ReiverTA

ReiverTA

Joined Member # 3590492
1 Posts 98 Replies 259 Reputation

TheRezonator: Yes, the setup you suggested is the reason mitigation doesn't counter FF at present. What we're suggesting is that 100 damage per second would mitigate 40% of the damage, whilst 1000 damage per second would mitigate 80% (Or something like that, I just pulled those numbers out of my ass). So the more fire you lay into a ship, the more damage it resists. Of course, focus fire still has its place - 100DPS at 40%mit is 60DPS effective, wheras 1000DPS at 80%mit is 200DPS effe

53 Replies 475,633 Views

The game has a few areas where it is strikingly lacking. You can set a ships acceleration, its top speed... but not its turn rate, yet you can disable said turn rate entirely! So I'd like an AngularMomentumRate or something, if that'd be okay. Also: Immunity to specific effects (Rather than all abilities at once) - so you could create a buff to make a ships weapons, engines or the like immune to being disabled. Ability to disable cooldown rates, so you could r

2 Replies 2,071 Views

[quote who="DesConnor" reply="8" id="2242676"]TEC was disadvantaged again, especially as carriers were one of the few remaining TEC options- how is it that a level 5 TEC cruiser needs a level 6 technology to part-counter a level 3 ship with a level 4 upgrade which can shut it down completely.....? [/quote] Would you mind elaborating? The sheer number of levels being referenced make my brain hurt. :)

77 Replies 137,409 Views

[quote who="Blair Fraser" reply="4" id="2241351"]Yes, Dev.exe 1.17 and 1.03 are going to be going up on the website on the same day. [/quote] Huzzah! Carrier nerfs are easily fixed. I'm just happy to be able to mod the damn thing easily. :D

77 Replies 137,409 Views

Really, my only complaint at all about them is that they're bigger than the bombers, which is mildly offputting given the bomber proportions suggest they should be bigger. :p

7 Replies 3,714 Views

I agree on the idea of multple range circles. And, well, if they ever did upgrade the 'range circle code', while they were there... when selecting an ability with an AoE, I'd like to get a minicircle - so you get something vaugely akin to the gravity wells of planets + the build circle of a structure, but being the weapon/ability range + AoE involved. It'd make targeting, and the UI in general, vastly easier to use.

18 Replies 31,390 Views

[quote who="N3rull" reply="8" id="2237621"]I agree, LFs need turn rate increase, but mainly because that would allow them to hunt fleeing carriers better. PS. BTW turning speeds. A turn rate increase should also be implemented to the Distort Gravity ability of Marauder IMO. 60% of the ability's duration expires before your fleet turns and starts accelerating (and you can't fire it later, because ordering your fleet to move backwards causes it to spread over half of the gravwel

14 Replies 35,924 Views

[quote who="Frogboy" reply="17" id="2241385"]All the reports of crashes, network failures etc have given the game a bad rep that's leaving a lot of folks really hesitant - if the demo is solid, and timely, it might help persuade them otherwise. The game deserves a bad rep IMO. My frustration is too great for words with some of the stuff I've seen.

120 Replies 311,053 Views

All I'd ask is that it was based off incoming DPS rather than simply scaling linearly. The nice thing about the little formula I gave above is that once damage drops off, the mitigation levels out to baseline again anyway, while the higher it gets, the faster it drops if the DPS is cut off. Also, computationally inexpensive. I'm a big fan of that fact. ;)

53 Replies 475,633 Views

The Marza nerf is a start. It hasn't fixed the fundamental problem of being hard-to-avoid, lethal-if-you-don't, but it at least gives opposing players more time to react. Certainly a big boost for the Advent; unsure about how much it helps Vasari and TEC. The carrier speed penalty was a good idea. Combined with the speed build penalties already inflicted though, it's simple overkill. I am glad they didn't change Flak, though.

10 Replies 8,018 Views

...hmmm. There's an interesting idea. How to rig it would be mildly tricky, but... hn. Set Trade Ports (It's as thematically appropriate as any) to have a Grab Ships ability that targets only allied craft. Then... hmm. Perhaps if you had a civilian vessel that you sent with your fleet, and hit the button to render a fleet 'capturable'... if there's some way to&nb

5 Replies 4,263 Views

If it helps any, I know at least four or five folks who are waiting on the demo before they make their mind up. All the reports of crashes, network failures etc have given the game a bad rep that's leaving a lot of folks really hesitant - if the demo is solid, and timely, it might help persuade them otherwise. An idle thought would be to releas

120 Replies 311,053 Views

If it helps any... Flak are roughly where they should be, now. Carriers could do with fewer penalties - the fragility of the strike craft swarms are fine; what'd be nice is if their build rate in hostile territory actually depended on antimatter more than build rate (like support craft - many of them can spam their abilities rapidly, but once dry, their effectiveness plummets). But you've probably already heard that a dozen times by now. :P

77 Replies 137,409 Views

Tkins: The point of mitigation is to reduce Focus Fire from being The Only Way To Play to being a tactical choice with costs - you can choose to take out a single target quickly, or several targets more efficiently (but slowly). The issue at hand (at least at the immediate moment) is that damage mitigation does not do this . Rather, everything tends to climb to its cap in no time at all, and merely sit there

53 Replies 475,633 Views

Probably the best way is to make mitigation depend on a certain amount of DPS incoming , not total dealt so far . A quick and dirty way to do that (Which is a bit primitive, but at least computationally inexpensive) is to have mitigation based on a total damage to date chart (AKA, 100 points of fire = 50% mitigation or something), and then have that total reduced by a percentage each turn. If it knocks off 25% every turn and 50% mitigation is at 100 damage, th

53 Replies 475,633 Views

I don't know about DANMAN, but personally I find the Compare... option in ConTEXT text editor mighty helpful. Usually right about the point I'm trying to figure how two files differ, of course. :P

495 Replies 1,060,801 Views

I'm agreed that a cost penalty is the exact wrong direction to solve this - afterall, what may seem reasonable early on starts falling apart once you've got a galaxy-spanning empire with hundreds of ships, and the lore just wouldn't cope with such an arbitary restriction. It'd feel terribly artificial; not something you want in a 4X style game (Or RT4X, for that matter).

48 Replies 70,526 Views

The best way to improve that is to give them better, and indeed clearer roles. If the capital ship doesn't do much a cruiser can do, yeah, it's screwed. If it can give an advantage to your fleet somehow, though... then things get interesting. As part of that, I'd rather like seeing the damage mitigation cap on capships raised - as it stands, they can be focus-fired to oblivion in all of thirty seconds against a late game fleet. And that just ain't right. :P

53 Replies 475,633 Views

Oh, it's not naive - there have been several games (Total Annihilation, much of Supreme Commander) that did this, relying on the different cost/benefits to do their work for them. The need for 'hard counters' is something of a C&Cism, when minigunners kill rocketeers, rocketeers killed tanks and tanks killed everything. Frankly, about the only place you'd really need heavily rigged damages are strike craft - though even then, you could just reduce the HP of strike craft by 1/4 (an

48 Replies 70,526 Views

[quote who="Darvin3" reply="7" id="2231865"]I think the consensus is that LF are quite underpowered currently. Their basic cost:effect ratio is relatively poor compared to other unit types and they only counter carriers. I personally like the carrier build rate penalty, even if it may have been an overnerf. I'd rather they buff the carrier in another way rather than roll back the change. The biggest gripe, however, is with the rocks-paper-scissors balan

48 Replies 70,526 Views