them if they want to proceed to another system you control, or to destroy your colony (if one exists there). The starbase weapons currently seem rather anemic.&nbs

225 Replies 560,625 Views

[quote who="wbino" reply="12" id="1983838"]If you think about it mines dont HAVE to explode, they should just deny the space their in. Enemy ships would SEE them and avoid. You would not get the booms but the mines would serve their purpose to deny space and funnel ships toward your defenses. There would be of course a limit..and this would solve the mine clearing problem. Also without exploding you solve the "why arent friendly ships get hurt also?"( by their own mines) just

43 Replies 93,912 Views

[quote who="cool1007" reply="13" id="1984035"]So far... Im NOT enjoying Entrenchment and how overpowered mines are (specially the ones the Vasari can create outside their own gravity well). It's really out of hand how powerless you feel when they attack your world and in less than a minute you have mine spam all around you It's also retarded how you bring your fleet in with scouts, and they just SIT in the edge of the gravity well, while the rest of your fleet rush to attack BLIND

43 Replies 93,912 Views

[quote who="FCN_Athena" reply="5" id="1983933"] I agree; making minefields more about just making the whole grav well dangerous to be in is probably a better way to go than having little pockets that make you go: "nonononocomeback ... dangit!" when the fleet AI wanders you into it. Which is what we have now. A thought on Advent mines: obviously there's a lot of work to be done on them, but I'd like to go on record saying homing mines are pretty nifty. In concept, a clust

37 Replies 15,244 Views