/r/SoSE
This is the Sins of a Solar Empire subreddit. Sins of a Solar Empire is a 4X space RTS game.
All content related to Sins of a Solar Empire is allowed.
A subreddit for anything related to Sins of a Solar Empire.
Getting Started with Sins of a Solar Empire
Comprehensive guide to damage types
Guide to ship damage and movement
Comprehensive list of TEC ships and abilities
Some diplomatic mechanics in Sins of a Solar Empire
Guide to using Galaxy Forge to make custom maps
Large Reddit Alien Map (Trinity)
Small Reddit Alien Map (Trinity)
/r/SoSE
I just played a 3 way match against the AI on hard. Pretty early on I agreed a ceasefire with the advent and went on claiming planets. Mid to late game I went hunting down the other AI being Vasari. Destroyed their main fleet and started taking their planets with my main Titan fleet. Then all of a sudden with about 4 planets to go to knocking them out these advent pussies start following my fleet. Not even engaging the fights, just waiting for me to kill off the star bases and fleets, then somehow just popping into the same well right as I am about to colonize(I have 2 akkans and a protev so plenty of ships that could colonize) and I swear to God on 4 planets in a row for no reason that I could tell they just stole the planet out from under me and colonize it for themselves. What the fuck. I actually lost the whole match as I had colonize majority victory condition on. I couldn't break the advent ceasefire deep into Vasari territory and suddenly have two opponents to take on and even if I had I don't think that would have mattered as they would have still just somehow colonized all of those planets before I could even if ceasefire was over. What a stupid way for the AI to win while doing literally nothing. Anyone else experienced this or have a solution?
Whenever I join a player match from the start, I will be 3-4 planets in, desperately building eco and literally nothing else, and enemies will have titans coming out, 15 minutes into a match at 1.25 speed. While I'm having to wait minutes just to build up 500 crystal. How?? It's thousands and thousands of crystal to get the research stations/whatever else to get to 15 military, then the ship itself. How are people doing this so fast? It takes 3-4 minutes just to colonize the first 2 planets....
Quick rock paper scissors question. I don't use corvettes much unless I'm playing Vasari, but I had a game today where I just assumed gaarda support would clear out a few defensors. It didn't even kind of work. My cobalts kept coming out of factories and targeting corvettes they couldn't effectively shoot at, and I lost the battle eventually (I was packing a sova , so the defensors drastically reduces my dps). In my head, PD is the counter to corvettes, but should I have gone corvettes myself instead? I know defensors, at least a couple patches ago, were overtuned, but this battle was against like 10 and a supporting fleet, so I'm less asking if they ate stupid good than, if you just want to kill them, what is the best counter as TEC (I'm an advent wrath main and Vasari alliance is my next go to, so I also just don't know TEC that well)
I usually do capital rush vulkoras and carrier capital and mix of skirmishers and asailants but TEC guarda and guess/javelin ships are big counter... How to deal against well versed TEC army composition?
TEC seems to be insanely good versus phase missiles
Aside from the heavy cruisers and some capital ships, what other sources of PD do Vasari have? Specifically against Kanrank spam from other Vasari or strike craft spam from Advent.
Been playing as Tec on an 8 player FFA on nightmare. I have 2 Vasari AI left and I've probably killed their titan stack at least 5x each and they just keep rebuilding 2k stacks. I know they can play nomadic and I don't have colonization VC enabled. The map is massive 100+ planets. Any tips?
The moment we've been waiting for is here—the Grand Final of the 4P2B tournament! After three intense rounds, the top teams are set to battle it out for ultimate glory. We also have exciting matchups for the 3rd place decider and additional pairings to wrap up this amazing event.
I truly hope the finalists will treat us to a Best of 5 on all maps. However, this isn’t enforced, since the maps are part of the strategy — it’s up to the teams to decide. Regardless of format, those matches will be thrilling!
so far the table:
Teamname | Players | Points | OppScore |
---|---|---|---|
LirTnolikSimcler2xdd | sinclair2_, Trolik, Lear_the_Cat | 9 | 12 |
The nameless ones | mathematico, auqia, BrutalSlayer | 9 | 9 |
Suneaters | Koi, Kissblade, ZergRusher/L | 6 | 15 |
Bankstreet Boys | naviomg, doucit, Crimeskin | 6 | 9 |
Loong | CCC小白, X-Wing, 黎梦秋年F | 6 | 6 |
Panda | fruitwing, Fenix盛, 风 暴 领 域 大 神 | 3 | 21 |
Frontier Negotiator | YoRHa, aqua995, Fellinger | 3 | 15 |
two eggs, one kol and a pure eradica | roflcopter2k, bikaruu, holo_icy_holo | 3 | 15 |
ISS | SilasPT, pakss, kabianmazorca | 0 | 21 |
I`d sin for that solar empire | Duckeh, ncc, thor941 | 0 | 12 |
The Top3 will be decided by the Finals alone. The rest is a bit more fluid, Panda can reach 4th and ISS can still hit Top8, but I am sure I'd sin for that solar empire is not giving up the 3 points for free.
We continue with Best of 3 with our lovely unchanged maps:
The maps can be chosen via 3 methods:
Official Playdays: The tournament weekend starts Friday at 18:00 CET and end on Monday at 1:00 CET. Given the variety of time zones, please aim to schedule your matches during these playdays.
Contacting Opponents: Contact your opponents on Discord once pairings are announced. The first player listed in each pairing should be easy to find on the official Discord. For Team Loong we have a Steamchat too.
Even though the first 2 weeks of round 1 of the 4P2B tournament felt like forever, the 1 week of round 3 felt rushed. We saw many 2v2 Bo3 due to a hard time of scheduling matches. So Round 4 will be 2 weeks again and ends on Monday 16 DEC.
To keep track of team and player performance over several tournaments for prestige and also future Matchmaking reasons, the teams and players earn Eternal Points. This table shows how to earn eternal points:
2 Pts | Showing up and losing a scheduled Match |
---|---|
5 Pts | Winning a scheduled Match |
3 Pts | Drawing due to not being able to of schedule or agreeing on a 1:1 |
9 Pts | Winning a 4P2B Tournament |
6 Pts | Being 2nd in a 4P2B Tournament |
3 Pts | Being 3rd in a 4P2B Tournament |
2 Pts | Being 4th in a 4P2B Tournament |
What does this mean? People who showed up every round and played will still get more points than people who just want to be part of a team for 1 week and screw them the next week. A player like Avezearth that left the team Suneaters, but earned 2 wins with them will also be rememberted. With this system a few rules need to be clarified. Each player can just play for 1 team in a tournament. If they leave that team, they leave that tournament unless they rejoin the same team later. Each team can have a maximum of 4 players at once. This number might increase in a later tournament. A team that prefered winning 2:0 in 2v2s while having a third player rdy for a potential 3v3 is earning points for the team and all 3 individual players. The third player might be involved into coaching the 2v2 or had big impact for a certain mapplan. To gain the bonus points at the end of the tournament for reaching Top4, a player has to be part of the team for the whole tournament.
gl hf
The other factions can get their T3 ships without prerequisites I think. What's the logic with the advent being different? It's particularly odd given Advent is the only faction without a ship to counter high durability targets e.g. caps in T2 as TEC have gauss frigates and Vasari have karnaks. Even odder given the other T3 advent ship is the subjucator which isn't a fighting ship. Feels like an unnecessary handicap for advent to transition into a mid-game fleet which is exacerbated after the recent patch that speeds up the early game a little and makes the slower unlock even worse.
Deliverance Engine range stated as 15 AU. How do you measure range between planets.
4 Power 2 Balance
Suneaters vs Panda
Round 2
Scrambler https://youtu.be/LqH8AV-zdQc
Crossfire https://youtu.be/eDGtxcR5jfo
I tried a 4 person FFA on Hard and I didn't find it challenging at all. Next I tried an Unfair 6 person FFA (Twin Giants) and it seemed pretty much impossible.
It started out well enough, I played as Advent Wrath and I quickly conquered my nearby systems and built up my economy and fleet. I captured 4 Asteroids, a Primordial planet and a Volcanic one.
Then things went sideways as I was in the process of capturing a second Volcanic planet. Just as I was conquering it an opponent warped in with a huge fleet, 3x my numbers, so I had to flee. At around the same time, another opponent went after one of my asteroids with around 1-1.5x my fleet. I decided to abandon both worlds and focus on building my fleet, which had previously been gated by crystals (I wanted carriers). I built carriers and the starting Advent unit. I had 2x the fleet of the guy that originally had 1-1.5x my numbers at the point he attacked my world, which also had carrier and laser defenses. I massacred his fleet with the exception of his capital ships, which just barely got away. Unfortunately, during this time the 3x guy had been systematically killing off every system I had, and was closing in on my home world. I moved my fleet back to defend my home world, at which point the 1-1.5x fleet guy came back with another 1-1.5x fleet, which meant that system was lost. And I realized, even if I beat the 3x guy (and at that point I was roughly even with him) I had lost literally every system except for my starting world.
I looked at the charts at the end, and I was holding my own in most categories, except for total income (I assume because of the Unfair+ bonuses) and my opponents had a huge spike in military buildup around 15 minutes, I assume because of all of that extra income. I was way ahead in research, way ahead in ships killed and total damage.
How are you meant to beat Unfair+ FFA when your opponents start with larger income and larger fleets due to bonuses, and 2 or more decide to throw everything they have at you?
I saw there was a Stolen Ragnarak titan mod where you start with a busted one and fix it over time. It doesn't seem to work at all unfortunately. Was wondering if there was something similar where all players/AI start a game with a titan.
Edit: I was able to get the stolen ragnarak mod to work by taking off More capital ship and titan levels mod
Judt got SoSE 2 and playing around with the TEC faction in tutorials. It seems like trade ports don’t provide a lot of benefits for the cost? I built 5 ports across 2 planets and messed around with allocating export points and putting everything into one resource only gave me a bump of like 8/s - 10/s which doesn’t seem like much for a 1250 credit structure.
I just had a game where I got screwed because it cut off my expansions and opened up my home planet directly to an enemy. I don't dislike it generally but it can mess you up. How do you guys feel about it.
LirTnolikSimcler2xdd vs Bankstreet Boys
Round 2
Foreign Invasion
Transtav
Trying to figure out a general rule for when to build asteroid mining buildings. They seem to take a lot of civilian structure slots so I'm not sure how many I should build for a general rule of thumb. Any tips for what to prioritize in your economy would be really helpful thanks.
Pretty much the whole game is a fairly "slow but sure" combat affair, but then you have an ability like Marza's aoe rockets which are in stark contrast to the rest of the game design. It's the only thing that can delete the majority of a non-cap fleet in a few seconds which creates situations where the mid/end game is decided by whoever gets their AoE off. (I'm only talking about PvP). I know you can spread out to counter but that doesn't feel like a strong or reliable justification for the ability.
What do we think about it? (And other abilities like Malice but Advent are so lackluster I'm less concerned there.)
I personally don't think there should be aoe's that are that powerful, it doesn't fit with the overall pace or design of the game, and would prefer a scaled back version that is cast more frequently or requires more skill to use.
Round 2 ~ best of 3
Scrambler:
https://youtu.be/bk-mmh4opMs
Transtav:
https://youtu.be/3gFeJKQOBLo
Third batch of expanded patch notes! This time around, the devs released a much more detailed list of patch notes (thanks devs) so this is going to feel a little redundant, but, for those who are interested, there are some insights to be gleaned from some detailed comparison of the source files.
New planet items allow all player factions to source minor faction raids from their own planets, the base range for these raids has been massively reduced.
Ship movement has been overhauled, they generally see a higher top speed, turning acceleration is increased but max turn rate is decreased, and strafing movement rate is increased.
hyperspace speed : 155000.0 -> 215000.0
speed_between_stars : 465000.0 -> 752500.0
Strike craft saw durability increases and behavioral changes to improve their dps to more closely match their expected values.
Most ships acquired new destruction animations and many new debris models were added.
All weapons saw some targeting adjustments, non-point defense weapons received a change so that they keep firing at targets even if there is sufficient incoming damage to kill it (specifically to deal with cases where ships would stop firing when there were incoming missiles a long way off) and point defense weapons received the opposite change, to hopefully prevent them from overkilling missiles.
[Alliance] Kulterask Gravity Pulse Nerf
Xeno Settlement nerfed (This change wasn't in the patch notes)
Antorak Marauder changes to Distort Gravity related to movement changes
Mobility Phase Resonance numbers adjusted, movement speed reduced and hyperspace speed increased.
First planet colonized: defense 0 -> 1
Xeno Settlement
Influence points: 2.0 -> 1.0
Exodus Supplies
First colonization now increases planet defense level by 1
Antorak Marauder
max_linear_speed : 570.0 -> 720.0
time_to_max_linear_speed : 4.56 -> 5.0
max_angular_speed : 18.0 -> 21.0
time_to_max_angular_speed : 12.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 131.25 -> 240.0
time_to_strafe_max_linear_speed : 10.5 -> 15.0
Abilities
-- Distort Gravity
Bombardment Platform
max_angular_speed : 28.8 -> 18.0
time_to_max_angular_speed : 9.6 -> 6.0
max_bank_angle : 35.0 -> 0.0
Vasari Bomber
Behavior
-- weapon_cooldown_percent_to_start_strafe : 0.65 -> 0.48
-- target_acquired_duration_required_to_fire : 1.0 -> 0.6
max_hull_points : 60.0 -> 75.0
strikecraft build_time : 90.0 -> 75.0
Jarrasul Evacuator
max_linear_speed : 510.0 -> 600.0
time_to_max_linear_speed : 4.08 -> 5.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 180.0
time_to_strafe_max_linear_speed : 9.0 -> 15.0
Jarun Migrator
max_linear_speed : 570.0 -> 720.0
time_to_max_linear_speed : 4.56 -> 5.76
time_to_max_angular_speed : 12.0 -> 8.0
strafe_max_linear_speed : 125.0 -> 240.0
time_to_strafe_max_linear_speed : 10.0 -> 12.5 \
experience_given_on_death : 6.0 -> 10.0
Jikara Navigator
max_linear_speed : 1020.0 -> 1410.0
time_to_max_linear_speed : 3.0 -> 4.7
max_angular_speed : 48.0 -> 72.0
time_to_max_angular_speed : 2.0 -> 2.4
max_bank_angle : 35.0 -> 60.0
linear_acceleration_angle : 90.0 -> 180.0
strafe_max_linear_speed : 250.0 -> 240.0
time_to_strafe_max_linear_speed : 8.9 -> 10.0
experience_given_on_death : 9.0 -> 3.0
Junra Assembler max_linear_speed : 700.0 -> 750.0
time_to_max_linear_speed : 2.1 -> 3.0
max_angular_speed : 45.1 -> 50.0
time_to_max_angular_speed : 3.5 -> 4.0
strafe_max_linear_speed : 175.0 -> 240.0
time_to_strafe_max_linear_speed : 4.1 -> 10.0
Jusotra Fabricator Cruiser
max_linear_speed : 570.0 -> 660.0
time_to_max_linear_speed : 4.56 -> 5.28
strafe_max_linear_speed : 125.0 -> 180.0
time_to_strafe_max_linear_speed : 10.0 -> 12.5
experience_given_on_death : 36.0 -> 70.0
Kanrak Assailant
max_linear_speed : 660.0 -> 720.0
time_to_max_linear_speed : 3.3 -> 5.0
strafe_max_linear_speed : 125.0 -> 210.0
time_to_strafe_max_linear_speed : 6.7 -> 10.0
Karrastra Destructor
max_linear_speed : 570.0 -> 600.0
time_to_max_linear_speed : 4.56 -> 6.0
strafe_max_linear_speed : 131.25 -> 210.0
time_to_strafe_max_linear_speed : 8.1 -> 12.5
experience_given_on_death : 36.0 -> 90.0
Kortovas Oppressor
max_linear_speed : 630.0 -> 720.0
time_to_max_linear_speed : 5.04 -> 5.76
max_angular_speed : 24.0 -> 27.0
strafe_max_linear_speed : 150.0 -> 210.0
time_to_strafe_max_linear_speed : 9.6 -> 12.5
experience_given_on_death : 120.0 -> 100.0
Kortul Devastator
max_linear_speed : 570.0 -> 660.0
time_to_max_linear_speed : 4.56 -> 5.0
max_angular_speed : 18.0 -> 19.5
time_to_max_angular_speed : 12.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 131.25 -> 210.0
time_to_strafe_max_linear_speed : 10.5 -> 15.0
Kultorask Titan
max_linear_speed : 420.0 -> 600.0
time_to_max_linear_speed : 3.36 -> 8.0
max_angular_speed : 10.0 -> 6.0
time_to_max_angular_speed : 20.0 -> 12.0
max_bank_angle : 10.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 60.5 -> 180.0
time_to_strafe_max_linear_speed : 15.0 -> 20.0
Abilities
-- Gravity Pulse
Lasurak Transporter
max_linear_speed : 510.0 -> 600.0
time_to_max_linear_speed : 4.08 -> 7.5
strafe_max_linear_speed : 112.5 -> 180.0
time_to_strafe_max_linear_speed : 9.0 -> 12.5
Ravastra Skirmisher
max_linear_speed : 840.0 -> 960.0
time_to_max_linear_speed : 4.2 -> 4.0
max_angular_speed : 36.0 -> 42.0
time_to_max_angular_speed : 4.0 -> 3.0
strafe_max_linear_speed : 206.25 -> 240.0
time_to_strafe_max_linear_speed : 8.25 -> 10.0
experience_given_on_death : 42.0 -> 49.0
Serevun Overseer
max_linear_speed : 630.0 -> 660.0
time_to_max_linear_speed : 5.04 -> 4.4
max_angular_speed : 18.0 -> 30.0
strafe_max_linear_speed : 125.0 -> 210.0
time_to_strafe_max_linear_speed : 10.0 -> 12.5
experience_given_on_death : 42.0 -> 40.0
Skirantra Carrier
max_linear_speed : 510.0 -> 600.0
time_to_max_linear_speed : 4.08 -> 5.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 180.0
time_to_strafe_max_linear_speed : 9.0 -> 15.0
Sulsurak Defensor
max_linear_speed : 810.0 -> 840.0
time_to_max_linear_speed : 1.8 -> 2.0
max_angular_speed : 120.0 -> 108.0
time_to_max_angular_speed : 2.4 -> 1.8
max_bank_angle : 35.0 -> 60.0
strafe_max_linear_speed : 225.0 -> 420.0
time_to_strafe_max_linear_speed : 3.6 -> 7.5
experience_given_on_death : 24.0 -> 27.0
Tosurak Raider
max_linear_speed : 810.0 -> 840.0
time_to_max_linear_speed : 1.8 -> 2.0
max_angular_speed : 120.0 -> 108.0
time_to_max_angular_speed : 2.4 -> 1.8
max_bank_angle : 35.0 -> 60.0
strafe_max_linear_speed : 225.0 -> 420.0
time_to_strafe_max_linear_speed : 3.6 -> 7.5
experience_given_on_death : 24.0 -> 35.0
Vorastra Titan
max_linear_speed : 420.0 -> 540.0
time_to_max_linear_speed : 6.0 -> 9.0
max_angular_speed : 10.0 -> 9.0
time_to_max_angular_speed : 20.0 -> 12.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 180.0
time_to_strafe_max_linear_speed : 11.25 -> 20.0
Vulkoras Desolator max_linear_speed : 570.0 -> 660.0
time_to_max_linear_speed : 4.56 -> 5.0
max_angular_speed : 18.0 -> 19.5
time_to_max_angular_speed : 12.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 131.25 -> 210.0
time_to_strafe_max_linear_speed : 10.5 -> 15.0
Vulrak Penetrator
max_linear_speed : 510.0 -> 720.0
time_to_max_linear_speed : 4.08 -> 7.2
max_angular_speed : 18.0 -> 30.0
strafe_max_linear_speed : 125.0 -> 240.0
time_to_strafe_max_linear_speed : 6.7 -> 12.5
experience_given_on_death : 45.0 -> 75.0
Phase Resonance
-- Movement
I played as TEC enclave. Vasari Exodus is my fave but I thought that since I managed to beat Unfair as TEC-E it would make sense here.
What worked on *Unfair*: I beat *UNFAIR* by relying on early starbase and defenses. Allowed the opponent to gain a two planet lead and just hunkered down until they ran into the wall and I swept em from there. I thought this approach would work on Impossible.
What did not work on *Impossible*: I tried like 5 games with the same "turtle" strategy I succeeded with in "Unfair"; I'm not claiming to be good at this game, I'm fairly new, this may not be optimal. I kept losing when I tried this on Impossible. Perhaps I was tech'ing too hard.
What worked on *Impossible*: CHEEEEESE!!!!! Smashing out 500+ supply in ~25 minutes with 20+ siege frigates (rest of fleet were just cobalts and shrikens intended for cannon fodder), rushing the AI's home world at full speed and winning by minute 40. i.e., cheese. Computer has no idea how to deal w this. When in doubt, dairy out.
So- I'll admit from the off: My favourite faction is the Vasari Alliance, and my main form of Sins fun is chewing through the two-player maps on Unfair difficulty.
I'll also say that I approve of the Minor Faction radius changes- I think it adds a deeper layer of strategy to proceedings. However, I have two thoughts/comments.
A) Whilst the Vasari Alliance embassy planet item is powerful... It can also be only placed on Primordial/Desert/Oceanic/Terran Worlds. This can be an issue. For example, I played a match yesterday on the Lithor Cluster map. Now- that one's mostly asteroids, with six total non-asteriod, non-homeworld, non-minor-faction-base worlds. And this time, it was entirely Volcanic and Arctic worlds. Sooo... I literally couldn't place the Embassy. The glorious Vasari Alliance, the most openly/proudly cooperative faction... Couldn't cooperate. Which was very unfortunate, because I could have really used the Pranast United defensive fleet!
B) Attendant to that: That game, the two minor factions were Pranast United and the Viturak Transport Cabal. Frankly, I swiftly ran out of things I wanted to/could buy from them, leaving me with a massive pile of influence and not much to spend it on.
My thoughts/suggestions:
The Vasari Alliance should have access to a second Minor Faction influence item, one that can be placed on all colonisable worlds, a la the Advent Heathen Quarters/TEC [Whatever their one is called]. (I also have vague thoughts on a more complicated system involving Phase Resonance, but that's by-the-by.)
Should there be another use for Influence? Maybe large amounts of influence (I'm thinking, like, 10) could be used to adjust market demand for Metal/Crystal?
I swear I heard this from one of the original game trailers but I cannot find it to save my life. That or I made it up entirely....
I can't seem to find a good description of what these trapezoids mean. The blue I believe means your planet has access to phase gates but I'm not sure about the other trapezoid's representation.
Round 2 was incredibly entertaining! Starting with Best of 3 a week early seems to have been the right decision—it’s brought out some great gameplay. We also see a big change due to a new Patch and of course 4 Power 2 Balance will play on the new live version making things even more exciting. Due to swiss system this could be the last round of the tournament if Panda wins vs LirTnolikSimcler2xdd. LirTnolikSimcler2xdd wins they will play in the grand final vs the winner of Nameless vs Suneaters. Without further ado, here are the pairings for Round 3 of the tournament.
We continue with Best of 3 with our lovely unchanged maps:
The maps can be chosen via 3 methods:
Official Playdays: The tournament weekend starts Friday 29 NOV at 18:00 CET and end on Monday 2 DEC at 1:00 CET. Given the variety of time zones, please aim to schedule your matches during these playdays.
Contacting Opponents: Contact your opponents on Discord once pairings are announced. The first player listed in each pairing should be easy to find on the official Discord. For Team Loong we have a Steamchat too.
Scheduling Matches: Each team must provide 3 time slots. One of these time slots must be within the official playdays (Friday–Monday). If you can’t find a time when all three players are available, find a slot where at least two players from each team can participate. If you still can't find a Schedule, its a bye and both teams only get 1 point.
Send me your ban and a little info about your scheduled time via Discord. Use https://r.3v.fi/discord-timestamps/ to clarify times. This makes things easier with different timezones.
After playing upload your replay to the official Discord. Use the Tag 4P2B in the Discord Message to make it easy to find. Alternative: send me the replay and I will upload it for you there.
Next batch of expanded patch notes! This time around, the devs released a much more detailed list of patch notes (thanks devs) so this is going to feel a little redundant, but, for those who are interested, there are some insights to be gleaned from some detailed comparison of the source files.
New planet items allow all player factions to source minor faction raids from their own planets, the base range for these raids has been massively reduced.
Ship movement has been overhauled, they generally see a higher top speed, turning acceleration is increased but max turn rate is decreased, and strafing movement rate is increased.
hyperspace speed : 155000.0 -> 215000.0
speed_between_stars : 465000.0 -> 752500.0
Strike craft saw durability increases and behavioral changes to improve their dps to more closely match their expected values.
Most ships acquired new destruction animations and many new debris models were added.
All weapons saw some targeting adjustments, non-point defense weapons received a change so that they keep firing at targets even if there is sufficient incoming damage to kill it (specifically to deal with cases where ships would stop firing when there were incoming missiles a long way off) and point defense weapons received the opposite change, to hopefully prevent them from overkilling missiles.
[Primacy] Pirate Mercenary base will summon fewer Pillagers
[Enclave] Ankylon Damage buff
Movespeed Items and Tech bonuses greatly reduced
-- Speed bonus from Familiar Territory : 10% -> 5%
-- Speed bonus from Navigation Sub-Channels: 25% -> 15%
-- Speed bonus from Volitile Accelerants: 50% -> 25%
[NEW] Auxiliary Supply Depot
description : A spaceport and warehouse complex designed to distribute modular supply packages to the minor faction fleets in the employ of the TEC.
effect: Allows minor faction raids to target enemy worlds within 15 AU of the equipped planet, without this item raids can only target enemy worlds within 10 AU of the minor faction's planet. (Down from 30 AU last patch)
build_time : 60.0
price
-- credits : 750.0
-- metal : 200.0
-- crystal : 100.0 exotic_price
-- exotic_type : 1 Andvar
max_count_on_unit : 1
planet_types
Pirate Mercenary Base
Pillager spawn weight : 2.0 -> 1.0
(The mercenary base's ability should spawn half as many Pillagers)
Volatile Accelerants
Bonus move speed granted: 50% -> 25%
Akkan Battlecruiser
max_linear_speed : 625.0 -> 750.0
time_to_max_linear_speed : 5.0 -> 6.0
max_angular_speed : 18.0 -> 19.5
time_to_max_angular_speed : 10.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 262.5
time_to_strafe_max_linear_speed : 9.0 -> 15.0
Ankylon Titan
max_linear_speed : 450.0 -> 575.0
time_to_max_linear_speed : 5.625 -> 7.1875
max_angular_speed : 17.240873 -> 18.0
time_to_max_angular_speed : 19.156525 -> 20.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 200.0
time_to_strafe_max_linear_speed : 11.25 -> 20.0
Weapons
-- Heavy Beam 4x
-- Heavy Beam 4x
(Adjustments to Heavy Beam turret range of motion, I'm not sure which set of 4 is which but I'm certain there is a modder around who does)
Abilities
-- Disruption Matrix
Cobalt Light Frigate
max_linear_speed : 900.0 -> 1000.0
time_to_max_linear_speed : 4.5 -> 4.0
max_angular_speed : 35.0 -> 45.0
time_to_max_angular_speed : 4.0 -> 3.0
strafe_max_linear_speed : 206.25 -> 250.0
time_to_strafe_max_linear_speed : 8.25 -> 10.0
Dunov Battlecruiser
max_linear_speed : 650.0 -> 725.0
time_to_max_linear_speed : 5.0 -> 7.25
time_to_max_angular_speed : 10.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 131.25 -> 262.5
time_to_strafe_max_linear_speed : 10.5 -> 15.0
Garda Flak Frigate
max_linear_speed : 750.0 -> 900.0
time_to_max_linear_speed : 6.0 -> 4.0
max_angular_speed : 35.0 -> 50.0
time_to_max_angular_speed : 3.5 -> 4.0
strafe_max_linear_speed : 175.0 -> 200.0
time_to_strafe_max_linear_speed : 9.3-> 10.0
experience_given_on_death : 30.0 -> 25.0
Harcka Heavy Cruiser
max_linear_speed : 650.0 -> 800.0
time_to_max_linear_speed : 5.0 -> 6.4
max_angular_speed : 25.0 -> 24.0
strafe_max_linear_speed : 150.0 -> 218.75
time_to_strafe_max_linear_speed : 9.6 -> 12.5
experience_given_on_death : 100.0 -> 91.0
Hoshiko Robotics Cruiser
max_linear_speed : 550.0 -> 750.0
time_to_max_linear_speed : 5.5 -> 5.0
max_angular_speed : 20.0 -> 35.0
time_to_max_angular_speed : 10.0 -> 8.0
strafe_max_linear_speed : 125.0 -> 250.0
time_to_strafe_max_linear_speed : 10.0 -> 12.5
experience_given_on_death : 24.0 -> 30.0
Javelis LRM Cruiser
max_angular_speed : 25.0 -> 26.0
time_to_max_angular_speed : 5.0 -> 8.0
strafe_max_linear_speed : 125.0 -> 250.0
time_to_strafe_max_linear_speed : 6.666667 -> 12.5
experience_given_on_death : 30.0 -> 52.0
Kalev Gauss Frigate
max_linear_speed : 650.0 -> 800.0
time_to_max_linear_speed : 6.5 -> 4.0
max_angular_speed : 20.0 -> 40.0
time_to_max_angular_speed : 5.0 -> 4.0
strafe_max_linear_speed : 206.25 -> 175.0
time_to_strafe_max_linear_speed : 8.25 -> 10.0
Kol Battleship
max_linear_speed : 550.0 -> 675.0
time_to_max_linear_speed : 5.5 -> 7.5
max_angular_speed : 12.0 -> 16.5
time_to_max_angular_speed : 10.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 131.25 -> 225.0
time_to_strafe_max_linear_speed : 10.5 -> 15.0
Krosov Siege Frigate
max_angular_speed : 15.0 -> 18.0
time_to_max_angular_speed : 5.0 -> 6.0
strafe_max_linear_speed : 131.25 -> 175.0
time_to_strafe_max_linear_speed : 8.076923 -> 10.0
experience_given_on_death : 55.0 -> 60.0
LEV Construction Frigate
max_linear_speed : 700.0 -> 750.0
time_to_max_linear_speed : 2.058824 -> 3.0
max_angular_speed : 45.108559 -> 50.0
time_to_max_angular_speed : 3.469889 -> 4.0
strafe_max_linear_speed : 175.0 -> 250.0
time_to_strafe_max_linear_speed : 4.117647 -> 10.0
Marza Dreadnought
max_linear_speed : 550.0 -> 625.0
time_to_max_linear_speed : 5.5 -> 7.8125
max_angular_speed : 12.0 -> 15.0
time_to_max_angular_speed : 10.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 131.25 -> 187.5
time_to_strafe_max_linear_speed : 10.5 -> 15.0
Ogrov Torpedo Cruiser
max_linear_speed : 550.0 -> 625.0
time_to_max_linear_speed : 5.5 -> 7.8125
max_angular_speed : 16.5 -> 22.0
strafe_max_linear_speed : 125.0 -> 218.75
time_to_strafe_max_linear_speed : 10.0 -> 12.5
experience_given_on_death : 36.0 -> 60.0
Percheron Carrier Cruiser
max_linear_speed : 550.0 -> 650.0
time_to_max_linear_speed : 6.875 -> 8.125
strafe_max_linear_speed : 112.5 -> 187.5
time_to_strafe_max_linear_speed : 9.0 -> 12.5
Protev Colony Frigate
max_linear_speed : 750.0 -> 800.0
time_to_max_linear_speed : 5.0 -> 4.0
strafe_max_linear_speed : 125.0 -> 200.0
experience_given_on_death : 6.0 -> 5.0
Prova Scout Corvette
max_linear_speed : 1200.0 -> 1500.0
time_to_max_linear_speed : 4.0 -> 5.0
max_angular_speed : 50.0 -> 75.0
max_bank_angle : 35.0 -> 60.0
linear_acceleration_angle : 90.0 -> 180.0
time_to_strafe_max_linear_speed : 8.888889 -> 10.0
experience_given_on_death : 5.0 -> 2.0
Ragnarov Titan
max_linear_speed : 450.0 -> 600.0
time_to_max_linear_speed : 7.5 -> 6.0
max_angular_speed : 16.329931 -> 15.0
time_to_max_angular_speed : 20.412415 -> 18.75
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 200.0
time_to_strafe_max_linear_speed : 15.0 -> 20.0
Shriken Gunship Corvette
max_linear_speed : 850.0 -> 900.0
time_to_max_linear_speed : 2.0 -> 2.25
max_angular_speed : 110.0 -> 90.0
time_to_max_angular_speed : 2.2 -> 1.5
max_bank_angle : 35.0 -> 60.0
strafe_max_linear_speed : 225.0 -> 375.0
time_to_strafe_max_linear_speed : 3.6 -> 7.5
experience_given_on_death : 20.0 -> 15.0
Sova Carrier
max_linear_speed : 550.0 -> 625.0
time_to_max_linear_speed : 5.5 -> 7.8125
max_angular_speed : 12.0 -> 15.0
time_to_max_angular_speed : 10.0 -> 15.0
max_bank_angle : 25.0 -> 15.0
linear_acceleration_angle : 90.0 -> 75.0
strafe_max_linear_speed : 112.5 -> 187.5
time_to_strafe_max_linear_speed : 9.0 -> 15.0
Sova Missile Battery
max_angular_speed : 28.8 -> 20.0
time_to_max_angular_speed : 9.6 -> 5.0
max_bank_angle : 35.0 -> 0.0
TEC Bomber attack
Behavior
-- attack_pattern weapon_cooldown_percent_to_start_strafe : 0.65 -> 0.475
-- target_acquired_duration_required_to_fire : 1.0 -> 0.5
max_hull_points : 30.0 -> 35.0
max_armor_points : 40.0 -> 50.0
TEC Fighter
max_armor_points : 25.0 -> 30.0
Trade Ship
max_linear_speed : 500.0 -> 600.0
time_to_max_linear_speed : 10.0 -> 7.5
max_angular_speed : 22.6 -> 15.0
time_to_max_angular_speed : 13.7 -> 10.0
strafe_max_linear_speed : 50.0 -> 150.0
time_to_strafe_max_linear_speed : 4.0 -> 10.0
Novalith Cannon
Projectile Speed : 155000.0 -> 215000.0
[NEW] Auxiliary Supply Depot Unlock
domain : civilian
tier : 3
field : civilian_policy
field_coord 4 2
research_time : 240.0
price
-- credits : 1150.0
-- metal : 225.0
-- crystal : 325.0
prerequisites : Prestigious Investments (TEC Influence 2)
Hull Reinforcement and **Expert Damage Control (**Hull upgrade 1 and 3)
hull_crippled_percentage : value_behavior : additive -> scalar
(Looks like a bugfix, my guess is that TEC ships gaining 0.05 crippled hull points instead of 5% more crippled hull points from these researches)
home_planet starting_track_levels
defense : 0 -> 1
commerce : 2 -> 4
mining : 1 -> 2
Culture
Speed bonus from Familiar Territory : 0.1 -> 0.05
Speed bonus from Navigation Sub-Channels: 0.25 -> 0.15
Hello I am new, mainly Advent player I recently started playing in multiplayer I do find myself usually winning in economy and having larger fleets but I have problem when Vasari rushes me and sometimes when I play versus other Advent they spam capital ships and have infinite shield regen which is impossible to penetrate with bomber spam or that tempest.
So is there any skilled Advent that can give me some tips of what to build overall, tech best ships, capitals etc?
I play sose2