colo lvl 3 + scty lvl 2 = free artefact search :D
Cpt_Siddy
Why whuld anyone build a starbase in first plase? I mean, for the price of that, you get like assload of illuminators. For the half of the same price, you get half the assload of illuminators that you can use to frack up the enemy saving up the assload for starbase. Get the drift? For the starbases to be viable in Big boys multiplayer games, they need to be cheap and upgradable, so you
advent culture increas shield mitiagetion TEC is AM reg and vasari is damage. nub
JITA In grawell of this planet, time slwos down by 1000000000000000000x times, GL HF.
Advent eco is based araund the 20% culture bonus with allure of unity. If you want insane credit income, you need to upgrade planets, and not rely soly on tradeports. Also getting one of 4 mines ice and metal planets inside 90%++ allegiance range and dedicat it to concentradet exstraction will get you all the metal and ice you will ever need. With advent, its possible to build make shift economy from just 2 civic labs.
in HW1 caps were all end. In HW2 Fuckload of frigates and laser corvettes was much beter :/ in HW2 the caps were good but died horribly without supports, to a small craft swarms.
Also, lol usless capitalships instad of useful things :D
So whats thepoint of these screens? all i see is huge penis exstention, Borg cube ripoff floating and being a giant ... Cube, with few pew pew lasers. With the name i whuld expekt advance defens strutures and actualy some useful planetary defenses. Only planetary defenses remotly useful right now are repair bays. Anything else is just meh. Then again, im not shure i want a planets capable of unpenetrable hedgehog defenses.
is there even 8 active clans in sins?
you people are too layzy to build light firgates :/
no mods, it was during good ol [GE] time We teamed in grindstone. Then all made only caps. So basically we had 8 caps gang; Dunnov, dunnov, dunnov, sova, skirantra, skirantra, marauder, egg. Hard to kill, lots of fighters to swat early LRM's. huge healing power and so on... Planets died fast and we just rolled as we went, everyone bought the first 2 levels and so on, was fun. Was super, but took lots of TS co
it was a spelling error, it shuld state "can't" or i was just testing you :D
[quote]December 3, 2008 13:03:41 Targeting the Guardians directly works slightly better, since its Shield Projection does not affect the Guardian that is casting it.[/quote] its always fun to chew trought 1400+ shields :D,also, if you know what you are doing, moving a guardian will cancel the shield, that means more micro, but is doable.
:D This thread needs more gini
I agree, the caps main wepons range shuld be increased by 300% And by main wepons i mean things like Beam cannons on kol and radiance and missiles on marza and desolator. The secondary guns shuld stay the same range as they are now. also the flak on caps is intresting idea. Since flak, by any means is not enought to hurt fighter swarms alone. I usualy ignore flak frigates and enemy fighters all togethe
little know facts abaut phased out hull. It will drop the locks of enemy ships, causing them to ake nexst target in queue. It will stop the damage from nanites/radiation bomb (not shure if that was fixed in 1.1) You can heal while phased out if the heal is aplied BEFORE phasing out. You cant move/phase jump while phased out. You cant get any damage from enemy fire while phased out. wi
Formula works like this. The ship that is under guardian shields is reciving 33% damage/guardian. lets imagine we got 5 guardians. that are shielding a frigate, that is getting 100DP/S First guardian reduce it by 33% (100x0.67), secon guardian reduce the (100x0.67)x0.67, third ((100x0.67)x0.67)x0.67 and so on... The real advantage of guardians is that the progenitor will recharge all the 5 guardian shi
Deleting effects does nothing to the checsums noob. Just removing the presentaion stuff and not touching the core dont effect the checsums. fukken noobs >__>
marauder is one of the bestship to save your ships if microed properly. if you got few antoraks and repair bays or capable ships, no capship or any big ship will die as long you got antimatter. i leave you to figure out why by yourself...
well... a trade ship is worth 5 exp. so unless you sit in middle of silkroad of sins and rape every ship at the rate of 10 - 20 ship a minute, you wont be getting to lvl 6 anytime soon...
[quote who="CenturionJixra" reply="24" id="1961204"] Does this ADT group still exist?[/quote] it does, in our hearts and our prayers.. oh wait.
[quote who="Hack78" reply="9" id="1961175"] After reading this thread I'm convinced capital ships need to give more XP when destroyed and non-combat ships shouldn't hand out any XP at all. Why should a Lvl 1 cap give out more? A Lvl 10 gives out a HUGE amount of experience when it goes BOOM. It is proportional to how hard it is to kill. Non-combat give out very little. I find is surprising Cpt_Siddy can afford to leave one like that without needing it for so long, or that
[quote who="Hack78" reply="6" id="1961136"]And that works in MP games???[/quote] yestuday i got 50k creds from "other" sources IE trade ship gankking i was sitting in a empty roid that was no ones intrest in middle of two of my enemys main trade paths with 4 carriers, 10 lrms and caps killing every single tradeship . I culd afford new fleet thanks to that :D And got my marza to lvl 6 ^^
but i like my pink space gryphons casting spells and magick dust into YOUR eyes all the time :D