StarFallArmada

StarFallArmada

Joined Member # 3049034
45 Posts 266 Replies 669 Reputation

[quote who="TerribleNate" reply="23" id="3153567"]I am looking forward to Rebellion launching, I feel that the upgraded graphics, bug fixes (which would have never happend otherwise), and the increased variety in gameplay is worth the twenty-seven bucks and yes it was $27 not $40, $10 discount plus 10% coupon. However that said I hope that they do not waste any time getting started on Sins 2.[/quote] Methinks they will be spending all their ener

74 Replies 234,895 Views

Whats nice is if you attack and take an enemy planet that is at the time being attacked by rebels, any surviving rebels stick around the planet as free defensive ships. They arn't very powerful, but they dont cost you any supply

4 Replies 2,354 Views

[quote who="Blueshocked" reply="5" id="3148584"]I really do like the idea of differentiating the factions more, and I would suggest not just doing this with the super weapons, but even just the normal ships. I really think even the frigates of the factions should have differences, maybe add small passive abilities to them. And maybe not only ship stats and passives, but make them look visually different from one another even if only slightly.[/quote] The vis

7 Replies 35,065 Views

[quote who="wbino" reply="6" id="3151218"]OT. But why would yow want to no which ai your playing? I always set to random.[/quote] I normally play with randoms as well, but for purposes of finding this bug, i tested all the AIs by choice

8 Replies 11,205 Views

I have a partial agreement with some of your point. I do think that more needs to be done to differentiate the factions from each other. Some very small changes could accomplish this, such as automatic passive bonus/nerf applied to you without research, based on your faction. That way, right out the door they feel different and need a different stratagy. I doubt this will happen, but i think one more ship, unique to that faction would also help. Ideally for balance sake it should be the new c

74 Replies 234,895 Views

for those who have played the game please answer me this. My biggest annoyance with SotS1 was that your fleet didn't get fielded all at once, but in groups of 2 or three. While this annoyed me it wouldn't be so bad in concept, what broke it for me was that the guy with the bigger fleet got more of his ships in the battle at once, meaning it ended up being a numbers game, where the guy with the bigger fleet just got to overwhelm each un

176 Replies 647,896 Views

if this is a thread that is trying to say that the Advent are OP, im laughing already... I love the Advent, but they are a micro heavy labor of love most days. Tec deffence, done right, is practicaly impenitrible without far supirior numbers.

11 Replies 18,136 Views

Yea I love that combo, its very effective. Unfortunately its also a really fast way to lose a radiance in a big battle :-) > But hey, if you've got a mothership with resurrection around, no harm no foul

4 Replies 5,555 Views

[quote who="Scudhawk" reply="2" id="3150394"]The fortifiers I've played (specifically set to) have ranged from superweapon turtles as intended to indecisive "almost" attackers. Generally it's the latter of the two and they'll mass a medium-ish fleet with a titan then just hop between gravity wells and maybe attack if I'm already steam rolling someone.[/quote] What difficulty lvl? Im playing against hard AI, so I would be curious if its contained to only Hard fortifiers

8 Replies 11,205 Views

I've had this problem for a while but since i normally play with random enemies, I wasn't sure which kind of AI was the problem. After some testing ive figured out that it is the fortifier AI. at least on hard difficulty, it seems to never want to leave its home planet ever. It builds several colony frigs but never sends them anywhere. As an ally i told them to go attack a militia own planet one jump from their home, and while they sent com

8 Replies 11,205 Views

I cant wait either, loved DS for diplomacy. Its Kinda how the og game should have been. I'm not sure Starclad has released the tools necessary for modders to go very far with Rebellion yet, so i wonder this myself

5 Replies 9,139 Views

Well as much as I was hoping my otherwise terrible week would be counteracted by some Vasari based destruction, its at least good to know there is a plan to have them out next week. Lets hope Tuesday :-) *crossing every appendage i have*

60 Replies 58,484 Views

[quote who="Kurith" reply="3" id="3148065"]Yes I've found this to be very annoying as well. If truce among rogues is going to completely negate the effects of insurgency, why even spawn the ships?[/quote] Free ships defending the world they show up at :-)

5 Replies 22,624 Views

[quote who="gundamlit" reply="17" id="3148241"] Quoting TerribleNate, reply 11This is the first post I have run across where I wished I could -karma the poster, I dislike trolls. Agreed. And though I also agree that Losing a Titan indeed shall be punished, I think it is OK to keep the exp during the beta phase. After all it is not so easy to own a LV10 Titan, so it would be easier for the beta test t keep the exp.[/quote] I dont think its a be

72 Replies 279,284 Views

I had the idea that the superwepons could have a unique secondary effect, based on which faction you are. advent rebs super could have a chance to convert a small % of ships in the well, while the advent loyalists could have it reverse the culture spread on not just the target, but any planets 1 jump away as well. Vasari loyals could have theirs automatically call in a few dark fleet ships upon impact, while the Vas rebs could have the phase node last longer and the disabl

7 Replies 35,065 Views

I like the OP idea. Its mildly useful as it is if you need that slight damage boost in a tough fight, but rarely worth the cost to make it. The conversion thing would be a good idea, add a little strategic usefulness to it. And in answer to some other reply's, whats more psychologically terrifying than your former comrades turning on you instantly. if you don't want it to be too powerful have it be temporary, and the ships di

43 Replies 176,061 Views

[quote quoting="post"] I wish there was a way to turn of culture spread al together. [/quote] There is. If you look on yours game options when making your game, you can set the culture spread to the slowest setting. As it is though, in a game where its on the fastest setting, its not hard to counter except in situations where it should be, and even then. As others have replied, build more media hubs and buy the culture spread research wh

15 Replies 60,811 Views

Radiance definatly needs a boost (The discord is now the true powerhouse cap of the advent) but ive never had a problem with the Kol. Its tough to kill and deals a lot of damage even early on. I think the quick drain on antimatter is on purpose as otherwise it would be too powerful early game. between finest hour and the dunove's lvl 6 power. its a real powerhouse late game

166 Replies 420,273 Views

A simple increase of build time and resource cost the higher lvl the titan your rebuilding is would fix this issue. I think a 2 lvl penalty would work fine too, though i think not as well (doing both might be the best bet). I thought we had put this debate in its grave already. OP is a forum necromancer apparently :-p

72 Replies 279,284 Views