Shadow_of_Light

Shadow_of_Light

Joined Member # 2988115
14 Posts 538 Replies 8,890 Reputation

same problem with me everytime i play with an AI he has a small fleet made up of 10 light frigates and 1 (sometimes 2) capitals, and 1 fleet made up entirely out of siege frigates (record so far is 35 in 1.5 2 hours) i'm eager to find out why the AI makes this choice, since by then my fleet consist out of 25 light friagtes 25 lrms 5 or 10 antifighter and 1 or 2 capitals more then enough to take down his siege friagtes, but the hit and run tactic is pretty annoying

11 Replies 19,649 Views

sorry to say but all this is not true there are a few ways to counter LRM class frigates, and TEC garda is not one of them TEC: the only way to effectively counter LRM's is to make LRM's of your own, since theyre made pretty fast Advent: best way to counter LRM is using the Illuminator, since it needs 3 tech levels this is not always avaible instead use Defence vessels, the adventanti fighter frigate is the strongest of its type and wil do go

18 Replies 11,884 Views

more fleet capacity...?? what i'd like to see in 1.03 = same amount of ship capacity but lower upkeep costs making your fleets even larger wil ruin the game.... already had 4 crashes "minidumb???" which al happend during 2 big fleets fighting also on the bigger maps if you know al the races touroughly everyone picks the vasari in long lasting games returning armada gives free ships\ example on this : i was vasari when ny oponent was Advent<b

1,040 Replies 557,420 Views

[quote]The first part of the mod sounds great but: Some of the changes in the 1.0:- Normal self-repair removed.This is a terrible idea. The reason for self-repair is to eliminate the need to micro. Self-repair is slow enough that it makes no difference in a fight, and the entire reason it's in-game is to remove an incentive to turtle. Instead of blockading around repair stations, you can set up defensive fleets in neutral areas like Wormholes. Self-repair means that they can take care of the

303 Replies 428,244 Views

[quote]Grrrrr...Makes me angry that no one is creating a stargate mod [/quote] lol nice way to show your thanks these guys put "all of there spare time in making the mod and ure asking why nobody makes a stargate mod...... why dont start with a starwars mod either -.-.... a

1,754 Replies 4,115,402 Views

the danger with trade stations is that you wont have enough slots left for tech centers (on medium 2 small maps in short al the time) 1 trade station per planet gives hell lotsa income i had 8 planets 1 trade station per planet income was around 90/sec refinery ships are nice, but need some serious thinknig b4 placing them 1. what planets are adjecent to the 1 your building it at? (refinery ships wil move 1 phase lane to get materials 2. a refinery

32 Replies 18,961 Views

[quote]Just bulid some scout ships, and send them to various planets owned by the enemy, all if possible. This is always fun to annoy the player by having multiple structures (even if the buildings regenerate it) under attack. The player will often send a large section of his force to deal with them, or start building defenses. If the player sends some of ships, this will obviously make him weaker. If he builds defenses, a large chunk of his income is wasted. This becomes a small t

20 Replies 13,200 Views

i think you are refering to the Carrier cruiser right? in this case, the Carrier is the weakest ship in game, even scouts are better the Bombers and fighters it can produce are pretty powerfull however another example of sweet balance.... pawning bombers without a refuelspot r worthless ;)

6 Replies 6,075 Views

diplomacy is a powerfull weaopon keep your allies happy, and a cease fire is all u need a trade negotiation thingy wouldnt be bad either just remeber YOU have to get advantage from the trade agreement never lose sight on your neighbours, since i;ve got backstabbed by an AI once (fact that he had 3 planets (1 asteroid) and i had 8 plants (4 asteroids) didnt mean a thing to him, pounded him completely and got another 3 planets in this case the AI definat

72 Replies 34,345 Views

[quote] bombers can damage other things not just caps, its just that they do extremely well vs caps, thats why its being discussed. Please dont do cost comparisons, because the bombers also kill other ships and structures, Im just stating what can happen before any of the bombers start dissapearing, not the carriers. Oh sorry, here I was thinking any discussion of 'unbalanced' elements might want to actually look at if it's actually a problem or not. If yo

54 Replies 28,495 Views

[quote] The cap itself doesnt have to have the anti fighter abilities, theres no way a fleet with 40 bombers is going to be facing only one capital I think you kind of skimmed through my post, I was stating/implying how you can kill a few structures and even level 10 caps with enough bombers long bef

54 Replies 28,495 Views

[quote]they look nifty is there anyway to port them 2 game? [/quote] shouldnt be imposible since u coukd copy paste the info

92 Replies 356,432 Views
Reply to Homeworld 2 in Games

[quote]Oh...? So the story in the original games are that much better? I only played HW2 and couldn't bother myself to get past the first mission in HW because of the sheer inefficiency of the controls. I'll try to give it another shot considering how much praise it gets for storyline. And seeing as I thought the storytelling in HW2 was pretty damn good... can't wait to see how great it is in the original. [/quote] you're obviously a "mistic" story fanatic :P HW1 is a

49 Replies 11,065 Views
Reply to Vasari vs LRM in Strategy

[quote] aha, the advent have LRLs, not LRMs! petty pointmongering aside: advent illuminators are MAD powerful, not to mention they can shoot numerous targets at once (making them damn well near indomitable when you surround your enemy with a lot of them) Aren't the Advent Illuminators' tri-beam lasers matched by the Vasari Assailants' area-effect shield-piercing missiles? With a better-optimized attack type(AntiVeryHeavy for the Assailant vs.

16 Replies 9,884 Views

[quote] Agreed. Thanks for that worthless post. Maybe you could have said you're sorry to the developer for waltzing into his forum, squatting, and defecating all over his nice new game that has won praise from pretty much everybody except the people who post here? [/quote] your taking the words out of my mouth....... the game is great as it is, some adjustments in balancing but all games need that! keep up the good

101 Replies 112,324 Views

just 2 let u all know.. lrms suck.... i dont know how u try to counter them but i've only lost once to a massed lrm fleet. [b]what to do vs massed LRM's[/b] when your oponent uses massed lrm's the rules of combat change, get as CLOSE as posible and hit those dammed lrm's 1 by 1, ignore his capital ship and retreat your capital when shields are down (happens pretty fast) since lrm do bonus damage vs small frigates (cobalt etc.) do not mass those (no more then 2

77 Replies 48,990 Views

[quote]PJI's don't do enough to stop them bypassing systems, especially heavy cruisers which have a ton of health + intercept, they can just run through to your back systems and kill orbitals [/quote] the problem here is that your planets need defenses if you "know" which planets are on a posible bypassed route make sure u have

22 Replies 13,366 Views

hé tell your dad he's doing O.K. :P always triple check if you are not being fooled or anything.... unfortunatly i'm but a simpel player who pre-orderd the game all i can say is, it is legal.... should anything go wrong u can contact Support and they will help u out. BTW, why would you want to Download the game instead of buying it from a GameShop (another proof it is safe, it's avaible in the stores!!!! :CONGRAT: )

24 Replies 9,821 Views

[quote]It sounds like the objection to a total lockdown is that it is possible for the defending player to make a very strongly guarded chokepoint, then fire superweapons (novalith cannons, etc) from behind it. I think you could fix this specific problem without making the PJI so weak for its intended purpose, though. Here's two ways: * Make the PJI easy to kill. Simple. * Make superweapons shut down their owners' PJIs for X minutes after firing. [/quote] <

53 Replies 77,435 Views

why make ships if u can mass bombers then :P anyways if they should improve anything they should impove fighters i've had 4 squads of fighters attacking 1 squad of bombers and after 5 mins only 1 bomber was damaged 90% like wtf? why make fighters if they dont take out bombers...... i know theyre good vs some ships but how 2 get rid of fighters on low levels then???

3 Replies 11,272 Views

[quote] Finally, for every endgame it was a experimental rush, which needed about 30 minutes per experimental if you were slow, and about 5-10 if you were good at managing your economy. Um, lol Experimental rush my rear end! Experimentals were *incredibly* balanced in that game, easily countered, devastating is properly used. [/quote] lol balanced u say, i have both SC and FA, even tough FA's UI was redone they left alone the thi

84 Replies 112,071 Views

[quote]Dropping asteroids from orbit would be pretty destructive... can't we do that? =P [/quote] that is actualy a very good idea.... make a ship which is able to haul asteroids from asteroid rings. once collected it can jump to an enemy planet and launch it pretty destructive for the infrastructure and leaves a big hole :P however.... this should be some sort of ultimate ship, since it takes out 40% of a planet in 1 hit.... (asteroids look pretty la

86 Replies 58,469 Views

[quote]you dont nescessarily need access to the core to blow up a planet, drill charges, blasting with shitloads of ammo, moving the planet out of orbit, all that works. [/quote] yeah but u'll need a shitload of deep.. deeper... even deeper... 2 meter... 3 meter.... must i go on? holes then somehow fil al the holes with a nuke and blow them "preferably from core to surface with 0.5 to 1 second interfalls" [quote]This thread needs a link to "The End of the World" <IMG i

86 Replies 58,469 Views