OGGleep

OGGleep

Joined Member # 2416103
15 Posts 66 Replies 317 Reputation

I know this has been touched on, but, hypothetically....if a phase gate was built in every world....would 3 refineries service the entire empire?

1 Replies 9,263 Views

I keep having a problem with this. It just doesn't make sense to me to have the same exact penalties for resources as credits with regards to fleet logistics. The fact that you can spam trade ports, while the effects of refineries is capped means that you can mitigate the effects of logistics as far as credits. You can't do that with resources. Thematically (sp), an empire that is maxed out should be at the peak of the mountain. You should be able to put more into R&D. As it stands no

2 Replies 11,301 Views

Just wanted to say thank you for the feedback from everyone. This has been a very productive thread for me, and I visit it every day to study it. Trying to get everything second nature.

32 Replies 19,039 Views

Its always good to build balanced fleets. You may not NEED the Celio Cruiser, but they sure do rock when tagged with LRM frigates. You may not NEED the subverter but they sure do rock when using anything with phase missle tech. They key is efficency. They support cruisers minimize the losses you will take, and will end battles a lot faster had you not had them. Carrier Cruisers are also over-looked by a lot of people, because they only hold 1 strikecraft squadron. This is a mis

7 Replies 15,136 Views

Marza's are I know have front mounted weapons (I think thats all they have). I always take carriers. They either provide much needed strikecraft for fleets w/o Carrier cruisers, or supplement a carrier cruisers fleet. They can so-so direct damage, but thats not what they are there for. I']d be interested to know what their dps is when you factor in their strikecraft. I would assume they are on par with other ships. Logically they would be the best bang fot the buck in the game dps wise

27 Replies 15,592 Views

[quote]Woot! Let's reduce another game to memorizing and then executing the "optimal" build order and using cookie-cutter "strategy"![/quote] This is really a really naive statement. Most people tend to develop a system in which they start their strategy. Discussing buildorders gives you an insite into what other people are doing and gives you a fresh perspective and ideas that you would have never thought of. Most people incorperate these into their own to make it that more effective.<

56 Replies 117,858 Views

The comprimise is that the devs are putting out more non-pirate maps. Atleast thats what I understand. This is in response to the massive amounts of complaints from people not understanding how the system works. I was a bit confused by it myself at first. Now that I do get it, it adds a unique twist to the game. If the community decides it doesn't want pirates in ladder/clan play so be it. Time will tell. Its either going to be all or nothing, which is what it should be.

23 Replies 40,760 Views

Rushing is and always will be a gamble. Your gambling the game that you can catch your opponent and either end him and/or cripple him with your initial attack. Problem with rushing is when your opponent anticipates it and counters it. You put all your eggs in one basket. If you fail, you probably will lose. Basic rushing is only effective when: 1) The game first comes out 2) Your opponent is new This game just came out. Finding a ship that is effective and massing

70 Replies 38,535 Views

I could be wrong but this is what Volitile Nanites is supposed to look like correct? http://uk.youtube.com/watch?v=rtEgzzKP0iE I get none of that cool effects when I fire mine off. Got me thinking, what other effects am I missing out on. Any idea how to fix this?

3 Replies 2,964 Views

I've read every single info card. However, they don't tell you how effective they are, their practical applications, if they stack, etc. etc. etc. They don't provide the kind of information many people have posted, and I thank you for your feedback fellas. Reply 4 (can't see your name) that was exactly what I was looking for. Really appriciate it. Norrec - Its a timed bonus after you colonize a planet.

32 Replies 19,039 Views

I am still a little fuzzy about refineries, but your not supposed to buid them like trade ports. Asteroids can only support a finite amount of refineries, so you need to plan placement. Other then that, I look for moderatley secure routes that I can stack Trade ports, and designate them as money systems. I use almost all of the logistic slots on trade ports.

12 Replies 21,132 Views

I have played a couple games as vasari and I kind of dig them. Ulike TEC though, I have no real clue on how to use their special abilities, nor which to put priority on (KoI - Weapon, Shield, Flak for example). Battleship - Devastator Power surge - No idea how to use this. Advice would be appriciated. Jam Weapons - Disables enemy

32 Replies 19,039 Views
Reply to LRM in Strategy

LRM frigates have forward facing launchers. Advent have Front + 1 each side, Vassari have 1 Front/Rear + 1 ea side for a total of 4. It makes sense to me, if the weapon is on a hardpoint and not a turrent, it needs to aim its weapons at its target to fire. LRM work very well in clusters. The more you have, the more dramatic the effect will be. I try to work them in groups of 5 early, 10 late. I'll wait at a rally point until I have a group of 5 or 10, and only when I meet the numbers d

9 Replies 6,591 Views

Can someone break down how these work, and the strategies for placing them? I know they grab resources from nearby systems, but...they are grabbing them from your resources right? When I originally looked these up, there were a few threads that stated they shouldn't go in every system, that systems can only support so many. Normally I'm only looking for the tactical answer, but in this case I'd like to understand exactly how they work as well.

2 Replies 11,117 Views

Anyone from the beta know what the logic behind charging us for ships we are going to build (upkeep), instead of paying upkeep on ships that we are currently fielding? Did they have it the way everyone is used to and change it at some point? If yes, what were they trying to address?

187 Replies 70,975 Views

[quote]1) siege frigates kill planets too quickly, even in small groups they can annihilate a 3000 health planet before a fleet of ships 2 or 3 jumps away can react. even with the health decrease they can do too much damage too quickly.[/quote] This is what you wrote in your original post. I find the attitude quite puzzling, because people half the time will read the original post and comment on that. If your subsequent thoughts are so profound, update the original post. I for exam

96 Replies 133,074 Views

Just by the genres you listed, you probably have never had to do much forum surfing. FPS is pretty much, see enemy, shoot enemy. RPG's you really only need to read if you get stuck on a quest, or want to figure out the best min/max character. These types of games, tactics constantly evolve, and while some RPGs are pretty complicated, they are more intuitive then 4x games. So, if things just aren't clicking, read every thread you can until things start to.

4 Replies 4,994 Views

I haven't read all the posts(none besides the first), so have no idea if this has been suggested or not. I also don't know if any of these can be easily implemented or not. With that out of the way..... 1. I spend most of my time at the galaxy level (max zoom), and issue orders by clicking on the ships bar to the left of the planet. Often times I'll forgo efficency, and proper tactics, giving orders to all ships in the system instead of manually selecting the fleets. I also for the most

1,040 Replies 556,095 Views

If you are bothered by piracy, you shouldn't have accepted it in the first place. And no one is going to give you permission to use it, so this post is kinda confusing.

58 Replies 73,075 Views