In this order: +10% ms boots and +15% ms favor item at the start, 2 of [plentor, wyrmskin, nature's reckoning] (hero dependant), scalemail, mage slayer, ashkandor. If the game isn't over by then save for the all father's ring. TPs as necessary, no potions ever .
zzSleeper
Agreed. Arranged teams for competitive modes are necessary.
Regulus isn't op and I think the % wins by demigod page rather firmly proves it. He isn't even in the top half. Much like in DotA, any player that does well early on has the potential to dominate late-game. http://pantheon.demigodthegame.com/demigods/
I agree that in a purely competitive game, all players should be on an level playing field, and I'm sure this is why there's an option in custom games to turn off favor items. For casual play these are a good addition however, and encourage better long-term player retention. I consider myself a competitive player and this is really a non-issue. Here's why: the best item, +15% move speed, is affordable after two games. Build diversity options would be nice, but movesp
Perhaps they should add a shop for purchasable one-time summons (compareable to consumables). There certainly appears to be a market for it and it would add additional strategic options.
This seems to have something to do with playing online. I've lost my (local) achievements several times after playing some online (instant action) games.
Same issue here. Happened after a couple of games. Not sure the exact circumstances. Can post screenshot if requested. ------------------ System Information ------------------ Time of this report: 9/5/2008, 22:26:57 Machine name: MOO2 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) &nbs
Show Creep HP/Armor/Damage My main complaint as a new player is the inability to determine how powerful one unit is compared to another. Damage numbers mean little if I can't see the target's total hp (this is with regards to creeps). Experience will answer this obviously, but providing the option of numbers would go a long way to making the game more accessable to the numerically inclined. <span style="text-decorati
[quote]zzSleeper, how did you arrive at those numbers??[/quote] DPS values are taken from the game files. As mentioned previously, the formula for the numbers in the chart is: (Attacker DPS) * (Attacker Weapon-type vs Defender Armor-type Effectiveness) / (Fleet Supply Cost) Against strikecraft is additionally multiplied by the accuracy modifier.
Updated OP to add race-specific EDPSPS charts.
[quote]Illuminators when firing one beam do triple damage (so full nominal damage) with it. So muliply that number by 3. I tried firing at a single ship with a single illuminator.. and it did full damage from just 1 beam. You can test it to be sure, maybe i did it wrong..[/quote] My testing indicates the Illuminator can hit a target with a single beam, and thus only 1/3 of their full dps to a single target. [quote]how does one calculate the actual DPS from that?total of all ban
[quote]zzsleeper I was just trying to say that you should use dps charts that are not incorrect in the future and double check what your relying on.to tell if its correct or not, check entity files or sites that extract the info from entity files, like.http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Flak[/quote] Thanks for pointing that out, I've updated the chart with the correct values. [quote]...The Flak value there has to be taken by half because of
This graph shows the average dps of each ship type verus every other ship type per unit of fleet space it takes up. These calculations take into account weapon-type versus armor-type effectiveness and chance-to-hit against strikecraft. DPS and Supply values from all three races are averaged for each ship type in these calculations, with the exception of Long Range - the Illuminator gets it own line and is not included in the Long Range line due to the different damage type. Values will of cour