jBrereton

jBrereton

Joined Member # 3038779
1 Posts 22 Replies 99 Reputation

As a TEC player, I'd like to propose that 10 mines ought to cost 1 tactical point to build, otherwise I can get a Nova up and still spam my systems up with mines to stop any attackers. Maybe make them a touch less expensive in terms of credits, perhaps 850 instead of 1000 to balance it back a bit. No idea how they work with other races, but I hope their minelayers cost masses of fleet support, as mining a wormhole is pretty devastating.

42 Replies 158,634 Views

For me, if a game is lasting any time, I try to get packs of LRM frigates on frontline worlds, as well as PJIs and Planetary Shields, as well as repair bays. Not sure why none of you mention Planetary Shields, but I've found them absolutely invaluable along with the highest emergency facilities available in keeping enemies tied down if they want to take your outposts. Oh and another absolutely crucial tip regarding defence - search out every wormhole to find where they all lead. Don't w

58 Replies 31,582 Views

Are planet bombers worth the cash? Absolutely. I don't want a Kol tied down doing a job that 4 siege frigates can do better and at roughly the same price, and that's before you're taking cap ship supply research into account. The key to winning the game is keeping up pressure and momentum on your foes - having another capital ship in your main fleet adds to their problems both psychologically and physically. No way am I going to waste my battleships on bombing planets when they can be h

28 Replies 18,439 Views

Aye, aye, complaining about a lack of diversity, or how the tech tree should read like the Bayeux Tapestry is all well and good, until you actually have to try and balance the thing. Making people pay premium costs for research which improves your weapons by 2% a go [i]because then the tech tree will be longer[/i] is ludicrious, and the more ships you get in the game, the harder it is to balance them all equally - look at the problems that Total Annihilation and its semi-sequel Supreme

24 Replies 26,743 Views

Anything small - Flak Frigates Anything big - Capital Ships or Heavy Cruisers. There's my ever-so-helpful advice for you right thar.

10 Replies 6,644 Views

Oh, you mean like Turrets as little ability-based additions to battleships and such? Could be good, with Dreadnaughts getting extra bombing turrets, Battleships getting more beams and such, all destructable, mind. Sounds like a good idea, although I'd personally do it as little "defence drones" or whatever which have the same speed as their home ships and can hyperspace, with a very slow recharge rate and a lasting time of 120 or somesuch. Just my 2 cents, so to speak.

5 Replies 3,920 Views

Uzii - great mod, but could do with a little more balance in one of the researches, the Better Tunneling one. Seeing as every other upgrade goes 7.5% (8) / 15%, it seems a little unfair to have yours go 20/40%, especially in combination with the Urban planet's already large population. Maybe you could make it 10/20 for Asteroids and Barren Planets, but have Urban Planets affected by High Density Zoning?

1,334 Replies 3,503,854 Views

Cheers for your help - was exactly what I didn't want it to be (also cannot believe I missed it, having looked at capital ships for about 2 hours solid), but thanks nonetheless!

2 Replies 3,096 Views

Looking through the data files, it seems that Frigates come with a "canBomb" variable - now it looks to me, through doing some searches of all of the text, that not a single one comes up with TRUE. I'm essentially wanting to know if it needs extra lines of coding if set to TRUE, what those lines would need to be and what variables are involved in it activating its canBomb functionality. Thank you kindly, jBrereton.

2 Replies 3,096 Views

Erm... Couldn't you just make an extra ability for a ship of choice which deploys turrets in the same fashion as the Sova ability, albeit making them mobile and perhaps longer-lasting? If you look at the FrigateCombatTurret ability, you can see that you could mod it to increase its speed, for example. I've been messing about with creating mines that way, myself.

5 Replies 3,920 Views

[quote]Yeah but you can trounce on planets with a colony ship also. Engage enemy ships and pull them off to one side of the gravity well (or just on one side of the phase lane) then move in a colony ship from the other side of the lane and colonize the planet right away, then pull it out. Even if the colony ship gets shot up, you only really need to do this twice, after the first two colonies a few seconds of planet capture won't make any difference. Also, wherever you go, you always have a colo

57 Replies 36,118 Views

For the TEC - 1) Akkan - Ion Bolt is superb, Colonise is very handy and the Target Uplink ability makes LRMs and Kols, as well as Bombers in range far more deadly, and the ship isn't too shabby at fighting. 2) Kol - for simple firepower, extremely handy, and it has pretty respectable hitpoints, too. The Flak ability is completely pish, mind, but the Gauss Cannon, when used en-masse with another couple of Kols, can be used to tear apart enemy cap ships (Carriers a speciality)<br

57 Replies 36,118 Views

Sykonaut - The Sova has some pretty respectable guns, and with a mix of Kols and Sovas, maybe the odd Akkan here and there to stun enemies with Ion Bolt and let your ships open fire quicker with the control tower upgrade, in addition to a whole bunch of Cobalts sucking away their energy with their Sabotage reactor ability, then having a whole bunch of Kodiaks starts to look like a trickier prospect - as to the 50-60 LRMS, they get decimated completely by any kind of Fighter support. Sup

34 Replies 26,069 Views

Jotanhorn - exactly. The TEC strikecraft get some pretty nifty buffs if you put in the time and effort to research upgrades to their autocannons and missiles. You start factoring in Heavy Fighters too, and you have some very, very potent fighters combined with bombers which can outrange Weapons Lock, and hit with high damage, too. If we're talking about Vasari under repair cloud, then why not keep in mind that with Rapid Construction, your TEC strike wings are built basically i

34 Replies 26,069 Views

I would absolutely disagree with anyone that claims that the Akkan is, in any way, shape or form, a poor choice. Its colonising abilities are absolutely vital for taking land efficiently off other cultures without having to sit around babysitting Colony Frigates, and its abilities, both offensive and passive, are very helpful. Its Ion Bolt(?) ability, for example, is an absolute game-winner in some cases, when your opponent's damaged capital ships are on the run. If you let a l

13 Replies 9,309 Views

I really like the pirannical bit of the game, but it's quite clear that some others don't - maybe you Devs could have them included in random maps in a similar fashion to resources, game/research speed etc. For example : Piracy - High (every 6 minutes) Standard (every 12 minutes) Off (never) Random (random) Could be done with a single button (easier said than done, I know) and would improve the experience for those who really don't enjoy pirates, t

218 Replies 214,460 Views