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Anyone interested in teaming up against AI and then a huge battle after we've won? ^.^
I'll be available this weekend for such a thing.
On what ship are you seeing that? In the rounds I've played I have not come across that problem except with the gallente flagship(It doesn't have antimatter while MWD uses 60 antimatter)
Played a round as Amarr, felt quite bad that I couldn't use the setup I wanted due to lacking fleet supply.
Had 0 supply left with:
7 triage archons
5 SR revelations
Although not a bad setup all-in-all, I did feel rather limited(I slightly buffed it from 2 to 5 supply points in the beginning though)
I will go silly tomorrow and add 2.115x(125) the capitals and 2.5x-3x the normal supply and see how it feels then. Note, that change is definitely not recommended for a future change and will most likely make gameplay completely bonkers xD But I like bonkers sometimes, so I am going to do it xD
I am also going to play around with shield resistances, where I will go with shield mitigation but practically no armor and the nyx with shield RR instead of armor RR and see if that is fun to play with as well with gallente.
(Don't you just love people messing around with your hard-worked-on mod xD)
The mod is truly awesome though and I seriously can't wait to play more with gallente.
If anyone is interested in doing a huge battle in Sins of new eden feel free to hit me up, Though I'd prefer to use my files as gallente got a few much-needed boosts in it(until the next build I'd assume)
I'll also be buffing the Flagship tomorrow, not sure how I will do it yet but it desperately needs a few buffs xD
Having just done a match with the tweaked Gallente, they feel much better now, so once research and (sub)caps are in it should be fine without my tweaks I think.
At least my moroses were useful this round though because they regenerated capacitor and they are very powerful ^.^
2 things I noticed though, the moros only has 2 abilities it can spend points on so it is stuck with an excess 2 points. I'm guessing that will he will get another ability of some sort?
Neuts get stacked, a lot, like 30 neuts on the same arbitrator, I am all for insta-neuting enemy ships but kind of annoying to waste some 20 neuts xD(25 Nyx and 15 Thanatos all with neuts)
Aside from my few points that might make me sound like a negative ***, I love the mod! Gallente, even in this early state, is fun to play.
You can actually have more than 1 titan! Each Titan Foundry has a spawn-titan ability that spawns level 1 titans if you have enough resources for it. It's fun to insta kill an enemy titan with 10 DDs ^.^
(Note, above info is based on the .4 build, not the recent .6 build, haven't played Amarr yet in .6)
Personally I also love those huge battles, sadly the AI is generally lacking in late-game fleets. But at least till late-game there are quite a few nice fights to be had ^.^
25 nyx, 15 thanatos, 20 moros. Quite a stunning view ^.^(And a lot of damage)
Thanks for the response ^.^ I have no access to what progress is already made internally so I am just tweaking things here and there to test things out myself with what I do have in my hands. It's kind of fun to get back to tweaking sins tbh :P(Though I don't have the time to help you guys out with anything, sadly(Given that you would want more people to test/mod))
The research costs for fleet upgrades seemed really quite high while I was tweaking, I will see how it is while actually playing though because in-game it might actually be a lot different than it looks.
Really looking forward to the next build for sure haha. Seems like progress is going quickly over there ^.^
*Scratches head* I'm not even sure why I am doing this but... meh!
Switched Aeon and Nyx shield amounts(Aeon had more shield...), changed the planet-bombing of the Nyx to be the same as the Aeon, made the Nyx 20% faster than the Aeon and upped its armor to 55(Aeon has base 50), Hull to 95k(Aeon 98.5k) to compensate for lacking techs.
Will be doing similar for the Moros and Thanatos.
Hope I didn't break the mod someway in my tweaks, but that will have to show tomorrow xD Time for bed now.
If I didn't break the mod yet, I'm gonna attempt to add a triage thanny myself xD As well as add a neut to the thanny
Done some quick tweaking, and found the Moros issue. The moros has no antimatterrestore rate in its .entity file
That is for both the long range and short range moros, wanted to up it to the same level as the Revelation... turns out it also has 0 regen... Any reason why?
I upped em myself to the same level as the archon for now, and will test tomorrow.
Also upped the cap recharge on Nyx and Thanatos as they were running out of cap, I had not seen that ever happen with the Amarr race though.
Are you certain you are not running on highest graphics? Running the game on medium graphics has not caused a crash for me yet.
*The base starting level for capital ship supply and sub capital supply is now 0 and 2 respectively. meaning that the appropriate research will be required in order to begin constructing the appropriate ships for each size. and the supply at the start will only accommodate that supply required for the quick start ships.
It's in there in the change log ^.^
Played a round of gallante to test things out, lost the match because I threw it in the beginning though xD
Just wanted to check the different capitals out and didn't colonize any planets, then had a change of heart and wanted to actually win and started colonizing, then got roflstomped xD
Few things I noticed in my round(I know, gallante is very much WIP)
I had 4 SR Moros held at 0 cap by a single Armageddon, that seems kind of OP? Not sure if it was the Armageddon or the SR Moros is bugged, but all my 4 moros were at 0 cap and not regenerating even 1 point.
Could the flagship be made more... OP? ^.^ I remember in a early build it had ion cannons and things like that and was really quite powerful till mid-game until the enemy started insta-killing him, but now it is useful early-game only to turn completely useless mid-game and beyond where his damage is low and health is very quickly melted away.
Some Gallante things I noticed(Which I'm sure are in the works, just like pointing things out)
Gallante supplies are not yet equal to Amarr
No Hull/Armor/Capacitor researches for all and no Damage researches for the (super)carrier
The Aeon seems incredibly OP in comparison to the Nyx, though researches would probably fix half of that and my enemy had a few artifacts, but theirs had 140k health and 80 armor and wasn't even max level yet I believe, while my nyx was at 38ish armor and 80k health.
I will play a proper round tomorrow both as Gallente and Amarr, and will tweak some things myself so that ship supplies are at least equal.(16 vs 64 capitals... kind of unfair :P)
Also saw my enemy use an Archon in a Radioactive Field where he couldn't use his fighters and he got killed by a corpus armageddon and pirate reaper xD
So haiyooo, any news on that update?
Evolve will be releasing on the 10th so from that point I will definitely not play this mod anymore for a while but just wondering xD
If I were to sent in my subcaps the enemy fleet would instantly flee, and since I was leveling my caps I was keeping them back.
Right after that battle they engaged again with a similar fleet and actually managed to destroy an archon because the aeons weren't using their weapon disruption in an intelligent way, but that would be part of the micro'ing process I suppose.
Don't feel like thinking too much about it right now, but one thing that made me scratch my head was:
10 - Remove Dreads Smartbombing ability
Dreadnoughts cannot smartbomb as far as I am aware?
Part 1: Youtu.be
part 2: Youtu.be
Part 3: Youtu.be
Finally done :D
Because I am silly and like making videos for no reason, 3 parter upcoming of a massive battle(2 hour long fight), which is the sequel to my previous 2 parter battle. This time played my most random youtube playlist,hehe. Won't bother trying to make it available for all countries however, sorry!(There are ways around that block however for whoever wants to watch it)
Will post links in a few hours when they are done uploading and processed, just figured I would give a heads up.
@ModTeam very much looking forward to the next version! ;D Too bad the battles take the engine to the limit haha, not even my beast of a PC can handle it. :(
Processing(Not verifying) took a long while lol. youtube >.<. But that is part 2 unrestricted, had to delete 2 songs in the video.
2 more videos of an hour long fight, disabled in Germany for both, 2nd in USA as well. Currently am verifying a version for the 2nd part that isn't locked at all. Freaking copyrights :/
Regarding 7, a beam dreadnought is coming which will feature lower damage more range I'd expect. I think an ability to switch ammo could be interesting but not certain how that would work. Since you would need an ability that can either switch between a passive +Range -Damage and -Range +Damage being active. Though that could replace the tracking computer I suppose by removing tracking computer, and adding Radio(+50% range, -50% damage) and Multifrequency(+50% Damage, -50% range) as active abilities. It should be balanced in such a way though that you can't activate both active abilities at once and come out better than not using the abilities at all.(So they need to cancel eachother out)
Regarding 6, why Devoters don't work properly is because their active ability only gets triggered when they get shot, and I don't think they are a target high up in the list so they get mostly ignored. So I agree it is a bit of a pain having to micro them to actually get use out of them.(I have put this in a feedback comment as well of my own)
My point 13 was about you suggesting moving Pulse Research to a higher tier, and now you state it is too expensive and too time consuming for the gains you get, that is kinda the opposite of what you suggested earlier, could you explain what you want to happen to it exactly?
(note: I am not part of the modteam, just a very enthusiastic person that has followed the mod closely for a long time)
Yeah, thanks for the larger explanation of your thoughts as well ^.^
The research is called Capital Ship Cargo Bays, under Military, Hull, Armour & Capacitor, Tier 3, 3rd row down.
"Adds cargo bays to capital ships, allowing them to immediately salvage and loot some of the wreck left behind by the destruction of hostile ships", Fraction salvaged: Max 25%, 5 levels of research.
I will be playing another round after this post and see if my memory was correct or perhaps a bit wrong on how fast things warped.
Know that Lord_Drakoth is working on a patch, and has posted on the 2nd page of comments what will be in it.(From what he knew when he posted it)
Regarding point 1 and 3 and 9, They actually can not warp at all places, in some gravity wells they need to be about halfway to be able to warp(especially painful for avatars which move like bricks) but yeah in most situations you are correct.
The movement will be hard to balance for (super)capitals between being too easy to catch and too hard. Right now you could lock down a capital fleet using executioners while the rest of your fleet closes in, and most often capitals that aren't already close to in position to warp can be caught(at least from what I remember) by subcapitals.
A way to make cynoing more dangerous could be done not by a resource cost, but a capacitor cost for example 40%-60% of their maximum capacitor, since capitals are quite dependent on capacitor to actually do things like repair friendlies.
I can see your point though about capitals perhaps being too easy to move throughout the universe, I'll keep a close eye on it during my next round and see what I think then.
1) I disagree, them not being affected would make it even harder to kill them with subcapitals. There is definitely no need for that.
2) Subcapitals don't have the slow movement that capitals have, that is why I agree with the current warp system and would make it far too easy for enemy fleets to disengage in basically any situation.
3) Capitals are already very slow, both in speed and turning, I don't think they need another nerf to mobility.(Nor a buff)
4) They can already jump to cynos...
5) Do you mean the interdiction bubbles from the devoters? If so there is no point in longer durations as they got a (from memory) 20 second duration but also a 20 second cooldown, basically permanent.
6) I don't see how it slowing subcaps makes sense keeping EVE in mind...
7) They already got siege and tracking computer to get extra range and damage, I don't think they need extra abilities.(Though a DPS buff could be useful)
8) I haven't even found a way to use the cynos on the magnates after researching that, are they bugged or something?
9) I wouldn't mind a cost to cynoing, but I don't see a point to it as the moment where cynoing will be viable you'll generally be extremely rich anyway xD
10) I am not certain if that kind of thing is possible in Sins, but what kind of hole could they still fill that all of the other ships don't?
11) There already is a research that does that, but then 25%.
12) Most ships make use of pulses yes, but not all. Beam research is worth it even if as one of the last researches to do the most DPS you can
13) Research is quite expensive already, even on Fastest, it already is the most expensive of all researches so I think it is quite fair.
14) This would make sense to a point, but making it a higher tiered research might not be needed as the armageddon/apocalypse/abaddon will be removed from capital ships in the next update. So making archons/revelations available early is kinda a must I think.
Just my thoughts on your feedback.
No worries! I don't work for the mod(team) and am simply trying to understand different experiences with the mod as to broaden my perspective. Your feedback is just fine in my eyes as negative things are easier to explain than good things(at least for me).
I should personally do a larger map with more enemies and allies, only done 1 v 1 v 1 v 1 so far, but those got some pretty large fights as well, maybe will go against 2 hard AIs on my own next, see how those battles turn out ^.^
Thanks again for providing feedback for the mod even though I am not on the modteam, I just like seeing (semi)constructive feedback :D
Why am I able to edit your comments... ~Confused~
I don't know what your map looks like but I have played on large multistar and large singlestar and have not run into the same problems regarding the pirate base or time it takes. I have been comfortably able to decimate the pirates and build a decent fleet in the first hour though my liking of the big battles is making my games last long as I usually wait a bit before killing the AI completely trying to get another fight out of them.
It should be noted I play on every setting "Fastest", not sure what speed you play at?
The thing I do also notice myself is the high HP of the fighterbays and turrets, but once large fleet battles start happening(Like in my videos I posted in the comments) those drop as flies as well so balancing them early game VS late game would be very difficult and it does fit in the "EVE" feeling the game has where (starbase) defenses are powerful and have quite a bit of health points.
Awesome! Looking forward to the next release whenever that happens.
Looking forward to seeing the Shield Oracle and it making sense :P
That pirate base. was it with Pirates Active? I have pirates on inactive and have no trouble clearing a pirate base with a single avatar or a small capital fleet.
It only features Amarr vs Amarr right now. But it is quite fun to play already!
I do hope the battleships have a larger supply need than the harbinger? And do they still have levels or are they now fixed abilities?(Assuming the latter)
I was thinking maybe add in a penalty to health/weapon upgrades? Like +damage -armor, like in EVE making a choice what to go with, tank or DPS. But that could be a bit too harsh.
That would actually be really awesome! I would love to have a titan that is really good at boosting, though thinking here that it should have a better tank and less DPS as the combat titans as well then as primarying it would be logical as it provides the whole fleet with boosts(and presumably would do so better than other titans)
And the new health update, does it bring it back up to the current levels once upgraded or is it lower?
And in those pictures, did I see correctly that you boosted the amount of active capitals?
Thanks for the continued work!
Is it possible to set a limit on it? Like maximum 5 or maybe 8 active at once? They got quite a bit of tank and do take a while to take down at high level so having 20 of them on 1 side might be too much ^.^
Aside from that fear, I would love to see more titans and them not costing capital supply ^.^
How often do they currently spawn and what triggers their spawn? I have had 8 active at once, but have no idea how or why.
Depending on how often they spawn I would love to see their capital supply need go away.