I think someone mentioned that they are most likely implementing an attack debuff on entering a new well in the next patch. My fix would be to stop the newly jumped orky targeting ships for a couple of minutes. Then it can still fulfil its antistructure role, but can't kill the fleet too. I actually feel that the vasari REALLY needed the orky to jump. Otherwise killing defences is yet another thing that vasari can only do by carriers. And spamming carriers is always lots o
Toivoton
[quote who="GoaFan77" reply="87" id="3183341"]Even if they do make culture a lot better across the board, the next affect would still be to make the AI easier. [/quote] Err how do you figure? I mean if culture is good and AI keeps building those culture buildings, wouldn't that mean that you have to build even more culture buildings because his have bonuses? I would also prefer having culture better and then finding a working set of bonuses and behaviors to the AI so
Is612: I think you missed the part where they halved the snipe damage.. ;) Yarlen: Any hope of getting some hints on where the next patch is going? For example is that the final version of jumping bases and STTC and what do you mean by "additional attention" for the corvettes?
It seems I was unclear. I meant that the tactic that seems to be a problem for you (sneaking a vasari starbase into a well, fully upgrading it and killing any other race SB including defensive structures), is pretty similar to sneaking some torpedo cruisers into the well. Both tactics are countered by having a fleet in the well. We also heavily disagree with the vasaris need for an antistructure cruiser (with the corresponding nerf to SB build speed in hostile wells). You name three r
Sareth: You argue with reason and seem to have thought about this so I have to ask: Why the personal attacks? I mean even if we ignore the "it's rude and destructive" angle, if your hope is to have the devs listen to you, why insult them? I mean isn't going "THE DEVS HATE THEIR GAME AND ARE TRYING TO GET EVERYONE TO STOP PLAYING SO THEY CAN GO DO SOMETHING ELSE!!!!!111111oneoneone" like the best way to get any devs checking out the forum to ignore you? Don&
.. what is? Also I just realised that I'm also getting attacked by pirates. They just come to my well and leave (without shooting)...
Ok just tried TEC rebel again for the first time after my first beta game. Rushed TAR... and I'm still getting attacked by all neutrals except pirates. Is it supposed to work that way now? Haven't seen anyone comment on it so I just made a new thread. Also misc stuff (most already talked about, but I thought I might as well type em here too anyway): *The new pirate callin is incredibly lame.. :( *Advent is a bit lackl
Don't like it. That would make killing your flagship too hard (since it's now the titan) and give the factions with defensive titans a huge edge. I DO think flagships should be boosted though - if they were given some fleet affecting effects, it would make sense to use them on the front lines all game.
I also have no idea what niche they are supposed to fill. It is even more puzzling since sins clearly (imo? do correct me if I'm wrong.) has one they would be perfect for: Harassers. Lets say they do decent damage to structures (and not that much to anything else, but enough to not be totally helpless - enough for a small group to force a few defending ships), are fast and can be teched to ignore starbase jump discouraging effect and jump inhibitors and be immune to strike
I haven't really played that much, but at least outside the highest difficulty level (playing on second highest), the AI just can't deal with one. Case in point: My current game. I'm playing the loyalists against 2 second hardest AIs that are on my either side. I lost like 2 hours ago, but I figured that I may as well see how fast they kill me. Turns out they are having some trouble with it. They deal with my 2 guns/3 armor starbases really easily (suprisingly easily actua
For me as a compstomper (thinking of trying PVP again when rebellion is out), the titans fill the vital role of making the game end. They should really keep that role and therefore I feel that they should remain really powerful. I don't really mind them really having no decent counter for the same reason. I haven't really noticed the quick leveling (propably because I haven't really tried to game it), but I agree that xp leveling is much harder to balance and causes more p
M'kay.. This is news to me. I thought I had a nice enough line, but I didnt know most people have that crappy line.. Normally: [URL=http://www.speedtest.net][IMG]http://www.speedtest.net/result/479165955.png[/IMG][/URL] Put 5 torrents (around 900-1000kB/s total once it got going) and a download running just to see how much it affects: [URL=http://www.speedtest.net][IMG]http://www.speedtest.net/result/479185395.png[/IMG][/URL]
The problem with minion builds is that they made a mistake by making them do a bit less damage then the other DG abilities. They should be the strongest damage in the game. If that was the case, it would be ok that an AoE stun could take them all out for the duration of the fight and it would be ok that they would be very vulnerable to AoE damage since if you could protect them, they would melt face. Now since they do less damage then just focusing on melee or other powers, its just more
I will be using the general meaning of balance for my post. As in all DG's are balanced as long as they have equal chance to win all gametypes on all maps. I have no idea what the OP means by balance since he contradicts (sp?) himself in the definition. To the OP. You are being naive (sp?). Do you honestly think that people complain about things without seeing them in action? "Hey I read somewhere that the bite has these things and sure thats o
The only buff QoT (and Sedna) need is for their minions to be worth a damn. QoT is already nigh impossible to kill in good hands and Sedna is almost as good at taking it. If their minions would be good, they would be unstoppable pushers and able to chase off (though prolly not kill) demigods. Well ok uproot (or whatever the building dot is..) also needs to work against everything, not just buildings. Its just pointless the way it is atm.. About the statistics. The problem with st
Always try to get favor disallowed, but if I cant, I'll take the anclet, because its useful all game. I think all favor items should give a scaling buff or even a buff/debuff combo. It would make all favor items useful beyond the first few levels and therefore make them more wanted. With scalable I mean stuff like "+20% ability damage/-20% mana and mana regen" or "removes all harmful effects, can be used while unable to use items or abilities, CD
[quote quoting="post"] -A bowl of warm milk is available from the artifact shop, it immediately causes all Sila's (sednas mount) to go to it when used (has 15 second cooldown as otherwise would be op). [/quote] *mental image of several Sednas walking to their Silas from where they were dropped, going "bad kitty!" and waggling their fingers at them*
I think the OP was wrong to leave the game and I dont think the other player was in any way out of line. Tho I admit his people skills could use some work.. I ran into these a lot in wow and my theory is that for the player type he represents, it is very VERY important to feel independent and heroic. It is the feeling what they are after when they play. If they are being told what to do, for
I never leave a game as long as there are mostly human players (As I see it, if I'm getting steamrolled, the game will end fast anyway), but I don't blame you for leaving in that situation.
You people should really read the OP. He didnt ask if you think the game is op. He didnt whine about getting owned. Let me quote the relevant part: [quote quoting="post"]What I'd like is for people to post what they think is imbalanced in the game, and for the like minded to discuss it. [/quote] So list specific things that you think are OP. Ok my list of OP/UP things: Mines need a slightly longer arming time. You need to be able t
[quote who="ZehDon" reply="19" id="2197019"]I get the impression from my time with Demigod that each Demigod was intended to have roughly two 'play styles'. For example, The Rook can either maximise his Melee DPS or focus on Forests. Within those play styles exist several variations thanks to the items, for example stacking +speed on Rook while using his talents to pump DPS through Hammer and Attributes creates an Unstoppable Force - very quickly able to over power a lane. Stacking HP items a
[quote who="ZehDon" reply="17" id="2196325"]We're arguing the same point but for different reasons; I don't want an unbalanced multiplayer game, and you don't want newbie traps which - is this situation - become one and same if looked at as I've detailed above. [/quote] Well close. We both agree that having lots of demigods is bad for the game for balance reasons. The reason why I've been talking about the newbies is&nbs
[quote who="ZehDon" reply="15" id="2195449"]I have to completely disagree with this statement on just about every level. I’m not saying 80 Demigods is a good idea, however it’s not for this reason. If developers start designing their games so damn simple that players can pick up the game and know everything about it before they’ve finished their first match then I’m retiring from playing video games altogether. EA Games has ruined its franchises with this “a
[quote who="Tenk51" reply="8" id="2194771"] the deeper taht you make a game, the less accesable it becomes to new gamers. [/quote] Not really. It DOES make it harder to win when you are starting out, but that's really ok imo since it also means that you have longer before you start to get bored with the options you have. However adding lots and lots of demigods would make it less accessable since you have to learn more before you have any realistic chance of competing. With less DGs w
[quote who="Predicted" reply="5" id="2194543"] I think that every point ive been making should be implemented(at least some parts of the mechanics, maybe not a carbon copy) and they are one way to create imense depth in demigod.[/quote] Can you make a list on what precisely should be done with perhaps some short explanation on why it would improve the game? I think you have mainly talked about better los and having a lot more DGs...? [quote]D & D is decided with a