BoehserOnkel wrote: ↑Sun Jan 27, 2019 1:15 pm
yeah i noticed and i are pi...d - its not what they promised at start developing this one ...
same thing like Martyr - playerbase now ~ 300 lol
no money from me
trying Tyranids now - hope i can get some fun with em atleast ...
Just a small tip if you want to cheat some things: do not touch the nid's shields. Tyranids deal damage to all ships near them (4500 range, which is where they will be 99% of the time due to how their fleet works) based on the numerical value of their shield (spore cloud technically, but it uses the same blue bar). Not based on the percentile (so at 100% shields you deal a fixed max damage and lower as your spore cloud gets taken down), but on the numerical value. Because apparently the programmers of this game are drunk.
Which means that if you use any of the trainers out there or just edit your ships to have much more potent spore clouds, you will quickly find yourself in the adorable scenario of enemy fleets suffering critical existence failure when one of your escorts flies near them.
It was hilarious ... precisely one time. Then it got annoying and I can't, for the life of me, figure out WHY it's programmed to work like that. Even in the context of balancing this particular ability with patches, instead of having one value to edit and knowing it goes down as the percentile of shields goes down, NOW you have a bloody formula that is entirely dependent on the shields value of the ships. Which can lead to all sorts of bloody problems! Say nids are too fragile and need a boost of shields. Well, you can't just say they now have 300 instead of 200 shields ... because that might make the damage of their spore cloud too powerful. But if it was tied to % of shields remaining, then it wouldn't matter at all.
This shit is sureal, it's broken on such fundamental levels it's not even funny.