[quote]I like killing Pirate bases because once colonized they have a plundered booty income bonus, and since there's only ever one phase lane in, they don't need guarding.[/quote] Eh, since when? I've never seen a pirate base with only one phase lane. In my experience it tends to have more phase lanes than most planets.
Sideshow_
[quote]I name my capital ships after the rabbits is Watership down.[/quote] Win
[quote]Pillagers stop bombing the planet once you scuttle everything.[/quote] Anyone corroborate this?
The more cash people give to the pirates via bounty the bigger and more dangerous they get.
[quote]If I have the time and inclination, I try to name my stuff after ships from Ian M. Banks 'Culture' novels. Sadly, most of those names are a lot longer than are allowed. Which is a pity, because just some of the names from "Excession" are awesome, let alone the other books:Fate Amenable To ChangeFurious PurposeSerious Callers OnlyShoot Them LaterSober CounselAppeal to ReasonAnticipation Of A New Lover's Arrival, TheIs that last one not the greatest name for a ship ever?[/quote] Di
[quote]please give us a chance to play Soase multiplayer games with Linux- or is this impossible for any reason?[/quote] Yes, it's called DirectX>OpenGL
Initially thought this was a hilarious idea, but on further reflection it might actually produce a playable game. With choke-points eliminated players would have to be much more careful with how they distribute planet upgrades and buildings, and I would imagine it would see players use multiple small fleets instead of a couple of massive ones. After your first radar research you'd be able to see all imminent threats, so rallying to defense wouldn't be too hard. It would utterly suck to get ju
Against AI the best ploy is to dump 500 on *two* different opponents. It'll be cheaper for them to get the pirates off themselves by bidding on the other, and so that's who they bid on. No more pirates for you! (this works on players too... up the bid on one, then wait a few seconds before upping the bid on the other. The second will think the first incorrectly guessed who bid on them. The first will know something screwy is going on, but it's still cheaper for him to bid on the se
[quote]Drone carrier nerf makes them worthless[/quote] I'm looking in the changelog but I'm not seeing anything except they cost less; how have they been nerfed?
If you destroy the pirate then base players can no longer bid on pirates. Raids still seem to happen though; whether they were just raids which were under way before the pirate base was destroyed or if the pirates which are left will randomly attack people I don't know for sure.
You'll just have to go win again.
Well, yeah, but the point of flanking someone is that you flank them. Of course if they see you coming and turn before you get there it won't work, but in that case you won't be flanking shit, you'll just be charging at double numbers. Sure, it's not easy to get the drop on them, but that's why the better player wins. You can't just say "Hey, I'm gonna flank you now, OK?", and expect him to sit there and take it. But if you do manage to outmanouver him, you are going to be rewarded for it.
Oh, no question :) though I don't think he's narrowminded so much as he's deliberately trying to antagonise. Either way.
[quote]PhonSiEtm, as a major contributor to the research in this thread, I believe I may have a bit more clout then Sideshow_.[/quote] Dude, I appreciate the backup but posting 10 times as much doesn't give you any extra clout. I tested the factories and posted here. In fact, my post falls right after your first, and your first doesn't have anything substantial to it except to say that ships can come out of one or many factories. Nothing you've posted since regarding the mechanics of
fail troll is fail
[quote](and seemingly everyone else's) Don't assume that silence means people agree with you. In this particular case anyone that's played the game has already seen that Spacedebris is correct about LRM turn rate, so it's not really a subject that it makes much sense to debate.[/quote] s/everyone else/everyone else who commented in this thread about turn rate, if you insist on pedantry. I wasn't assuming anything, but now that you mention it, since (a) it was posted three times other t
What's to be insightful about? It's been my experience (and seemingly everyone else's) that LRMs have a terribly slow rate of turn. I haven't checked the game files; if you want to and prove me wrong then that's all you need to do. I'll do it tonight when I get home. You misquote flanking, for whatever reason. You don't get that flanking is best when done from both sides at once. Basically, you're adding nothing. When you do I'll be sure to be insightful.
[quote]It still makes sense atm but IMO it was better when more than one can be built at a time.[/quote] So you read the entire thread, then disregarded all the posts of people testing what happens when you build ships with multiple factories? Oh. OK.
Do aura's help allies? This mechanic would make sense if they did - your Advent buddy is gonna love you, but your Vasari mate (with all his phase missiles) not so much.
What ZJBDragon said. I assume you looked in the support forum and didn't find anyone with the same problem, so it's almost certainly your machine which is to blame.
Are you even reading this thread before replying to it? 4 frigate factories DO produce 4 ships at a time.
They turn SLOWLY
No, flanking means to attack from the side(s). Since LRMs can only shoot directly in front of them, it applies utterly to them.
There are reasons to flank. LRMs for one.