Erebus6937

Erebus6937

Joined Member # 7240533
8 Posts 77 Replies 7,860 Reputation

For the Kol, Rapid Autoloader, Targeting Array & Heavy Gauss are my usuals. If I can get the Aluxian Military Observers that's my ideal 4th. As for abilities, I pretty much avoid using Experimental Beam. I don't use the Dunov much; I don't really know what to use it for.

16 Replies 17,046 Views

[quote who="Norska" reply="8" id="3927535"] Discord is a mess in general and full of random junk posts. Too much to filter out their. [/quote] That's kinda harsh. It certainly has a specific crowd dwelling there. As one of the people that apparently gives "high effort feedback" these forums are certainly easier to work with for me. Back when I was in the discord though, it was nice for conversations/discussions regarding simple topics plus the occasional random quest

19 Replies 55,161 Views

[quote who="Shodoman" reply="7" id="3926374"] I don't understand what you guys have with the Sova. It has such a slow time to kill. [/quote] Different maps/playstyles/goals most likely. I tend to focus on the largest maps and I like to science/turtle until one of the AI picks a fight. In my games I don't have any need to bomb planets for quite a while; I'm also not rushing to the "victory" screen and as such I never play with capital victory on. I rather enjoy watchi

10 Replies 10,827 Views

Sit-Reps (cont): Note: some mods are in place; I’ll give the listing after the sitreps but the mods shouldn’t be impacting the comments/suggestions that I do make. 1) Gameplay 1.7) TEC <li class="MsoNormal" style="mar

7 Replies 9,482 Views

4) Bugs, Typos, Goofs <span style="font-size: 11.0pt; line-height: 115%; font-family: 'Calibri','sans-serif'; mso-ascii-theme-font: minor-latin; mso-fareast-font-family: 'Times New Roman'; mso-fareast-theme-font: minor-fareast; mso-hansi-theme-font: minor-latin; mso-bidi-font-family: 'Times New Roman'; mso-bidi-theme-font: minor-bidi; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-

7 Replies 9,482 Views

Everything I write here is intended to be a suggestion/idea – please don’t read this as if it’s a list of demands. My aim is to provide feedback in a constructive tone, which can be difficult via text. Settings Info : <span style="font-family: Symbol; mso-fareast-font-family: Symbol; mso-bidi-f

7 Replies 9,482 Views

Regarding the auto-retreat behavior toggle.... I'd be okay if it's limited to AI-players only (flag would be set by either AI type and/or AI difficulty). Seeing a badly damaged ship attempt to flee the battle would be funny & it's something realistic to me (wounded attempting to retreat). I can see where that'd annoy the micro-type players though.. In the spirit of making things more accessible I wonder if the fleet icon could be modified into something akin to the garrison settin

20 Replies 43,044 Views

[quote]New Research System The community has rightfully pointed out that there are some problems with the existing research design which we are now starting to address. The key changes are as follows: Research point investment is now split between military and civilian. Investing in research will no longer improve both domains simultaneously. [/quote] Now I kinda hope that the Advent will have their military & civilian labs combined. To keep pacing in li

26 Replies 31,985 Views

[quote who="Blair Fraser" reply="14" id="3923722"] I'm unclear what you mean in 3. You said "the lack of green (hull) serves as the more visible indicator. To me that means there is a blank bar. How is that more visible than the blank bar now flashing red? [/quote] I thought the "single pixels" was referencing to either this: or thi

20 Replies 43,044 Views

1) I'm a fan of keeping the Hull, Armor & Shield bars as they are now. 3) I'm a fan of unhiding it still. I don't see an issue with the visibility for the smaller pixel situations. Wouldn't the lack of green (hull) serve as the more visible indicator anyway? I wouldn't expect crippled health to display entirely like hull/armor/shields. However, if it stays hidden, then there's still a large part of me that wants to see crippled spread to the other units (for consistency) -

20 Replies 43,044 Views

[quote who="Valkyrie8053" reply="7" id="3923247"] If we have a system in place where the ship goes derelict then the AI would need to change to utilize salvaging mechanics otherwise they're just going to blow it up every single time because they won't stop shooting just because it went derelict. So we're talking about some updates to the AI behavior in order to facilitate this. [/quote] I wouldn't advocate for the AI to stop shooting a derelict -

20 Replies 43,044 Views

Per my own tastes I'm not inclined to dive to a subsystems level of detail (for targeting). I'd prefer to have the systems get randomly disabled as the HP drops. The final 500HP would see the ship alive but derelict/adrift; it's salvageable if an external source repairs it - but its own passive regeneration is disabled alongside the rest of its weapons/abilities/engines/phase drive. Of course, I'd also prefer this apply to all ships/structures, not just capital ships/structures. This

20 Replies 43,044 Views

I've been on the fence regarding the crippled state overall. On one hand, I like the concept of using it to either randomly or sequentially "cripple" the ship as its HP decreases. Losing some/all weapons, losing abilities, or having it's antimatter get set to zero (causing damage = antimatter lost) are neat concept-wise to me. On the other, the whole point was to increase the survivability of the capital ships/structures. They are definitely tanky now.. but for a feel

20 Replies 43,044 Views

I've just been retyping the name exactly (which gives me a warning that I'm about to override in small red text). I've been assuming that the ability to overwrite a saved game will return eventually via clicking with a mouse after scrolling - like in Sins1.

1 Replies 3,336 Views