Jump to content

  • Log In with Google      Sign In   
  • Create Account

Photo
- - - - -

Sins of the Prophets Alpha v0.75 Feedback


  • Please log in to reply
82 replies to this topic

#41 Lavo

Lavo

    Grand Master Modder/Design Lead

  • Mod Staff
  • 713 posts
  • LocationNot Uni's Basement

Posted 25 October 2015 - 10:00 AM

Did you turn on autocast per chance?



#42 Andy493

Andy493

    Crewman Apprentice

  • Members
  • 40 posts
  • Steam:andy_493
  • LocationSewaren NJ

Posted 25 October 2015 - 10:02 AM

Yes I did it's very weird but I'll try again next game I'm finishing up one now next game I'll make a few and try them out again and see if the same issue occurs

#43 Lavo

Lavo

    Grand Master Modder/Design Lead

  • Mod Staff
  • 713 posts
  • LocationNot Uni's Basement

Posted 25 October 2015 - 10:06 AM

If you turn on autocast, that's the issue; autocast does not work with that ability and is off due that very reason.

 

 

The orbital base cradle (I thing that's the name) That you build to on the defence slot on your planet aren't supose to jump with you. Though when you put them in a fleet and order that fleet to jump to another planet to attack they will actually follow the fleet and jump. Wich give you free of supplies repair ship to heal your fleet again the dps off the Convie!

I can't reproduce this locally. Are you sure you built the tactical structure version and not the ship version?



#44 Caesars_Legion

Caesars_Legion

    Crewman Apprentice

  • Members
  • 70 posts
  • Steam:lava788
  • LocationGreat Britain, South-East England.

Posted 25 October 2015 - 12:06 PM

If those aren't your monitor's native resolutions it probably won't matter. I run a 1440x900 on my monitor natively, and I have no issues.

 

My native resolution is fore-mentioned 1680x1050 so I don't know. I might try re-downloading, might have missed part of a file or something.



#45 Azo 'Salcam

Azo 'Salcam

    Crewman

  • Members
  • 151 posts
  • LocationLooking for Forerunner artifacts...

Posted 25 October 2015 - 12:18 PM

I dunno if anyone has mentioned this yet, but can you guys and gals up there, improve the SDV heavy Corvette's model too?

The CPV destroyer is FABULOUS, so why stop there?


Spoiler


Spoilered that gif for ya... -Sloose

#46 WarthogRacingMan3

WarthogRacingMan3

    Mr. Warthog Racing Man

  • Authorized Playtester
  • 387 posts
  • LocationWaukegan, Ilinois, United Republic of North America

Posted 25 October 2015 - 01:59 PM

I dunno if anyone has mentioned this yet, but can you guys and gals up there, improve the SDV heavy Corvette's model too?

The CPV destroyer is FABULOUS, so why stop there?

The current SDV is a placeholder, so I'm sure it will either get a new model and/or a better texture.


  • Azo 'Salcam likes this

The Warthog Racing Man the Third

Posted Image

Desolation comes upon the sky

Now I see fire


#47 NEXUS2345

NEXUS2345

    Crewman Apprentice

  • Members
  • 2 posts

Posted 25 October 2015 - 02:50 PM

Loving the new UI and sounds for the menu, but I have a major issue involving fonts. Text fields are too large for their UI elements in the Diplomacy, Relationships, Research and Underground tabs. I have installed all the included fonts to no avail. Running 1920x1080p with all settings maxed out. Windows 10 Home 64bit.

 

Edit: It has come to my attention that apparently these UIs are not finished and that they will be updated in the next release, so basically that invalidates my above comment, so all I have to say is good job guys!


  • Demosthenes likes this

#48 Daringpear

Daringpear

    Crewman

  • Members
  • 112 posts
  • Steam:daringpear

Posted 26 October 2015 - 01:41 PM

Honestly, the shield refit ability is one if the coolest yet. However, the shield effecr does not show on the reffited ships. Is this a bug on my part, or has this feature nit been added yet?

Planks3.png


#49 war5444

war5444

    Crewman Apprentice

  • Members
  • 58 posts
  • LocationONI, Sydney

Posted 26 October 2015 - 01:50 PM

I dont think it's been added yet.



#50 Azo 'Salcam

Azo 'Salcam

    Crewman

  • Members
  • 151 posts
  • LocationLooking for Forerunner artifacts...

Posted 26 October 2015 - 06:04 PM

"Have no Fear, Infinity is Here!"

This mod is amazing -though will the ai bug be fixed? they had the most resources, but ceased their ship creating for the most part, and actually stopped attacking me. they ended up being on the defensive, and my Infinity crushed them.

 

Otherwise, excellent work! I love it!

(now I gotta try the covenant)


Spoiler


Spoilered that gif for ya... -Sloose

#51 SiRD31M0S

SiRD31M0S

    Forum Jester

  • Authorized Playtester
  • 859 posts
  • Steam:sird31mos
  • LocationThe infinitesimal space between thoughts, on the cusp of uncountable instances of possibility.

Posted 26 October 2015 - 06:11 PM

These fine folks'll probably keep fiddling around to see if anything works, but Sins being what it is, who can say? We'll just have to hope for the best.


  • Cole Protocol and Azo 'Salcam like this

I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

Spoiler
Spoiler

#52 Azo 'Salcam

Azo 'Salcam

    Crewman

  • Members
  • 151 posts
  • LocationLooking for Forerunner artifacts...

Posted 26 October 2015 - 06:23 PM

Sorry, I don't wish to spam, the Saber Fighters need their "engine trails".


Spoiler


Spoilered that gif for ya... -Sloose

#53 Derek

Derek

    Crewman Apprentice

  • Members
  • 2 posts

Posted 28 October 2015 - 08:51 PM

First of all, giant thank you needs to be said for all the hours of hard work that have gone into this mod, those new models and ship exhausts just blew me away.

 

Some issues i have discovered: ( even after installing the new 0.75.1)

- the most important: The covenant ai, seems to be really lacking in terms of fleet build. In my 2 gameplays since yesterday (one on 0.75 one on 0.75.1) the Cov. didn't really build anything apart from a couple of the new ORS cruisers. Some antifighters frigates (max. 5) and maybe one crs. I tried to speed up the time but the result was the same. No active crs bulding, no cpv destroyers which differentiated strongly from the massive fleets i fought against in the previous releases. After one hour in, i went to look what they amassed (with the awesome Sahara prowler, loving it! ) and they just spammed hangar bays around their planets, no ships anywhere to be found. (exception 1-2 ORS) 

Does the initial edit on the difficulty in the player lobby or the orientation on offence, deffence, economic any impact on this?  i tried it with heroic and legendary, also can it be influenced by some maps? 

 

- minimazing the game and maximizing it afterwards caused in some cases a black screen from which i couldn't even exit with the task manager- log out was the only option. This also happened to a friend of mine yesterday so i don't seem to be the only one having this problems.

- i really like the feel that the new ui gives. Just i can't find a way to delete saves with it. Is there a special button? 

 

 Those were the things i have noticed.  the new version certainly brought a big variety to covenant ships. Now i have to think twice with which ships to supplement my fleet to get a good backbone and also a good fighter base. Loving the phantom and dropships spam from the cap ships! and also the new glassing ability. 

Thanks for all the fun that you have provided and constantly provide for halo enthusiast around the world 

 gretings from Slovakia. 

I am also seeing this on a 2v2 the 1st AI covi on team 2 is moderately active and the 2nd AI is largely inactive. I theorize it has to do with me setting the difficulty from normal for 1 hour to 2 steps higher for 2 more hours, I like to escalate the difficulty the longer the game takes. I don't think its responding to these changes well.  



#54 TheBestKorea*

TheBestKorea*

    Is North Kowea

  • Members
  • 6 posts

Posted 29 October 2015 - 10:40 AM

Hello,

 

So I've noticed in regards to the AI that something must have happened between 0.75 and 0.75.1. Though many have made the issues with the covenant AI apparent I don't think anyone has picked up on the difference between the versions. During my first two or three  (0.75) games the covenant AI was highly aggressive and made efforts to replenish loses. It seems though after downloading the hot-fix that the covenant AI did in fact  go completely brain dead and will only dispatch small fleets initially, they then fail to replace them after destruction. So far I've tried both randomly generated maps and the custom maps included, the AI has also been placed on heroic-mythic. In each case the AI loses it's initial small starting fleet  and hordes all of its resources.

 

I've even add four covenant AI into the mix at once and not one of them would make an effort to defend/attack, just constant resource hoarding with no effort to build any kind of fleet.

 

Obviously Sins has fecal AI, but appears to me as though something happened between the initial release and the release of the hot--fix.       

 

 

UPDATE: I reverted back to pre hot-fix and the AI has become less mindless and seems to want to build ships again. Don't know if that's dumb luck or has to do with something in the hot-fix. After playing for about 2 hours now the covenant AI seems to be doing better.


  • Derek likes this

#55 Death

Death

    Death knows no bounds!

  • Members
  • 42 posts
  • LocationEverywhere

Posted 01 November 2015 - 06:44 PM

Lurk, lurk, lurk, and here I am again.  I don't think I am worth starting my own thread despite that other popular topic right now so here we go.

 

 

Death's Sins of the Prophets 0.75.1 Feedback

 

 

Preface:  I always play on random maps of varying degrees of largeness, with teams.  Difficulty started with heroic and is now always around legendary to mythic.  Have not tried reclaimer yet.

 

  • The Covenant Hanger Bay seems to randomly have a neutral CCS-Class just hanging around on top of it, slightly to one side on an angle.  I have not found a pattern to this, as both my hanger bays and the AI's hanger bays have these CCS models just sitting there all static-like.  Can’t figure out why.
  • Speaking of Covenant defenses I seem to remember a topic on this before based on a comic but I don't see any reason why the Covenant can't have some defensive stations here and there to help in a gravity well, because if your Haven goes down then you can't do much as those hangar bays are more pests than anything.  Frankly I just find it annoying when starbases are quite expensive early - mid game and I have random ships poking at some planets and the only way to reliably kill a couple ships is either send some ships to take care of it or build a Haven.  I don't think having a few turrets would hurt in my opinion.
  • I noticed that the AI seems to make an in-engine fleet most of the time with its ships (with the "form fleet" button), and this causes issues.  For one, a random frigate is usually the leader and all other ships in the gravity well will stop what they are doing to make a beeline for it when it shows up (because of course the AI never jumps its ships at once), even when winning a fight they turn tail and proceed to take heavy losses due to putting themselves into a disadvantageous position.  I saw this over and over again in the several games I have gotten in since the latest release, and think that it might also have to do with another AI blunder I see them make, jumping into a gravity well, poised to attack, and then turning around and jumping back because I think their fleet leader isn't with them.  Only when the fleet leader has gotten to the gravity well that the fleet is supposed to be does the fleet eventually get its shit together and attack; which by the way has probably wasted a lot of time and ships playing this stupid game of cat and mouse.  The ability to form and register a fleet is just a problem, and I have seen it decried as useless for SotP by everyone; so is it not possible to just remove it as an option?  Take away the button from the AI and players, or is this a hardcoding issue and/or required for the AI to properly function?
  • I realize that the UNSC's titan would be rather unsubstantial if it died real quick, but why does it have such a high shield count?  Last I looked, the UNSC just got shields on their ships right?  So why would they be so high as to rival even an OAS in shield count?  The only integrated Forerunner tech was solely the engines if I recall right, so unless the onboard AI is pulling some diverting power tomfoolery, I don't understand why they would be so high.  Not even the Punic at level 10 with a shield refit comes even close to taking the beating the Infinity can.  Wouldn't higher armor make sense with a lower shield count?  I recall some talk a while ago that the UNSC's titan would be its fleet centerpiece, and not a one-fleet ship like the Covenant's titan was going to be.  I don't know if the current Covenant titan still fits that role or if the dev's perspective on it changed, but right now the Infinity is God-damn juggernaut very similar to the OAS as such that, if you were going for asymmetry, with respect to titans they don't seem very different in playstyle.  Also, I might be wrong here but I swore I recall seeing that the Infinity had an SMAC as its fifth MAC, is that not reflected in game or is the tooltip not conveying that information?  Finally, I noticed that the Infinity does in fact have in-system jump capabilities, and I must say that when the AI does use it, it usually uses it to great effect; but I thought that in-system jumps were discussed and dismissed as too wonky for the AI to use and I don't recall that just being said about capitals.  Is this titan an exception because it is simply one ship?  Bonus Question: As a side note, does the Infinity actually go faster than other UNSC ships, either in slipspace or in a gravity well?  I haven't really checked.
  • Covenant scout doesn't automatically capture neutral/enemy asteroids even when it is ability is on autocast, and sometimes when it goes invisible all of its other abilities remain unusable when the invisibility is turned off.  I don't know if this is true for the UNSC colony ship, and thus it might be an issue with the scout class of ship in-engine.
  • UNSC Cradle station thing is invisible sometimes and remains in the gravity well even after an enemy faction takes them.  I think that they disappear in some cases, but not in others.  Also, I think that you should make it clear that building one of those from the tactical slots WILL take fleet supply, I didn't know that until I made six and by that point I had to scuttle them all because I would rather of had more ships.
  • Sometimes a few covenant ships will be going so fast that they overshoot what they were going after, and their own ships as well.  I don't know why but I have seen some ships, 2 or 3 at a time (most of the time they are capitals, and often CAS's) just book it real quick to the end a gravity well when chasing a retreating enemy fleet, flying past their own friendly fleet, make it to then overshoot the enemy fleet, make a wide turn (whilst still going very very quick), get shot up, then slow down.  Their speed is the same as all of the other ship's speed according to the tooltip that shows their buffed stats (in my case it was 140%), but as I said they just fly by like it is no one's business.  If I had to guess I would say that some of the Covenant capitals are buffing a few other ships' speed (possibly turn speed as well) to levels far higher than they should be.  Actually come to think of it, if ships have different top speeds and when in a fleet defer to the slowest ship' speed, then maybe when not moving as a group in some instances the game doesn't recognize some ships as part of that group, causing them to fly off on their own much quicker.
  • The AI doesn't build many capitals, and never the optimal ones either.  I have been checking the game stats at the end of my sessions and if the UNSC has some 35 capital slots available, and if the Covenant has 12...then the AI at max only seems to have 8 and 5 used respectively peaking at about an hour in, and it just declines from there to an average of 5 and 3 respectively.  When I do seem them I am often disappointed too.  The UNSC usually has a Valiant or two, a Punic, sometimes Marathons, and rarely a single Autumn.  The Covenant on the other hand often have an ORS, a DDS, and sometimes a DOS and OSS too.  They very rarely ever build their most iconic ship, the CAS, which is a crying shame in my opinion.  I don't know what to make of it, I guess the AI only goes for certain capitals to suit some variable, or they max out their fleet supply and rarely does it go down enough for an sufficient degree of capital ships.
  • What happened to mines?  I figure that the UNSC defensive walls of SMACs that can be erected combined with some SABRE hangers and Anchor Stations make mines seem like overkill, but I am surprised to see them taken out entirely, and not even mentioned as having been so from what I have found.
  • Speaking of Anchor Stations, the AI never builds two of them in the same gravity field, despite most likely having the research done at some point.  I don't remember if the AI ever did it as the TEC Loyalists in Vanilla SoaSE: Rebl
  • I never see the use in making a DDS Class after playing around with them enough.  They are fragile enough to get one or two shotted by SMACs, yet not useful enough to be in the fleet in the back when all of my other ships just give enough fighters and bombers in the first place to not make me want to build them when I could have another ORS instead.  And then they get killed anyway because they are not CAS-Class's.
  • If I could make a comment more directly relating to the future of the mod rather than as immediate feedback, is there any reason why some of the lore's larger ships can't simply be resized?  You did it for MA right?  I don't see why that couldn't also be done for other ships as well, especially considering the size of the ships in SotP are very similar to the sizes of ships in vanilla SoaSE: Rebellion, and titans in that are far larger than the capital ships and they fit fine in gravity wells.  Is it simply balance concerns and your own lore justifications for the mod?  Keyships and Centurions for example for a fair amount larger than the CAS-Class's, but I don't see how that would affect gravity well movement.  As a side note, if the UNSC has 35 capital ship slots, and the Covenant has 12, then maybe the Forerunners could have 7, because it is a relevant number and it seems to fit with the power of the capitals (or 8 if the titan will still cost 2 slots).

 

Thanks for reading.


The Machine is strong. We must purge the weak, hated flesh and replace it with the blessed purity of metal. Only through permanence can we truly triumph, only through the Machine can we find victory. Punish the flesh. Iron in mind and body. Hail the Machine!   - Paullian Blantar Iron-Father of the Kaargul Clan, Iron Hands Chapter.

 

We are born for a darker purpose than that of mere existence. There will come a time when stygian night never ends, where dead stars will spread before us like islands that slumber on the ocean, and when the beings that hid like shadows will feed on us forever. - Adept Corteswain at the Omniastery of Selethoth, shortly before his disappearance.


#56 SiRD31M0S

SiRD31M0S

    Forum Jester

  • Authorized Playtester
  • 859 posts
  • Steam:sird31mos
  • LocationThe infinitesimal space between thoughts, on the cusp of uncountable instances of possibility.

Posted 01 November 2015 - 08:24 PM

I can't really speak to most of your comment, but hopefully someone else can fill in the blanks later.

 

 

I realize that the UNSC's titan would be rather unsubstantial if it died real quick, but why does it have such a high shield count?  Last I looked, the UNSC just got shields on their ships right?  So why would they be so high as to rival even an OAS in shield count?  The only integrated Forerunner tech was solely the engines if I recall right, so unless the onboard AI is pulling some diverting power tomfoolery, I don't understand why they would be so high.

We know the Infinity can ram and destroy an RCS and subsequently engage in battle besides, evidently without putting itself in any significant danger. If stuff heard over radios in Halo 3 is any indication, this is characteristic of shields at least as strong as a CAS, which is saying quite a lot. There's probably a fair amount of exaggeration in the mod compared to the shields' rather vague strength in canon, nonetheless.

 

As for the Infinity's comparison to the OAS: the former is better at scything through individual targets, while the latter can gun down multiple ships at a time. The OAS also offers some additional buffs to the fleet, but I would have to agree their roles aren't entirely dissimilar.

 

Speaking of Covenant defenses I seem to remember a topic on this before based on a comic but I don't see any reason why the Covenant can't have some defensive stations here and there to help in a gravity well... ~snip~ ...I don't think having a few turrets would hurt in my opinion.

This is out of the question, mostly for the sake of the asymmetrical balance the staff want to achieve with the mod. Giving the Covenant a dedicated defense platform is tantamount to turning them into the UNSC with shields.

 

Covenant scout doesn't automatically capture neutral/enemy asteroids even when it is ability is on autocast, and sometimes when it goes invisible all of its other abilities remain unusable when the invisibility is turned off.  I don't know if this is true for the UNSC colony ship, and thus it might be an issue with the scout class of ship in-engine.

The Phoenix does this reliably, so it's definitely just a problem with the scout.

 

Sometimes a few covenant ships will be going so fast that they overshoot what they were going after, and their own ships as well.  I don't know why but I have seen some ships, 2 or 3 at a time (most of the time they are capitals, and often CAS's) just book it real quick to the end a gravity well when chasing a retreating enemy fleet.... ~snip~  Actually come to think of it, if ships have different top speeds and when in a fleet defer to the slowest ship' speed, then maybe when not moving as a group in some instances the game doesn't recognize some ships as part of that group, causing them to fly off on their own much quicker.

I have no idea why this would happen, but I'm fairly confident the group movement setting only affects Slipspace jumps.

 

What happened to mines?  I figure that the UNSC defensive walls of SMACs that can be erected combined with some SABRE hangers and Anchor Stations make mines seem like overkill, but I am surprised to see them taken out entirely, and not even mentioned as having been so from what I have found.

Mines were moved entirely to the Sahara-class Heavy Prowler. They're meant to be used deliberately and tactically, now.

 

I never see the use in making a DDS Class after playing around with them enough.  They are fragile enough to get one or two shotted by SMACs, yet not useful enough to be in the fleet in the back when all of my other ships just give enough fighters and bombers in the first place to not make me want to build them when I could have another ORS instead.  And then they get killed anyway because they are not CAS-Class's.

The Covenant must, of course, be judicious in their use of their comparatively limited command supply. The DDS, such as it is, is the only truly dedicated carrier in the entire lineup. Just one or two can nearly double the fighter complement of mid-large sized fleets (assuming you aren't just spamming RCS's), which can be crucial in invasions involving larger SMAC counts and defending fleets.

 

If I could make a comment more directly relating to the future of the mod rather than as immediate feedback, is there any reason why some of the lore's larger ships can't simply be resized?  You did it for MA right?  I don't see why that couldn't also be done for other ships as well, especially considering the size of the ships in SotP are very similar to the sizes of ships in vanilla SoaSE: Rebellion, and titans in that are far larger than the capital ships and they fit fine in gravity wells.

I assume you're referring to the CS-NO-class Superplot Device. The boys upstairs have a certain disdain for the ship to begin with, but from a gameplay standpoint, we basically just introduced a bigger, better Assault Carrier as the Covie titan. Having a third one of those would just be silly. ;)


I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

Spoiler
Spoiler

#57 Death

Death

    Death knows no bounds!

  • Members
  • 42 posts
  • LocationEverywhere

Posted 01 November 2015 - 08:42 PM

Responses in bold and underlined.

 

 

We know the Infinity can ram and destroy an RCS and subsequently engage in battle besides, evidently without putting itself in any significant danger. If stuff heard over radios in Halo 3 is any indication, this is characteristic of shields at least as strong as a CAS, which is saying quite a lot. There's probably a fair amount of exaggeration in the mod compared to the shields' rather vague strength in canon, nonetheless.

 

I just find it strange that the UNSC can all of a sudden pull out CAS+ shielding without having to work their way up to that level of sophistication (however quickly that would take).

 

 

This is out of the question, mostly for the sake of the asymmetrical balance the staff want to achieve with the mod. Giving the Covenant a dedicated defense platform is tantamount to turning them into the UNSC with shields.

 

I don't know, making them take up a lot of tactical slots to the degree that you couldn't possibly spam them, like the UNSC can spam SMACs, having a max of like 2 - 4 in a gravity well would take care of that concern so long as it is minute.

 

 

Mines were moved entirely to the Sahara-class Heavy Prowler. They're meant to be used deliberately and tactically, now.

 

Then maybe I didn't read that closely enough, I thought those were different types of mines.

 

 

The Covenant must, of course, be judicious in their use of their comparatively limited command supply. The DDS, such as it is, is the only truly dedicated carrier in the entire lineup. Just one or two can nearly double the fighter complement of mid-large sized fleets (assuming you aren't just spamming RCS's), which can be crucial in invasions involving larger SMAC counts and defending fleets.

 

I don't know, with 1 OAS, 2 OSS's, 3 ORS's, 2 DOS's, and 4 CAS's (Hopefully I did my math right) that makes a significant amount of strikecraft in my opinion, the DDS's portion is numerically noticeable sure, but late game at least I find that they don't make much of a difference.  I want to say like, 11% more strikecraft at best.

 

 

I assume you're referring to the CS-NO-class Superplot Device. The boys upstairs have a certain disdain for the ship to begin with, but from a gameplay standpoint, we basically just introduced a bigger, better Assault Carrier as the Covie titan. Having a third one of those would just be silly. ;)

 

Uh, no actually.  I was just looking at the size of some of the Forerunner ships in Dev mode (after skipping past all of those God-awful errors over and over, is there a way to skip to ALL errors period?) and looked at some size charts online, and I thought that they are rather small in comparison to how large I think the lore puts them at.  It makes me wonder if some are placeholders or if that is how large they are going to be.  I'm simply thinking that there is room in the gravity wells for them if they were larger.  2/3rds larger than the CAS for example.  I also can't help but make comparisons to the Advent titans from vanilla, and how they are "tall" rather than "long", and how that is the MA's MO too.  These ships can all be bigger if the comparisons to the vanilla ships are at all accurate is all I am saying.


The Machine is strong. We must purge the weak, hated flesh and replace it with the blessed purity of metal. Only through permanence can we truly triumph, only through the Machine can we find victory. Punish the flesh. Iron in mind and body. Hail the Machine!   - Paullian Blantar Iron-Father of the Kaargul Clan, Iron Hands Chapter.

 

We are born for a darker purpose than that of mere existence. There will come a time when stygian night never ends, where dead stars will spread before us like islands that slumber on the ocean, and when the beings that hid like shadows will feed on us forever. - Adept Corteswain at the Omniastery of Selethoth, shortly before his disappearance.


#58 SiRD31M0S

SiRD31M0S

    Forum Jester

  • Authorized Playtester
  • 859 posts
  • Steam:sird31mos
  • LocationThe infinitesimal space between thoughts, on the cusp of uncountable instances of possibility.

Posted 01 November 2015 - 09:11 PM

Uh, no actually.  I was just looking at the size of some of the Forerunner ships in Dev mode (after skipping past all of those God-awful errors over and over, is there a way to skip to ALL errors period?) and looked at some size charts online, and I thought that they are rather small in comparison to how large I think the lore puts them at.  It makes me wonder if some are placeholders or if that is how large they are going to be.  I'm simply thinking that there is room in the gravity wells for them if they were larger.  2/3rds larger than the CAS for example.  I also can't help but make comparisons to the Advent titans from vanilla, and how they are "tall" rather than "long", and how that is the MA's MO too.  These ships can all be bigger if the comparisons to the vanilla ships are at all accurate is all I am saying.

Oh, my mistake. To be honest, you know basically as much as I do. This really isn't any sort of answer at all, so hopefully somebody else can shed light on that.


I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

Spoiler
Spoiler

#59 Diablo_Cow

Diablo_Cow

    Crewman Apprentice

  • Members
  • 5 posts

Posted 03 November 2015 - 08:21 PM

So after playing five or six games I've noticed that the Charon Frigates become rather useless near end game.  By the time I get an Infinity along with a fleet usually consisting of a Punic and a Phoenix, planet bombardment becomes trivially quick.  I used to usually have two fleets, a combat fleet which is sent in to deal with static defenses and/or bases and then move that fleet up to the next planet while a trailing fleet of a Phoenix and some Charons would swoop in for the kill/capture.  However I've recently noticed that a combo of a Punic/Infinity/Phoenix does either equal DPS or just below the DPS of a fleet of about 10 Charons.  But with the plus side of not consuming extra fleet supply.  So while I like it since I can build a slightly large main fleet, it seems like the Charon gets forgotten late game, not used at all early game and in mid game at least in my experience its been about defending your borders while you build a fleet to make invasions. 

 

A small tweak might be to remove the Infinity's ability to bombard planets. That or reduce bombardment damage of the capital ships by a good amount all across the board.  Thematically the Punic and the Phoenix are go to troop transports and the Infinity can fill the same role, I don't know if its worth sticking to lore at the cost of overshadowing the Charon.  

 

As a side note, does anyone see a use for Paris frigates late game? I've been trying to make them work with about a one to one ratio of Paris to Halberds in order to capitalize on their AOE.  But I can't really say if its been effective or not let alone critical for any of the fleet engagements I've come across.  If that were the only issue then I could kinda overlook it for their cheapness but they do die a lot more frequently than Halberds so I'm feeling rather eh about them.  I tried to use them but they don't seem to be worth the effort to keep supplied in large enough quantities late game.  

 

edit: Just thought if it this morning but another possible solution to making the Charons more relevant late game would be to make it so the research tech Spartan Assault Teams only applies to the Charon.  That way the Infinity/Punic/Phoenix can still do planetary bombardment but there's an actual reason to making Charons.  


  • SiRD31M0S likes this

#60 Azo 'Salcam

Azo 'Salcam

    Crewman

  • Members
  • 151 posts
  • LocationLooking for Forerunner artifacts...

Posted 10 November 2015 - 08:35 PM

Is there a way to kill the Infinity? Because I had half of all of the upgrades for the Covenant ships, and I had the CAR class, CRS class, RCS class, CPV, SDV, ORS, DDS, max hangars for defense, and I cannot kill it.

 

I can bring it down to half health, and then it kills my whole fleet each time. Its shield regeneration is way too fast. You bring its shields down, and they are almost back to half a moment later. Added the UNSC ai builds it at 42 minute mark every time. I've timed it each time in game. In the game's time, its the 42 minute game mark and then you get the "Oh no they built a titan" alert.

 

What is going on, because I seriously cannot kill this thing, I'm running out of options here. I was trying the Contact Harvest Scenario as Covenant and I was swamped really before I could even do anything meaningful.

 

I had a big fleet twice and didn't matter, all turned to space dust really fast. Can anyone do something about this? Its worse on co-op because my friend gets screwed before he can do anything meaningful either and he was playing UNSC and didn't even survive. One Infinity is bad enough but TWO in Co-Op is the last level of Hell. Something needs to be done about the Infinity because I'm honestly running out of tactics and tricks. I feel like Germany in the last months of World War two, knowing the Russians are coming and making my last stand, knowing full well I'm going to get steam rolled by the Mary-sue ship of the century.

 

Honestly there is no way to survive.


Spoiler


Spoilered that gif for ya... -Sloose




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users