True Balance Mod (Atleast compared to IronClad's last attempt) By EadTaesSTAGE1a is Realeased to the PublicThis mod is for Sins of a Solar Empire Entrenchment 1.03, I am sorry for vanila people but I will not be making a conversion for sins 1.17.
STARTING TO MERGE THE MODS
Raging Amish and MindsEye are all currently seperately working on their mods with the same goal in mind as me, MAKING this game work as it should, somehtign the DEVs have one come close to acomplish but have since fallen very far from the mark.
As of right now no mergers are planed but I can already tell you some of Raging Amish'S modifications will make their way into this mod, a few of MindsEye modification are also getting added in this mod.
I will be creaing and starting work on this mod in 3 stages that will each resolve the problems playging this game we love while trying to keep the flavor of SINS. These Stages are there to insure that steps aren't junk and that objects ar enot overnerfed or overboosted.
Aditional Thanks For help goes to:Lord Dark CloudJohnJamesWhiskey144Raging AmishTechnical Help:Terrazielharpo99999
1st STAGE GOALS:-Reintroducing Carrier in the counter chain as the LRF counter. And making their combat efficiency in battle reliant on AM. (Released)-Balancing the Flak and fighters to a 1:1 ration. Were 1 Flak will kill the Fighter from 1 wing just fast enough to have the carrier constanly replacing them. Effectively making the carriers run out of AM inside a set time period.(Released)-Making carriers under direct enemy fire incapable of replacing their SC fast enought to be an effective fighting force. (Released)-Modifing the LF ANTI-AM abilaties so they have a profound impact on carrier and not just support cruisers. A counter to carrier by taking their AM away form them. (Ready For Release)-Nerfing Repulse (Released)-Fixing Illuminators, bringing them inline with other LRFs, this also looks in to Assailants and LRMs. (Under Testing by 3rd party)(Initial release out)(Merger with Raging Amish mod)-Possibly making Heavy fighters form the Sova AoE, this is somethign that is crucialy missing for TEC. (Ready For Release)-Reducing the damage fighters do VS capital ships. (Part of Stage 3, will help to make Capitals more viable) (Released)
2nd STAGE GOALS: (If the problems still persit after 1st STAGE implementation)-Fixing Enforcers (will most liekly copy Raging Amish here.)(Merger with Raging Amish mod)-Fixing Light Frigates ( Again Amash will get copied probably) (Pending on in game combat play)-Futher LRF balancing (If needed, this will most likely go in the same direction as Raging Amish but not necesaraly be identical) (Pending on result from initial testing)(Merger with Raging Amish mod)-Making Seige frigates Usefull. (RA has done exactly what I would have so copy again) (Released) (More work probably needed)-Adjusting Bombers to the new balance of the fighters. (Initial release out)-Adjusting Subverter survivabilaty(Merge with MindsEye mod)-Adjusting Overseer and Subjugator effectiveness by their turn speed or byt he firering arc of ther abilities (MindsEye seems interesting) (Merge with MindsEye mod)-Reworking some of the XP recived when killign certain ships (Raging Amish has nailed this, Copy/Paste here I come.) (Released)-Increasing the range of the main gun of all Turret defences. (Scraped after public inquiery)-Reducing the slot cost of Planetary Sheild, Nano Jammer and AM Recharger. (Public opinion shows sheild generator needs a new effect and that the effectiveness of the other 2 should be looked at.) (Under Study)-Possibly increasign the number ot total fighter wings in Hanger Bays. (Pushed down in the list to do)(On hold would need to create a new tech, somehtign I don't wanna do. Submiting it to a public opinion in Decivers thread)-Toning down fighter VS fighter battles (Initial release out)-Toning down fighter VS LRFs. (Initial release out)-Reducing income from neutrals (Merger with Raging Amish mod)-Adjusting amount fo extrators (Merger with Raging Amish mod)
3rd STAGE GOALS:-Reworking/Adjusting the majoraty of Capital ship abilaties. (Partial releases out)-Making getting several Capital ship an advantage and not a disadvantage. (Partial releases out)-No Capital ship will have it's combat stats reworked unless numbers show an imbalance of importance.-I forget what else but it will come back to me.
CHANGE LOG: STAGE1a (old release)-Removed build penalty on SC when enemy ships are present in the gravaty well.-Increased the build penalty on SC when the host carrier is taking direct damage from 50% to 25%. SC build 3 times slower.-Reduced Advent Carrier AM reserves from 600 to 450.-Reduced Advent Carrier AM regenration rate from 0.6 per second to 0.4 per second-Reduced Advent fighter build time from 17.6 seconds to 16.6 seconds.-Increased Advent flak frigate refire rate from 5 seconds to 6 seconds-Reduced Vasari fighter squadron cost from 90AM to 80AM-Reduced Fighter damage modifier againt Capital ships from 0.5 to 0.25-Repulsion AM cost increase from 20 to 40, cooldown increased from 8 to 16 seconds.-Experience gained for killing LRM changed from 30 to 20 and experience gained for killing Assailant changed from 20 to 30.-Anti-VeryLight damage modifier VS VeryLight armor was reduced from 1.5 to 0.5 (Sounds crazy I know but it was that broken)-*Illuminator Hull reduced from 620 to 500, armor was also reduced from 2 to 1.-Seige frigate supply cost reduced from 14 to 10 for all races.-Advent Carrier health increased by 17%, hull from 1650 to 1850, sheilds from 1170 to 1570.
P.S.*This change is not final since testing has yet to finish, additional changes are likely to come again.
CHANGE LOG: STAGE1b (CURRENT RELEASE) This will list only aditionnal changes from 1a, so 1a changes are still valid unlest they were overwritten in thsi patch.-Ligh Frigate Abilaties have had a rework to make them effective VS carriers and to make the abilaties and the LFs more valuable in battle.
-Heavy Strike Craft ability from the Sova has been made into an Area of Effect. It's current range is 6000.-Heavy Strike Craft ability from the Sova has had it armor bonuses reduced from 1/2/3 to 1/1.5/2 per level.-Anti-VeryLight damage modifier VS VeryLight armor had been increased from 0.5 to 0.6. (Slowly tweaking it to actual game play)-Anti-Light damage vs Light armor has been reduced from 2.0 to 1.5. (This is so fighters arent a to powerfull counter to bombers and LRFs witch they currently are.)-Anti-Light damage vs VeryLight armor has been reduced from 1.0 to .75. (To try and prevent people favoring fighters to counter fighters, I'm makign it into a game of russian roulette. )-Anti-Medium damage vs Capital armor reduced from 0.75 to 0.5. (Part of stage3 to make capitals more viable)-Anti-VeryHeavy damage vs Capital armor reduced from 0.75 to 0.5 (part fo stage 3 to make capital more viable, means bombers will be lest effective VS Capital ships)
-Range modifications on the abilaties are Pending
DOWNLOAD
STAGE1a: CheckSum is: 5431463Midiafire Achive: http://www.mediafire.com/download.php?zht2mkzwxdmMediaFire Self Extractor: http://www.mediafire.com/download.php?gutfmgdnyzwMegaupload Archive: http://www.megaupload.com/?d=HTFJ11ZRMegaupload Self Extractor: http://www.megaupload.com/?d=3W1YNE5JIt is recomended to read The gameplay section a bit lower on this page in order to understand that chnages and to know how to deal with the fighters.
How to instal the mod. This si the directory the mod needs to go into.C:\Documents and Settings\windowsusername\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03When you place the mod make sur you do not have double folders it must look like this:C:\Documents and Settings\windowsunsername\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\TrueBalance STAGE1a\GameInfo
REPLAYS
EadTaes (TEC) vs Deceiver (Advent) ona medium sized map normaly used for 2v2 matches.http://www.mediafire.com/download.php?mjm1itnjjmm
EadTaes (TEC) vs Darvin (Vasari) on a galaxy forge made map..http://www.mediafire.com/download.php?gjtnh5ydmty
Currently if you wanna take bets on a mod merge It will most likely be with Raging Amish's mod.
Sounds very promising!! I would like to give it a try when you finish. Or if you want, perhaps i can help test, although my play style is a bit medium, so what i have to offer may not be up to what you need for multi-player. I solo most of the time, play advent almost exclusively, but have wandered into tech for a bit, enjoy them, vasari have played very little, but i really really enjoyed the returning armada.
-Teal
IT IS IMPORTANT TO READ ME TO UNDERSTAND THE CHANGES AND KNOW WERE THE BALANCE CURRENTLY STANDS AT. IF YOU DO NOT READ ME YOU WILL GET CAUGHT WITH YOUR PANTS DOWN AND YOUR WEEWEE OR KOUTCHI OUT TO DRY!SO READ ME!
Aditional note: In the process of creathign this current balance of fighter vs flak I have also managed to create an easy to ajust tool to determine how powerfull the flak or the fighters are. It's a simply question of just changing 1 value in the game constants file and I can fine tune this balance to match actual game combat. So please no screaming it's just carrier spam read what is writen below and I will be slowl modifing the balance value as more games and feed back is recived.
STAGE 1: Additional Info on Progress and reasoning behind changes.
PROGRESS:
LF abilaties Most of the numbers crunching is completed, I only need to determine the ranges at witch the abilaties will work at and to start modifing the Buff files. This might cause me troble so these will most likely not be in the first STAGE1a release. You migth see it only in the b or c release.
LRF, currently only Illuminator have been modifed from 620 hull and to 2 armor to 500 hull and 1 armor. These changes are currently under testing by person yet to be name. I can onyl say I am eagerly awaiting the results. But this change will release in STAGE1a if results take to long to obtain.
Making the Heavy Strike Craft abilati from the SOVA AoE, all the numbers are crunched, I am looking into how to modify the game file sinto making it work.WHY THESE CHANGES?:
Carriers and Flak why does advent get the nerf bat and not TEC and Vasari? For that I will start by giving your some basic imformation of the endurance of each carrier with no build penalties and where the carrier is constantly rebuilding it's SC on all wings. I'll also spare you all the boaring Math.
Default 1.03:
TEC carriers with no AM upgrade would be able to continualy replace it destroyed fighters for 6m57s and with full AM upgrade 9m05s.Vasari carriers with no AM upgrade would be able to continualy replace it destroyed fighters for 5m7s and with full AM upgrade only 7m20s.Carrier carriers with no AM upgrade would be able to continualy replace it destroyed fighters for a long 9m05s and with full AM upgrade an incredable 14m08s.
So me who wanted to use AM as a control tool found these numbers unbelivable, I even calculated them 3 times to make sure I didn't screw up. When I corfirmed thsi was the case I was awe struck in why the Davs gave the Race that has not way to recharge AM on their ships the shortest endurance and why the race that can prety much make it's AM reserve infinite have the longest endurance of all. It didn't make any sence. Vasari has absolutely no way to recharge AM otehr then to wait on it. TEC can recharge it's AM in defencive situation with it'S culture upgrades and with the SB resupply abilati. Booth these tools will give TEC Carriers INFINITE AM reserves if you trying to drain them by simply SC. Advent can defencively recharge it's AM with the AM recharger defencive modual and it can also recharge it'S AM at the expence on their enemis on the offencive with with the steal AM from it's light frigates. So I had to change this around 180 in order to make it more fair and balanced for everyone. Making Vasari the most enduring race and Advent the least Enduring. I decided to make not changes to TEC and instead use them as the "standard" for this change.STAGE1a Changes
Vasari's fix was very simple reduce the cost of the fighter squadron from 90 to 80. This gave an endurance of 5m58s No Ups and 9m37s with full UPs.
Advent's fix was a bit more tricky, I had initialy reduced it's AM reserve to 400 but it made the total AM amount left after building all it's fighter to low compared to it's conter parts. In adition their fighters didn't fair as well as the Vasari or Tec fighters who faired as expected againt flak. The advent fighters were dieing to quickly. After a bit more number crunching and more game play test I fanaly settled on givign the carrier 450AM to off set the initial build cost and reduce the build time on the fighters by 1 second. These 2 changes conceled each other out over the endurance of the carrier and it didn't affect fighter VS fighter combat to greatly. It was perfect for the job. So Advent endurance with No Ups is now 5m05s and with full ups 7m11s.
Some might say well Vasari does not seem more enduring it's lower with no upgrade then TEC and just barely higher then TEC with max upgrade. Indeed that is true, however since Vasari SC are the thougess individualy it mean that their carriers aren't 100% constantly having to replace fighters that are dieing since each fighter is surviving just that much long making a big difference. Test show vasari lasting roughtly 8 minutes with no upgrades before being totaly inefective. Ad for TEC and Advent with these changes they they coem out at 6m30s TEC and 5m30s Advent. So and average of 6-7 minutes no ups and 10-12 minutes with full ups.
STAGE1b Changes
The increase of the power of the flak is for finetuning the flak's power to actual ingame combat and battles. This small change only helps to make the flak even cheaper then the carriers and chnages the balance in order to cause the "endurance" phase on the carrier to change form needing 20 flak frigates for 2 squads of fighters to nedding only 18 for 20 squads of fighters.
The nerf of fighter dmg VS LRFs and Bombers is not to increase the spamabilaty of the units, infact they'll still die very easily to fighters just not a mush. This made made to change a counter that was to powerfull to a counter that is hopefully more well balanced.
Bomber's nerf VS capitals is to prevent capitals from being instantly wiped out by a person spaming carriers and bombers. You'll need a bit more then that now.
Advent Flak Nerf: Why the nerf to the advent flak? Well simply because were TEC and Vasari Flak frigates were killing fighters at the desired but Advent was over killing in a big way. The difference was quite remarkable and caught me off guard. First I had increased the refire rate only by .75 second but it was still a bit to powerfull so in the end I had to make it 1 second. The main reason this problem occured is because the Advent flak has 6 gun ports. Now that might not sound important when you have only 4 banks, but it turned out to not be the case the 2 extra gun ports make the frigate much more powerfull, and even with this nerf the Advent Flak frigate remain the best flak frigate. Until Vasari researches Charge missiles on their Flak frigate.
(finished calculations and rebalancing Repulse and I have some interesting info for you)Repulse, I don't think I need to explain why it needs changing. Doubles the AM cost and the cool down.
EDITLF's abilaties, why am I chaning them so much. Because they realy need to be in order to balance them amoung each other a bit more and especialy to make them effective againts carriers to shorten their endurance and to make these abilaties more effective againts support cruisers. Light frigate abilaties have been reworked and are now effective againts carrier. The only thing I ahve not chnage dont hem yet is their range. And the reasont heir range need to chnage is so they can be used againt repulsion. However repulsion has a range of 7500 and making the LF abilaties have a range of 8000 seems not to be a great idea. So for the range issue I will consult with my comodders and we will see what is best to do.
Illuminator and LRFs in general, again not many explanation are needed it's currently the hot spam in town and their is no stoping a lum spam so fix it needs badly.
EDITMaking Heavy SC and AoE. Okay some of your are having trouble why I am doing this. And I will tell you it's because it is needed and only helps TEC in a part fo the game were it gets the short end of the stick. That stick is Strike craft buffs, making the SC of otehr races far superior to TECs.
So here are some fighter stats without any buffs.VASARI 1 fighter Squad FullUpDMG 30.75 123 184.5RoF 12 -- --DPS 2.56 10.25 15.375Hull 85 340 442Armor 3 -- 8EFHP 97,79 391 619TEC 1 fighter Squad FullUpDMG 19.5 117 152.1RoF 12 -- --DPS 1,625 9.75 13.675Hull 60 360 468Armor 1 -- 7EFHP 63 378 632ADVENT 1 fighter Squad FullUpDMG 16 144 187.2RoF 12 -- --DPS 1.33 12 15.6Hull 40 360 468Armor 1 -- 5EFHP 42 378 585
ADVENT with Concentration Aura +30% DMG 1 fighter Squad FullUpDMG 20.8 187.2 243.36RoF 12 -- --DPS 1.73 15.6 20.28Hull 40 360 468Armor 1 -- 5EFHP 42 378 585
I would do calculation for the Vasari abilaties how ever their abilities have a direct impact of the combat mechanics and not the stats. So it's making it impossible to calculate in numbers how effective it is. But from ingame analasys and testing it makes the Vasari SC nearly invulnerable for the duration fo the abilaties.
And now TEC with it's new abilaty only help it to level the playign feild whiel before they were seriously disadvantaged.
TEC with AoE Heavy Strike Craft +15% DMG +2 Armor 1 fighter Squad FullUpDMG 22.43 134.58 174.95RoF 12 -- --DPS 1,869 11.22 15.58Hull 60 360 468Armor 3 -- 9EFHP 69 414 678.6
Now if these numbers do nto make you see why thsi is needed I dunno what else to say these should talk prety clearly for them selves. I mean Vasari get near invulnerabilaty, Advent gets insane damage and TEC was seriously limping behind.
Changes and the Effect on game play:
Balance of the Carrier VS Flak frigates. The balance is completed. The current balance is set were 1 Flak friget will kill the fighters in 1 fighter squad at a rate just rapid enought so that the host carrier is having to replace it's fighters all the time. This has for effect to make the carrier run out of AM to rebuild their fighters at a set time. Under this combat senario fighter strenght will remain at around 50% to 60%. This is a deadly threat to your LRFs.You do not how ever have to wait and suffer loses for that set time amount. You can either get more flak witch will increase the kill rate but that is not the most effective way or efficient way to do this. A better way would be to keep 10 of your flak were the enemy fighters are attakign and to send the others at his carriers. The flak near his carriers will fire at teh carrier when no SC are around this will cause a heavy build penalty to him. This penalty makes the time for him to rebuild SC 3 times longer then normaly. With this and you 10 flak still killing SC in the melle your oppenet will soon have very little to no SC flying aroudn even thou he still has alot of AM left.You can also use capital ship AoE abilaties to trigger this penalty. The abilaties do not need to even cause damage to cause the build penalty. Here is a list of all Capital AoE abilaties that will cause a build penalty.TEC: EMP BLast, Radiation Bomb and Missile BarrageAdvent: Cleansing Brilliance(will kill), Malice, Vertigo, and sadly I think repulse will also work.Vasari: Volatile Ninites, Gravity Warhead, Phase Missile swarm(up to 7), DisintergrationAll these abilaties will trigger the penalty on all carriers that are hit by it.
You will when I finish moding them also be able to destroy the enemy carriers AM supply by using the abilaties on the LFs. How ever right now only the Advent LF does this as this is how it work under vanila settings. TEC and Vasari abilaties will also work to remove AM fromt he enemy when I am done with them.
STAGE 2: Reserved for future use.
STAGE 3: Reserved for future use.
Teal glad you find it interesting and yes aditional testing hands are needed I am taking applications, since I don't plan on realeasing anything until I belive testing proves that it works properly I ahve alot fo testign to do and all the help I can get is needed.Need to do 2 things to help me test.1- You need to download and install X-Fire. Once you have done this add me to your friends list and say "Hi I wanan help with the testing". My XFire name is eadtaes www.xfire.com
2- You need to instal and download Teamspeak, this is a voice chat program that will greatly speed up communications. Once you are on XFire I will give you all the imformation you need in order to connect to my server. http://www.teamspeak.com/?page=downloads Get the TeamSpeak 2 Client 2.0.32.60, It's the first one at the top.
BTW I chnage what you read sicne then a bit it should be more clear.
The First version of the mod is out and ready for public critiques. Be sure to read the imporfation on that chnages to get a better understand of what has been chnaged and how it affects the game play.
DOWNLOADS
STAGE1a: CheckSum is: 5426283Downlaod link remove since it's and out fo date version.It is recomended to read The gameplay section a bit higher on this page in order to understand that chnages and to know how to deal with the fighters.
ima going to go ahead and protest making the sova's heavy fighters aoe. The sova does need help, (I was testing the sova's heavy sc ablity with ~|_ sire today... it sucks) but... making it AoE... it makes the races less distinct... means that the sova has to be near its fighters to give its boost, and... (with your slight unnerfing on carriers) i think it would make sova rushing+carrier spam just too tempting.
another thing. advent lf's dont generate antimatter on their own, so your current setup would mean that if the lf's jumped to much they would never be able to use their powers without an antimater recharger to recharge them first.
For the sova I ahve fighters Stats I will post shortly that will more in detail explain how it works and show that it is badly needed for TEC. As for sova and carrier spaming good luck with that.
For the advent LF I will be making sure it can recharge its own AM. Just not as must and the other LFs.
Well, I'll be keeping tabs on this. Many of these things will likely go into my mod, but not everything as adding half a dozen new ships would change balance...
Just to tell you guys to expect the realease STAGE1b to be out soon. Either today or tomorow on the 10th.
Cool look forward for the next testing stage.
A bit about the LF abilities after playing with a friend and with the AI. The 30 sec cooldown seems a bit long. It makes it hard for a small group of LF to counter a averaged sized fleet of AM depenate ships. Personaly I find that I need a rather large ammount of LF to be effective, which always put me at a disadvantage when LRF are still used en mass in most fleets.
I suggest reduce the cooldown to 15 seconds.
Well the thing for the 30 seconds for tec and vasari is that the LFs would constantly recast the abilaty every 8 and 3 seconds. And with the abilaties now havign and instant remove 50AM for TEC and an instant do 30 damage and remove 30 AM for vasari they would cause way to much damage adn remove to much AM to fast.
And honestly these are abilaties are now VERY effective compared to the previous ones. I am almost afraid they are to effective. But that I will only know for certain whit actual game play.
I can already tell you flaks effectiveness vs fighetr get a slight increase, and damage that fighters do vs bombers and lrfs will get a nerf to make it so it is not such a hard counter. It will still be a hard counter however it won't be Oped anymore. Atleast I hope.
TrueBalance STAGE1b Released
STAGE1a: CheckSum is: 5431463http://www.mediafire.com/?sharekey=95d63d27636c7626ed24a2875c7fa58ee04e75f6e8ebb871It is recomended to read The gameplay section a bit lower on this page in order to understand that chnages and to know how to deal with the fighters
eadteas, your link to stage1b actually links to a file named stage1a.
is this the correct stage1b file?
harpo
I had a problem with the link and it should be fixed now.
BTW I plan to try and be avaiulable for game with the mod tonite. Hopefully we cna get some 2v2 going atleast because I absolutely detest 1v1s. To competitive for my taste.
Ok Ead Taes I have played two games so far agaist you in online with the mod and I am convinced that Flack needs a boost in order to whip the floor with fighters (ok it is mine opion but flack should kill fighters so fast they should be scared to exsist) Also Vas lfs take 2 more slots than colbats and are more expensive and They STILL HAVE 10 dps!!!! That is the same as the COLBATs!!!!!! and do not say regen tec, that is lvl2 and is not fast enought to save a ship. Till vas has some power eqaul to what RA gave them I do not want to play the mod. It is not that do not enjoy what you are doing but the TEC vs VAS balance is way out of balance. Ok this is way closer to what the game should be than it is right now but as vas I have weak LFs, lrms cannot kill LFs fast enoght so that that flack dies and then lrms goes.
Ok I looked at the replay and I made some bad moves so sorry my bad. plz Still look at buffing vas though.
Well yes you did make some bad moves I could point them out to you. However what plays the most againts you is that you are predictable. What i mena by that is that it is easy to figure out your next move. Sam Yager made the comment to me and I ahve to say I agree. But you did surprise me once in that you attaked me way sonner then I expected. I wasn't ready to fight you of so I had to bluff and make you belive I had the power to fight you off and make sure I toke that Ice world. Luckaly for me my bluff worked just long enought for me to take the planet and build repair bays. Those bays literaly saved me in that battle. But I must also comment on your achivements, you placed presure on my carriers and completely nulified my air power. I saw you doing that so I had my fighters kill as many of your LRFs as I could before they died. Good thing for me you only has 6 and I think I managed to 4 of them. 2nd thing that saved me is that my 10 cobalts I had sent away returned just in time to turn the battle around.
For the flak vs fighters I am currently adjustign their balance slowly. However one thing it cannot be is flaks killing fighters realy fast. If you have that you will end up exatly with what we currently have. Useless carrier, a broken counter chain and lost of LRF spams.
As for buffing the Vasari for that I will personaly wait till I see someone I know is proificient with it and weight the future changes more ont hat persons comments. But yes the Vasari LF is over priced and over supplied like their HC is. Currently I am looking into cutting it's cost and lowerign it's supply. I am not to knee on increase the power of any of the LFs to much because I already did increase their power by their abilities and I know I can use LFs in their current form in a very deadly manner. I am very afraid I will make the game go from LRF spam to LF spem I increase their power to soon without having finishd work on out aspects that will have and effect on them.
But thanks for the game and thank you for the feedback I will be looking into possibilaties for Vasari. And you should realy work on beign lest predictable.
P.S. can you upload and send me that replay please I would like to post it.
Ok tnx (I am working on become a better player hey I am not a noob by any strech), but still look in too buffing the vas HCs, Lfs and Scouts like Raging Amish did because vas units are more expensive but are more powerful. So decressing cost (and slots) make them TEC copys with different looks. Do not do that. They are different for a reason but there power( DPS and heath) do not match that is why they do not work as well as they should. Come on colbat is less expsive than a Skirmiser and has two less slots plus same dps. All the the Skirmiser has is about 100 more life point than the Colbat. There is some thing wrong with that .
Also I really played bad for that game in micro and you fighter cover still was pretty strong in that one battle.
At the battle at the ice planet my fighter cover was dead. I had onyl 5 squads left of 10 and those squads were at 20%.
Yeah I am looking into vas and you do make a point about making it into a cobalt if i decrease the cost and supply.
megaupload mirrow
Are you still working independantly from Raging Amish?
Added a self extrator file for those who had problems extrating the file properly.
I played an online match with EadTaes just now (1v1, TEC[Ead] vs Vasari[Dar]) . The one thing that jumped out at me was that carriers were a lot more robust. I really needed to spam the flaks to keep those carriers down, and this kept my assailants off the field for a long time. Ead had the stronger fleet throughout the game, while I relied on hit and run tactics to keep him pinned down. Was an awesome match, definitely the most intense game I've had in a while.
Hi EadTaes , I've just posted over on Raging's thread, so I won't repeat myself again here as you are both working towards the same goal. Just a quick thank you for the time and effort being spent on this. If you can give me a timeframe of when any of you might be on ICO then I'll join in when I can
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