2) Covenant Attacker AI (Hard or harder, don't remember) on Elysia map have some problems with planets. It's not going to capture worlds untill me forces led them there or lured someway. AI is very passive and only repelling my attacks on their insertion crafts and small task forces, sometimes with larger further incursions.
AI is a known issue unfortunately. SotP's combat style does not work well in Sins, so the AI is a continual WIP.
3) Sometimes UNSC capitals stucks before go to warp and stay there, when all their fleet have already departed. You have to order them course change and jump again in order ot solve the problem.
Which maps is this happening on? Is it only certain custom maps or all maps including randoms? If the former, it's likely a map issue. If the latter, any save games would be most appreciated.
4) With Punic-class in battlegroup, ships sometimes choose jump point in gravity well, but much further from... Let's call it normal jump point. They have to make longer way to point inside gravity well to jump, than get out of it directly.
This might be a bug with the Punic's command ability, will look into.
5) Covenant scouts just stay and stare on cloaked HORNETS. They don't even trying to go closer and disable them.
Might be a case of the scout being derp; will look into, thanks!
6) Today, pack of HORNETS was alerted by Covenant vessel. Just as Sins mechanics demands, they've begun pursuit, but soon gave up and got back to initial position.
Typical Sins behavior, cannot be fixed sadly.
8) Cradle Depot has some abilities or perks, but there are no info and pictures about them. Only effects.
Aye, it does not actually do anything. It only serves to spawn the real Cradle.
9) With found 'Ancient Energy Core' artifact Sahara has stable working cloak on eternal 41 of 42 antimatter points. Even after cloaked slipspace antimatter restore while cloaking field is active.
Totally forgot about the antimatter artifact. Good find, thanks!
10) On level 10, Sahara has 4 unspent experience points. What's about further Shiva improvements?
No matter what the Sahara will always have unspent ability points; this is the cost of having 3 abilities that do not level up.
11) If you have ships in 'cease fire' mod being infected by flood, so they won't attack you anyway. If they have local area, so you have to go close enough to make them shoot at you.
This is taking advantage of hardcoded Sins behavior; nothing we can do sadly.
1) Increase ODPs main gun firepower and range, but decrease their fire rate and available number for all types of planets, except asteroids. Increase their HPs and/or armor and add weak-medium point defence cannons to fight incoming aircraft. Perhaps, increase their overall price in titanium and credits. Huge MACs walls looks really impressive, but unrealistic and something prompts me that UNSC have not so many free space, resources and personell on planets to sustain all of them. Also, despite their lack of strenght... now it's kinda unfair to Covenant. Helixes AA also would be useful only against small number of fighters and bombers due to their range and... damage. Now there is nothing more effective (Price-Quality) to counter aircraft than your own aircraft.
Decreasing their fire rate and increasing their range is not an option, due to balance. I also must note that the UNSC's Orion and the Covenant's DOS both outrange the SMAC; once a hole is made in the SMAC wall, a pair of either ship can start cleaning up and creating a route to the planet or somewhere else. The hangar defense could likely use a revisit to make it a proper fighter counter.
I can agree that the ODP numbers are a bit much. Perhaps they could use an individual buff to damage and/or weapon cooldown, but be hit with a tactical slot cost increase, resource cost increase, and/or activation time increase to compensate.
According to this article, ODPs have some defensive weapon. But now they more resembles Tau from Warhammer. Those guys can't do anything in melee too. But... actually here we have large space stations with idiotically expensive weapon and large number of crewmen. Perhaps, there were some Helixes on board yet?
If you read that article it notes that there is no evidence to support the presence of point defense weaponry. From the article: "No sources indicate the presence of additional weapons, such as point defense cannons commonly mounted on UNSC warships"
2) Perhaps, one day you could add new fire animation for bombers. Maybe HAVOK missile (or analog, you better know) missiles for the UNSC bombers and large plasma bursts (or what they use) for the Covenant. Also, if UNSC bombers would be more serious threat so there will be reason to buy some.
The UNSC Longsword is not a huge threat to Covenant warships, but is a massive one to UNSC ships. This is by design.
3) Make different shield capacity for all UNSC capitals, basing on reactor outputs. More likely that Autumns have more durable shields than Marathons. Shields are not standard equipment (like standard MAC) and, most likely unique for every class energy capabilites.
This cannot be done due to how the refit is set up. UNSC capitals have different shield regen rates however.
4) Increase damage to Valiant dual MACs. It's strange that super-heavy cruiser, further deisgn of Marathon (If I'm not mistaken) has worse MACs than original class. Not sure if 'reactor output' is reasonable here, due to MACs models on ships. If this very model require such amount of power, so unlikely engineers will install it without additional generator or something like that.
The Valiant is a defensive warship whose main purpose is it's powerful command ability. Further, with it's durability upgrades maxed out at level 6, it has health comparable to the Punic, while having the same supply cost as a Marathon. It is our interpretation that the "superheavy" designation primarily refers to the durability and armor of the ship, rather than it's armament.
5) Same thing about frigates... Charon, Paris and likely Stalwart have light MACs (unknown, if they share same model, but most likely. Why UNSC must develop 3 different light MAC types for 3 frigates?), which must be powered equally and deal equal damage. Reactor output is not explanation due to additional power store and support generators. All ships (in Halo, Star Trek, Warhammer) must have some additional power to transfer to ship's systems, but some classes have many energy to transfer, while some have poor store for emergency cases. I believe that Charon advanced life-support system is not so energy expending to change basic MAC parametrs. Alike thing with Stalwart.
Yes, they have different battle roles and armament, but as I understand, differs only armor, some equipment and secondary weaponry.
The MAC barrels themselves have different lengths, which mean more charging coils are present. Even if they have the same MAC type, having a different barrel length directly results in superior MAC performance. It also is different for balance.
6) Add different dodge buffs to all small ships: corvettes, frigates. They move faster, have better turn rate and smaller size. They were build with additional manueverability in exchange for heavier armor and devastating weaponry.
Directed energy weapon unlikely have 100% accuracy in this case... In balance... this measure will increase bad survival rate of frigates and corvettes and make their lives a little bit longer. Interesting feature to the mod.
Chance to dodge is not actually a chance to dodge in Sins; all weapons will always have 100% accuracy. This buff modifier is purely a damage reduction of sorts and sadly does not do what you think it does. It would be cool if we could implement something like this, but unfortunately it is not possible.
9) Make Flood more interesting and deadly. Their tentacles are not so long to catch me now. In 0.56.1 it was more... uncomfortable and disturbing.
Certain concepts applied to the Flood did not work out as well as intended. We are planning to do a complete overhaul to them.