Sideshow_

Sideshow_

Joined Member # 3055136
1 Posts 101 Replies 344 Reputation

[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.

14 Replies 14,512 Views

[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

126 Replies 182,488 Views

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

8 Replies 6,811 Views
Reply to Pirate pains in Strategy

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

9 Replies 4,554 Views

[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?

26 Replies 17,285 Views
Reply to Pirate pains in Strategy

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.

9 Replies 4,554 Views

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.

51 Replies 24,082 Views

[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

101 Replies 38,089 Views

[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

51 Replies 24,082 Views

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.

51 Replies 24,082 Views

[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.

101 Replies 38,089 Views

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.

3 Replies 14,547 Views

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.

38 Replies 55,783 Views

No, flanking means to attack from the side(s). Since LRMs can only shoot directly in front of them, it applies utterly to them.

51 Replies 24,082 Views