I the Kol's guass cannon ability needs to be corrected. It says is does 800 damages at level 3, but it seems only to do 300 at best. In addition, the flak ability on the Kol seems useless. I have never seen it do any damage to anything. This severly limits the ability of this ship to be a "battleship." Are the developers planning on fixing this in any upcoming upgrades?
rcspring
1) Do the abilities stack? For example, if I get 3 cruisers to use embedden or designate target on a particiluar target do I get the benefits from all three ships or just one? 2) It seems like the TEC's abilities are very weak in comparison to the Avent's guardian's abilities. Am I right or am I just not using the TEC's abilities correctly? PS: I read that each race gets a bonus for fighting in areas where they have the dominate culture. What are they?
I am having problems with ship movement and attack ranges. For example, my LRM charge right in and get too close to other ships when attacking. In addition, my other ships of all kind seem to be always be trying to move back together and not attacking enemey ships. So, I want to have my LRM ships attack from a distance and not charge in. How do I do that? Second, how to I order ships to attack instead of always trying to reform and then attack? Bec
Couple of suggestions: 1) The AI needs to stay and fight. It seems that whenever I jump into a planet with reenforcement the enemy immediately jumps away regardless of of much they outnumber me by. 2) Some way to keep the enemy from jumping away on neutral planets, wormholes, gas giants or stars. I think maybe a ship that prevents the enemey from jumping away would be great here. 3) Some way to keep an enemy fleet (I don't mind scouts doing this, but not entire fleets) from ju