korofrog

korofrog

Joined Member # 3042651
1 Posts 2 Replies 72 Reputation

I'm having fun with the power of the mines themselves for now, at least for TEC. Vasari minelayers are way too OP for me. I'm thinking the shields/hp should be dropped on those by at least 25% to try and prevent them from just running into the middle of a fleet and dropping mines. And like so many others have said, the detection range for the scouts needs to upgraded either by default or spending a research point in t2 or t3, along with upgrading flaks to have anti-mine c

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I recently have a TEC SB built in an Advent occupied system. The SB has been upgraded to level 2 on the frigate/cruiser construction. I can build frigates just fine, but it does not seem to want to build cruisers at all. I had 5 percherons queued and put it to 8x speed and nothing got built. I do have a save game available if I need to send it somewhere.

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well, since you said you have fleets stationed in those systems, what i do is to put the fleet engagement to hold position and place right where the enemy jumps in. of course, the downside to this is that it pretty much only works if you know where the enemy is jumping in from. also, put a repair platform far enough to cover your defending fleet. i've gotten my cap ships some decent xp this way when trying to concentrate on other areas of my empire while the ai was sending scouts and li

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