You might try to go online, and play someone who will actually deploy decent tactics. Take planetary defenses. You can just spam turrets as close to the phase lane as possible, and the computer will just drive through, and fight your fleet there. The AI will never scout your fleet, look at what kind of setup you have, and build counters against it. AIs, with no exceptions, in RTS games has always been challenging in one way, and that's because they can do everything
Mental_Patient
i think MarcusCardiff is a pretty cool guy. eh attacks trolls and doesn't afraid of anything.
Yes, in a tie race, and you lose, you'll be down a couple thousand credits. However, the first pirate raid is usually no more than a minor setback, and at the next raid you have alot of leverage. I've never lost a game due to getting the first pirate raid, or any other pirate raids. There has even been games where I lost so little, that the experience I got on my capital ship was well worth the minor nuisance. Devs, please keep the pirate system as it is.
When a player gets bounty, the bounty will be divided onto his forces. More expensive stuff will have a higher bounty on it. When that unit dies, the bounty will be rewarded to the faction that kills the unit. Any human or computer can collect any bounty at any time, but the pirates only goes for it in raids. You can even collect the bounty you've set yourself.
It's not just about getting the attack off you, but it's also to hire a decent fleet to attack your enemy. If you spend 6000 credits on it, then it better payout to be more than just a few lost ships and some extra XP to your opponent.
It's really about understanding how a game mechanic works, and how you can use it better than your opponent.
[quote]The point is that if one person getting them too often causes an imbalance, which I assert does, it should be changed. Otherwise, pirates will disappear from competitive play.[/quote] So the pirate system should change because you can't keep up the economy? If you get it each time it means either: a) You haven't been developing your economy enough in comparison to the other player. This means that you've been outperformed, and you only got your own performace to play. b)
The pirates are fine. If you think it's unbalanced because you get them too often, then you should reconsider your economic tactics.
OP brings a very valid point in his first point, the online part sucks. I have barely seen any comments about that part at all. [quote]. Which leads to point #2. In the absence of a decent Multi-player experience, the game is looked to for its single player accolades.[/quote] Note how he points out that he only considers singe player to be a problem due to "the absence of a decent Multi-player experience". He's absolutely right about the second part as well. This game
[quote]being able to tangle up enemy forces by moving into the middle of them strikes me as a perfectly valid tactic. If you don't want to get tangled up, control your fleets' positions more effectively. [/quote] This isn't controlled by the actual AI, or player. This is the programmed pathing each ship will take. In this game, you have no direct control of the pathing. Example: If your captial ship is moving in one direction, and you give it a command to move in the
[quote]The open ended RTS' that have featured campaigns were mostly ridiculed for their blandness and constraints. B&W and SC are fine examples. Empire at War is similar, but most of its missions took place in ground combat, not space.[/quote] What the fuck? The brilliant campaigns in Starcraft was a part of the reason why the game became such a massive hit, and the expansion campaigns were loved by the gamers. There isn't much footage of Stafcraft2 yet, but they actually have released
First of all: [B]The error message you get when hosting is bugged. It will show up even if everything is fine (I believe it's because that if it detects a single insignifcant mismatch, even at your ISP, it will show up). [/B]There isn't ANY information about this ingame, so this leads to a huge numbers of players not hosting because they think they haven't managed to fix their setup. Which brings me to my next point. This online client is one of the worst ones I've used in a long, l
If you can't stand any sorts of trashtalking, then online gaming isn't for you. Grow a thicker skin, or a thicker friends list. I've taken shitloads of much, much, much worse abuse in other games, and so will you when you continue to venture online.
[quote] Planet killers do way more then 2 damage per second to a planet. more like 20. Unupgraded, each one does 20 damage every 10 seconds, which gives them 2 damage per second. 15 sieges to kill a 6000 hp planet takes exactly 200 seconds. In my games against the AI, I rarely ever bother to build them, because their cost far exceeds their usefulness. I could build 3 capi
[quote]Firstly; asteroid. Emergency facilities. Secondly; tax income. If this small tax decrease will kill you more than his ships, then you've already lost. Thirdly; how many minutes till the frigates arrive? With proper defenses, 0 minutes. [/quote] If the opponent goes superfast with siege frigates, then his main fleet will severely lack firepower due to the money being spent somewhere else. He'll still be far off any LRM ships to boost his fir
The siege frigates do NOT need to be nerfed. If you don't build a correct defense, and mass your fleet on the other side of the map, you're practically inviting him to throw in some siege frigates. a) Hangar stations can build fighters, which are supereffective against small groups of siege frigates. Even an asteroid can be upgraded with enough tactical slots, and hp, to survive 6-8 siege frigates on its own. LRM type ships rapes siege frigates, and they are
Hangar defenses is the only effective means to defend a planet when you got your fleet out conquesting, there's a few other buildings that could be worth to build once if you don't want to base everything on your fleet returning. This game has great distances, and if there are no natural good chokepoints on a map, you can get hit in the rear while you are in the front. The problem with this, is that you can easily bring a group of 10-20 flaks to effectivly completley ruin the hangar def
I love playing this as multiplayer, but the player elimination conditions aren't really clear, or bugged. In some cases, I've seen a player been eliminated when the homeplanet is destoyed. This is what I expected to be the elimination condition, and it's also the one who is the best one. In other cases, I've been forced to bomb every planet, and kill every ship to get the elimination done, in the last game the other guy refused to quit after his partner got destroyed, and set h
Looks very good, however it lacks some info. You need to have the exact numbers on shield/hp/armor. Also, put up damage per volley, firerate and dps for each ship. Anyway, you've done a good job compiling that chart, but you need to have more information for it to be really useful.
TECBomber BaseDamage = 44.4 /13,5 = 3,3 dps. TECFighter BaseDamage = 19.5 / 12 = 1,6 dps. DAMAGE TYPE[color="#000000"]...[/color]VS[color="#000000"]...[/color]CAPITAL[color="#000000"]...[/color]VERYLIGHT[color="#000000"]...[/color]LIGHT[color="#000000"]...[/color]MEDIUM[color="#000000"].....[/color]HEAVY[color="#000000"]...[/color]VERYHEAVY Fighter[color="#000000"].....................[/color]0,4 dps[color="#000000"]....[/color]1,6 dps[color="#000000"]...[/color]3,2 dps[col
Seriously, if you can't handle trash talk in an online game, then you should reconsider going online in the first place. I'm not saying this to insult you. It's common knowledge that in every online game there is, you got tons of trash talking. You have to grow a thicker skin if you are going to survive online gaming, I can promise you that you will play players who will make these guys sound polite.
It isn't hard to understand at all. It means that the ship itself sucks in combat. If you choose to only look at small part of information from a whole, it will often be confusing.
Explanation on armor: A ship with 1000hp and 0 armor has 1000 effective hp. Every point of armor adds 5% more effective hp, this was gathered in the same way (there's another thread about it) as the data on the damage of capital ships in this thread. Using that info we get: A ship with 1000hp and 1 armor has 1050 effective hp. A ship with 1000hp and 5 armor has 1250 effective hp. A ship with 1000hp and 10 armor has 1500 effective hp. A ship with 1000hp