Solar cannon up'd?
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Solar cannon up'd?
Is it just me or did this patch raise the damage and power drain on solars?
Re: Solar cannon up'd?
I have just emailed toonces about the same thing... both of my igs's got blown up fast even with 7 neutrons...
- Toonces
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Re: Solar cannon up'd?
It may be a little stronger on direct hits now
Re: Solar cannon up'd?
it was fine the way it was before tooncy y change it??
Re: Solar cannon up'd?
I think i speak or everyone, but this is a horrible patch! If your going to raise power on solar it should be based on some kind of colony attribute....maybe like the more spice a colony has the more powerful the solar....but have a single solar shot do 600 damge is insane its like invading a colony that shoots negs at you. Well guess im going to be building good luck invading my colonies /grin
Re: Solar cannon up'd?
And why would he even do this?
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Re: Solar cannon up'd?
Well, there was a lot of complaining that invading was too easy after raising the ore per shot cost of the Solar Cannon.
So with this way, invading can be harder, and still offer variety in number of solar shots (instead of them all being 1o shot).
So with this way, invading can be harder, and still offer variety in number of solar shots (instead of them all being 1o shot).
Re: Solar cannon up'd?
Perhaps it is time to consider that these people saying that the game is to easy are simply so far in over themselves and so deep within a lie it seems they must complain as to not relinquish their reputation.Toonces wrote:Well, there was a lot of complaining that invading was too easy after raising the ore per shot cost of the Solar Cannon.
So with this way, invading can be harder, and still offer variety in number of solar shots (instead of them all being 1o shot).
I purpose a system of accumulative increase in damage % the less the solar shots are present.
That way, 1 shots do a lot and are balanced, like the way they used to be.
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Re: Solar cannon up'd?
Cool, thanks toonces, Good for new players
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Re: Solar cannon up'd?
Hmmm i need to do some invading and check this out
Re: Solar cannon up'd?
You die alot quicker now even with 7 neutrons... also this should of been put on the news so that everyone knew instead of letting me blow my 2 igs's then finding out other people have had the same.
Re: Solar cannon up'd?
yeah every time there is a patch or a fix of some sort, u should let us know in the news,, and use the corrects dates.. when i look at it, it says news from developer sept.14.11, but some things were released weeks ago... just knowing the correct date of patches applied would help ;D
Re: Solar cannon up'd?
Solar is OP now. I'd be willing to split the difference if you must increase damage, but 600 is ridiculous. The folks who wanted damage increased were fools and NOT the majority of players that ACTIVELY invade colonies.
I think Dragonz and I and everyone else that posts here speak for a slightly higher percentage of the player base (not just us 30 forum users) then Jesusrocks987.
The only other people that publicly asked for damage to be increased were Barefoot, whom no longer plays, and Cloud1 whom is a complete fool with ridiculous ideas, and doesn't play.
No, there was a lot of complaining that you raised ore, and 3 noobs asked for damaged to be increased as a result. I think you should re-read that topic.Toonces wrote:Well, there was a lot of complaining that invading was too easy after raising the ore per shot cost of the Solar Cannon
I think Dragonz and I and everyone else that posts here speak for a slightly higher percentage of the player base (not just us 30 forum users) then Jesusrocks987.
The only other people that publicly asked for damage to be increased were Barefoot, whom no longer plays, and Cloud1 whom is a complete fool with ridiculous ideas, and doesn't play.
Last edited by Major on Wed Sep 14, 2011 3:18 pm, edited 1 time in total.
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Re: Solar cannon up'd?
wow this patch is gay toonces
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Re: Solar cannon up'd?
Wow that's crazy 600 from one solar bullet, kiss invading on ga goodbye lol
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Re: Solar cannon up'd?
I couldn't really invade before, now I can't at all D:Major wrote:Solar is OP now. I'd be willing to split the difference if you must increase damage, but 600 is ridiculous. The folks who wanted damage increased were fools and NOT the majority of players that ACTIVELY invade colonies.
No, there was a lot of complaining that you raised ore, and 3 noobs asked for damaged to be increased as a result. I think you should re-read that topic.Toonces wrote:Well, there was a lot of complaining that invading was too easy after raising the ore per shot cost of the Solar Cannon
I think Dragonz and I and everyone else that posts here speak for a slightly higher percentage of the player base (not just us 30 forum users) then Jesusrocks987.
The only other people that publicly asked for damage to be increased were Barefoot, whom no longer plays, and Cloud1 whom is a complete fool with ridiculous ideas, and doesn't play.
The solar increase is too high, but I like it since I build, the fact is Builders like it and Inveders dont, so I'd split the Increase to be
[SolarDmg Now] - [SolarDmg Before]
______________________________
2
So basically +1/2 of what you increased it
Re: Solar cannon up'd?
JesusRocks simply kisses Toonces donkey and praises him on everything he does regaurdless of how horrible it is.Major wrote:Solar is OP now. I'd be willing to split the difference if you must increase damage, but 600 is ridiculous. The folks who wanted damage increased were fools and NOT the majority of players that ACTIVELY invade colonies.
No, there was a lot of complaining that you raised ore, and 3 noobs asked for damaged to be increased as a result. I think you should re-read that topic.Toonces wrote:Well, there was a lot of complaining that invading was too easy after raising the ore per shot cost of the Solar Cannon
I think Dragonz and I and everyone else that posts here speak for a slightly higher percentage of the player base (not just us 30 forum users) then Jesusrocks987.
The only other people that publicly asked for damage to be increased were Barefoot, whom no longer plays, and Cloud1 whom is a complete fool with ridiculous ideas, and doesn't play.
What needs to happen is an accumulative system of solar damage increments in relation to how many shots are being fired!
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Re: Solar cannon up'd?
What A lier...
Im not playing your stupid waste of time game now, I hope noone else does.
Copy SGE all you want, At least this has a player base.
I never kiss up to toonces and you are wasting all your time being a complete nerd coding a stupid waste of a game.
Have fun with the waste and stop talking to me communist baby duck.
Im not playing your stupid waste of time game now, I hope noone else does.
Copy SGE all you want, At least this has a player base.
I never kiss up to toonces and you are wasting all your time being a complete nerd coding a stupid waste of a game.
Have fun with the waste and stop talking to me communist baby duck.
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Re: Solar cannon up'd?
So, exactly like toonces did?JesusRocks765 wrote:you are wasting all your time being a complete nerd coding a stupid waste of a game.
??? Are you an idiot?JesusRocks765 wrote:Have fun with the waste and stop talking to me communist baby duck.
Re: Solar cannon up'd?
You are literally to stupid for me to even want to come up with a crushing comeback/insult.JesusRocks765 wrote:What A lier...
Im not playing your stupid waste of time game now, I hope noone else does.
Copy SGE all you want, At least this has a player base.
I never kiss up to toonces and you are wasting all your time being a complete nerd coding a stupid waste of a game.
Have fun with the waste and stop talking to me communist baby duck.
Re: Solar cannon up'd?
double domes are scary
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Re: Solar cannon up'd?
I am actually a very intelligent man, Throw any insult at me and I will turn it against you
Re: Solar cannon up'd?
<sigh> Why do you randomly capitalize things that you simply think are important? Your taint stains whats left of the faint essence of good grammar left on this forum.JesusRocks765 wrote:I am actually a very intelligent man, throw any insult at me and I will turn it against you
- Toonces
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Re: Solar cannon up'd?
The reason its not in the news is because it wasn't really planned for. I think what was going on in the past was that the solar bullets were always exploding at maximum distance from your ship. It's supposed to instead cause more damage on direct hits than on glancing blows, so in my coding I inadvertantly fixed that and now solar bullets do the damage they were originally intended to do. I'm leaving it in because of the reason I gave earlier in this topic, which is that it seemed reasonable to increase the defensive power of the solar after the change to eliminate the surplus of 10-shot colonies that came back in July or August.
Re: Solar cannon up'd?
guess no more buying igs, if im just gonna lose them to all those beast solars
Re: Solar cannon up'd?
Shouldn't we off been aware of this anyways wether it was planned or not? i did an experiment on a server and i actually found out that neutrons are useless now, they dont do anything, like i said earlier i lost 2 igs's from this "patch" from me not knowing about it.Toonces wrote:The reason its not in the news is because it wasn't really planned for. I think what was going on in the past was that the solar bullets were always exploding at maximum distance from your ship. It's supposed to instead cause more damage on direct hits than on glancing blows, so in my coding I inadvertantly fixed that and now solar bullets do the damage they were originally intended to do. I'm leaving it in because of the reason I gave earlier in this topic, which is that it seemed reasonable to increase the defensive power of the solar after the change to eliminate the surplus of 10-shot colonies that came back in July or August.
Must agree with you, no more buying igs if all they are going to do is blow up easy.gamanche wrote:guess no more buying igs, if im just gonna lose them to all those beast solars
Re: Solar cannon up'd?
This is just completely messed up. It's hard enough to find a colony that is DECENT on FW without it having a good solar cannon around 8/100. Sure, you made the ore go up for solars, but builders can make them stable. I can make zounds with 10/120s. If this update stays like this, it will ruin everything. Invaders play to invade for fun. That's what I do. I don't like building and never will. Most good players are builders, who make good colonies with awesome solars. These colonies WILL be virtually uninvadable with this update. 600 Damage per shot means after 25 shots from a solar, your dead. If you are distracting a solar with all plates, and it doesnt make a difference, that means that you can sit there for a max of 2 seconds, before you blow up.
I speak for all invaders of SGE on this one:
LOWER THE DAMAGE!!!!! If you don't no-one will invade anymore! If that happens people will get bored and quit! This HAS TO BEE CHANGEDDDD!!!!!!!!
I speak for all invaders of SGE on this one:
LOWER THE DAMAGE!!!!! If you don't no-one will invade anymore! If that happens people will get bored and quit! This HAS TO BEE CHANGEDDDD!!!!!!!!
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Re: Solar cannon up'd?
Looks like we need New Shield Maximums ,
But to do that we should increase the damage of weapons so pvp is the same...
Then lasers will die to easily, Better upgrade their Shields too!
Upgraded lasers in space will make clearing lasered systems a pain... Better Reduce the energy they take away...
Then lower energy regain so sliders dont abuse lasers that dont decrease energy,
Better Upgrade SCs to make them more valueable and make it possible to still have good energy regen.
Sounds like builders have it too easy now, we ned to limit their max cargo holds!
The above is sarcasm for anyone who didnt know :0
Or you could always just reset solar damage to what is was but make it 35 Metal ore/Shot
But to do that we should increase the damage of weapons so pvp is the same...
Then lasers will die to easily, Better upgrade their Shields too!
Upgraded lasers in space will make clearing lasered systems a pain... Better Reduce the energy they take away...
Then lower energy regain so sliders dont abuse lasers that dont decrease energy,
Better Upgrade SCs to make them more valueable and make it possible to still have good energy regen.
Sounds like builders have it too easy now, we ned to limit their max cargo holds!
The above is sarcasm for anyone who didnt know :0
Or you could always just reset solar damage to what is was but make it 35 Metal ore/Shot
Re: Solar cannon up'd?
That's on a mod server Toonces. How will Tor and GA fair?WhAcKeD wrote:This is just completely messed up. It's hard enough to find a colony that is DECENT on FW without it having a good solar cannon around 8/100. Sure, you made the ore go up for solars, but builders can make them stable. I can make zounds with 10/120s. If this update stays like this, it will ruin everything. Invaders play to invade for fun. That's what I do. I don't like building and never will. Most good players are builders, who make good colonies with awesome solars. These colonies WILL be virtually uninvadable with this update. 600 Damage per shot means after 25 shots from a solar, your dead. If you are distracting a solar with all plates, and it doesnt make a difference, that means that you can sit there for a max of 2 seconds, before you blow up.
I speak for all invaders of SGE on this one:
LOWER THE DAMAGE!!!!! If you don't no-one will invade anymore! If that happens people will get bored and quit! This HAS TO BEE CHANGEDDDD!!!!!!!!
Re: Solar cannon up'd?
my main server is tor, and cols are getting beastly, since all colonys are capable of 10/120 except earths and oceans.. unless some strip mining or mili tradition