transitive

transitive

Joined Member # 2737812
2 Posts 464 Replies 863 Reputation

a refinery sends out little ships (they look just like trade ships) that visit resource rocks in the grav well and all the adjacent (1 phase lane) grav wells to the refinery. each resource rock can support up to 3 refineries sending ships to it. the refinery itself then generates a small amount of resource income for each resource rock being visited by one of its ships. its a modest amount, maybe .1 resource/sec worth of income for each rock. you'll have to double check

1 Replies 2,386 Views

it might be used to establish whether or not one faction has a Heavy Cruiser thats clearly above the curve in terms of its power or efficiency. seeing as how this doesn't appear to be the case it does seem like its a bit trivial. might get some interesting results comparing a Heavy to a Carrier (with different squadron configs) to see how that stacks up. Heavies tend to compete for fleet space with Carriers more than anything else.

10 Replies 22,768 Views

secondary points why is it so hard to decide what a fair upper boundary is? you seemed to be zeroing in on one yourself. according to your other post the fair level is somewhere near 20 ships. see, its not so hard really. playtesting could help further pick out what a good number is. i've seen alot of agreement on the general range though. the lowest is like 15 or 16, the highest is like 30. i'm pretty sure we can figure out which number in that range (15-30) is the rig

377 Replies 1,214,388 Views

then you and i have differing opinions on whats wrong with the Marza. i really don't have an issue with MB being a gigantic threat that your opponent should try very hard to avoid. its ok for it to be alot more powerful than other abilities, not everything has to be approximately the same worth. the problem i have with it is simply that it has no real limiting factors. scaling to infinity causes the ability to invalidate good strategy

377 Replies 1,214,388 Views

they're skippable. sometimes you end up with a big force of carriers and you don't have to bother with them. i think, strictly speaking, heavies are better on offense than carriers by a fairly large amount. the only catch to it is that they have to be protected from bombers so you can't even use them until you've got a reasonable amount of fighter cover. pound for pound you can't really beat those stats though. its the most effective health and most damage you're

10 Replies 22,768 Views

a range change would be a fix of a separate kind. you can only fit so many ships inside a certain radius. i mean, they could concievably ball up around the marza spherically but thats not what happens in practice. the ships nearly always stay close to the ecliptic plane. changing the range gives it a smaller area which would pretty strictly limit how many ships could be affected. its a workable fix. it may however be too much of a nerf. if limiting the maximum targets i

377 Replies 1,214,388 Views

i'm running Sins AND Impulse on a computer with IE v.6 installed. i don't ever use it to browse. i'm on Chrome or Firefox for almost all web browsing. none of that has ANYTHING to do with getting impulse to work. it works. it always worked. it never asked me what browser i was using. i would highly recommend that you try to get Impulse working. its really the only legitimate source of patch updates. <

19 Replies 38,474 Views

Vasari fighter squadron 4 fighters, 2.6 DPS per ship - 10.4 damage per squadron, damage type is Anti-Light Vasari bomber squadron 3 bombers, 5.7 DPS per ship - 17.1 damage per squadron, damage type is Anti-Very-Heavy damage comparison by armor type Very Light (fighter squadrons) - fighters deal 100% damage and have a 65% chance to hit result is 6.63 DPS, bombers deal 50% dama

27 Replies 28,533 Views

phase detection is great. i always research that one shortly after going to tier 5. usually i'll get the 5th and 6th phase missile upgades first, then get phase detection on my Overseers. ships jump into and out of wells ALL THE TIME, the phase detection thing is very nearly as good as having a planetary remote sensor on adjacent grav wells to your overseers. really helps get the timing right on when to go in for attacks. makes it easy to wait until the enemy is on the

26 Replies 11,364 Views

oh ya, Skarovas are the best Heavy Cruiser in the game in my opinion. toughest, best damage, and Inertia Field is a better special ability than Intercept or the damaging aura thing the Advent get. the point i was trying to get at though is that it doesn't even take a "sizeable fleet" of them to match the DPS of a Jarrasul. just like 5 of em is more than enough. what it really comes down to is that i don't see much of the appeal of having 2 Nano Di

20 Replies 23,207 Views

frontal deflector is also extremely useful against direct firing frigates. if nothing else it forces the frigates to maneuver to a different firing position and thus causes them to lose time in the fight. the starbase is equally armed in all directions so it will keepm pounding away at the frigates as them manuever to get rear shots in. its a big help. seriously though, bombers are how you kill Orkulas. starbases are quite durable and can have some of their own fi

23 Replies 14,369 Views

meh, i wouldn't be enthusiastic to spam more eggs. seems like a waste. for planet killing a Desolator is much faster, even faster than an egg with Planet Suck. for taking care of other cap ships you get a much better effect from a Kortul combined with the egg you already have. 1 egg is plenty to keep Nano Dissasembler running on an enemy cap full time and to Grav Bomb it so it can't escape you. the Kortul has better survivability, bett

20 Replies 23,207 Views

the main thing wrong with Akkan's colonize is not what it does. free extractors is fine, no need to change that. the main thing wrong with it is that it provides no benefit at level 1, which is an asymmetry compared to the other 2 capital colonizers which do provide some benefit at level 1. its been suggested many times by many people so i can't take credit for the idea, but i think the most popular change i know of is to go from 0/1/2 extractors to 1/2/3 extracto

21 Replies 40,598 Views

in the early game you have to make a choice between repair bays or hangar defense since you've only got 5 tactical slots on a new colony. the exception to this are volcanic worlds, which are way easier to defend because of the extra tac slots. advent is kinda extra screwed because of their 6 slot hangar, cannot be built at most places unless you've upgraded tactical slots. makes things rough for advent trying to counter LRF rushes. on the other hand advent get their car

27 Replies 28,533 Views

i think Phase Out Hull and Reverie are in great shape right now actually. wouldn't want to change a thing on either of those. i'd love to see the Antorak and Revelation ships changed in different ways to making them more appealing, but those two abilities are the real appeals of the ships they're on right now. the sort of change for Ion Bolt I would be more likely to support would be a small reduction to its anti-matter cost. as it is currently, level 3 Ion Bolt can kee

21 Replies 40,598 Views

i agree with Darvin. Reverie and Phase Out Hull are balanced by granting (more or less) damage immunity to the target for the duration of the disable. Ion Bolt lets you keep on pounding away at them. thats a massive difference and makes Ion Bolt much better than the other two, in my opinion anyway. Reverie and Phase Out are more like combat exclusion abilities that are intended to keep a ship out of the fight until you're ready to deal with it lat

21 Replies 40,598 Views

TEC bombers are pretty tough too, particularly since TEC has alot of armor upgrades available. Advent squadrons are made of tissue paper because they have no shields, which are the main form of defense used by Advent. you don't even have the option to research armor for them until end game and the advent hull upgrades are meh. and just because i'm a bit confused. are we really talking about 200 bomber SQUADRONS? cuz that would be 100 carriers (68 advent carriers), which

16 Replies 9,525 Views

my big 3: 1) improve the single player AI, its still lagging too far behind. this topic could get a whole thread of its own. i won't go into much detail here. my biggest issue with it at the moment is that it doesn't seem to know how to use the more powerful abilities of the game and is terrible at picking and managing its capital ships. 2) new planet types and revisions to existing planet types. it really sucks to get a 2 rock Ice World near you

265 Replies 815,062 Views

Shakespeare is too easy. what you really need to do is play "Huxtables", which is where you have to name at least 5 members of the Huxtable family (including the actors that played them) excluding the obvious one (Bill Cosby). if you can't name the Huxtables you can audible it and instead recite the lyrics from a sitcom opening theme song of your choice. loser has to drink. i mean...wait, what game were we playing again?

377 Replies 1,214,388 Views

you have to realize the Vasari SB is considered the primary anti-Starbase weapon of the Vasari faction. Vas don't have an equivalent of Ogrovs or Starfish, there are no special ships for taking out structures and starbases. Instead the Orkulas 2nd weapon system (the Disintegrators) deals anti-structure type damage. additionally there's a research tech that makes it build faster in grav wells that have enemies present. the thing is really designed explicitly to be used offensively to take out

22 Replies 14,245 Views

first of all, set a hotkey to planets with shipyards on them. i like to use ctrl+0, since its easy to remember and i won't accidentally hit it when i'm reaching for ship fleet ctrl groups (usually on ctrl+1 -> ctrl+5 for me). second of all, use the hotkeys for planet management just like you would ships. good hotkeys to remember for controlling planet actions: planets use the same hotkey grid layout that ships do, for the most part, so the butt

8 Replies 36,639 Views

if you're econ is decent you can counter with Percherons (fighter squadrons please, not bombers). if you're lagging behind in econ you can play defensively and use Hangar Defense as your source of fighters, though this obviously doesn't work if you're trying to expand into an enemy that is trying to fight you back with Assailants. it is however quite effective at repelling an attacking fleet of Assailants from your territory, which might be good enough. &n

27 Replies 28,533 Views

i'd love it if Blair could get some fresh air and tell us if there's going to be an Entrenchment 1.1 patch before the next micro-expansion?

4 Replies 14,253 Views