Armor penetration seems to reduce the enemy ship's armor by that amount for that attack. Each armor point seems to increase the effective hull of the ship by x%. So a ship with 100 armor takes twice as much damage to their hull points to destroy, compared to a 0 armor ship. If its attacked by a weapon with 100 armor penetration though, its like the armor bonus isn't there.
GoaFan77
The ship behavior appears to be still from Sins 1. To fully take advantage of the new mechanics, that should probably be changed, but again this is pre-alpha. Lots of time to change that, and the Devs will probably need to do testing to figure out what the optimal formations are. At minimum we need some settings for anti fighter/missile screens so that they can better cover a fleet, now that projectiles can be destroyed before they reach the target. Turrets already are very important here wit
[quote]Updated game to use Epic display name for user name if found [/quote] Much appreciated. Was awkward to have to stream with my PC name, and thus inadvertently reveal my real name to my YouTube audience. [e digicons]8O[/e]
[quote who="wbino3556" reply="11" id="3869498"] I should be super excited playing again but I see nothing I have not seen before. The stated super duper new engine should run great as there are no assets in the game currently. [/quote] The new turrets and missile mechanics alone will be a huge change that will allow the game to be played in what I think will be better, more interesting way. Moving phase lanes was an idea that apparently failed in Sins 1, yet these mad
New Akkan does look nice. It's a shame about the ion cannon though, I'd much rather it kept it than its rate of fire buff. [quote who="Timmaigh" reply="1" id="3869480"] Can you pick 2 colors for your color scheme ala Homeworld now? [/quote] Yes.
Actually they added auto docking for AI strikecraft in Sins 1 to improve performance.
I don't remember if it was in the article of Discord, but I think Blair clarified that late game you can use refineries as TEC to get at least some of these rare resources. My guess is that they're intended to encourage early game exploration and perhaps prevent rushing/spamming certain key units until the late game.
[quote who="WHIPperSNAPper2008" reply="10" id="3864241"] Sometimes you want to see that Victory screen and don't want the sore loser who's dragging the game out to get the Victory screen when you leave the game as a reward for poor behavior. But you're right, it isn't uncommon for winning players to take off and join the next game up, if there is one. [/quote] I understand that. But there are tools to use see that victory screen, the victory conditions, that you don't
[quote who="SgtHydra" reply="6" id="3863974"] Pirate mechanics were absurd. Surprised this wasn't mentioned in the list. [/quote] The mechanics were fine. The problem was that there was no way to get a good difficulty level. The game varied between very weak and very strong pirates, and there were always new players that got killed by them and experienced players who could farm them and were never really challenged. I think it was really more of a design problem, as its hard
Agreed. On the topic of better factory user experience, I think Sins II really needs a Supreme Commander type repeat order for shipyards. So you can tell a factory to build light frigates until you tell it to stop, pausing if you run out of resources. Or, a ratio like 2 LF, 1 Siege, and 5 Corvettes, the repeat. The Empire tree helps with production orders while in battle in Sins 1, but if Sins II is upping the scale even more, this might be a must have.
Looking forward to see what the future holds after all this time!