Cpt_Siddy

Cpt_Siddy

Joined Member # 3058911
22 Posts 560 Replies 805 Reputation

Sitting on an empty plasma storm for hours end, killing abaut 1000 enemy's tradeships :D 5 exp and free redits /pop :D

47 Replies 23,056 Views

[quote who="CoolJets" reply="13" id="1960081"]Playing with pirates is actually less strategy. Pro games are always pirates off.[/quote] good players survive, pirates or not. Pirates are just another variable. Nothing more, nothing less. Its just, thre aint many good players araund.

27 Replies 71,336 Views

idlebot7 is the best, and idlebot69 is good too :P

115 Replies 95,244 Views

[quote]? I am pretty sure that was my Space Whale. Free Willy is one fine killer whale.[/quote] How, its common knowledge that you can suck a moon trought a straw.

126 Replies 270,571 Views

[quote who="Ke5trel" reply="6" id="1955954"]There are always alternatives to light frigates or Illums to counter grav-runners. TEC and Vasari end-line Heavy Cruiser abilities. Subverter swarms. These are mid-game rather than early and take micro, but they have the advantage of being relevant against *any* other ships your opponent throws at you, once you cripple his carrier fleets. [/quote] when you got a end line upg

44 Replies 14,029 Views

[quote who="Cykur" reply="4" id="1955884"] illus dont always autofire... test it, they can sometimes be right nexst enemy moving same way not shooting... I have done exhaustive tests...they DO shoot at anything they are close to unless you give them an Attack Target order for a distant target or an order to phase jump out of system. The side guns still shoot at stuff on the attack order. They can chase a ship that is in range and tear it to shreds

44 Replies 14,029 Views

illus dont always autofire... test it, they can sometimes be right nexst enemy moving same way not shooting...

44 Replies 14,029 Views

Actualy, all ship fire when moving. The thing is, that they fire when moving when you order them to move in location X, and there is a ship in firing range... I noticed this weird behavior in chaising ships: They do not always fire on enemy target, if they were ordered to move to localtion X and at the moment were not in range to fire on enemy ship. After you renew the order, ships begin to fire at enemy that is in the ran

44 Replies 14,029 Views

[quote who="MajorMisfit" reply="23" id="1955434"] Quoting Cpt_Siddy, reply 15dont forgt the stupid cap slot cost. Add that and suddently you can double that cap cost :/ True, but to get anything above a scout, colonizer and a light frig, you need to build military research stations (IF your planets has the available slots, if not you're spending more cash) then spend more to research the ship you want. Plus, lose any of those stations&nbs

37 Replies 19,656 Views

The problem that today we got smart wepons, back then we didint. BB iowa was wepon at age where men were the controll system. Nowdays, few antiship cruisemissiles make a short work of allmost any floating vessel. The problem with big expensive ships is that they cant be in many plases at one time, but are hard to remove from the one plase even by lots of small ships back then. get it ?

37 Replies 19,656 Views

Actualy, WW2 BB's like iowa and yamato can prettymuch take anything you can dish at them from surface, and then ask more. The point was, they were wounerable to submarines and airplanes, not lightr surface floatters. So By WW2 logick, Kol shuld rape all things that are smaller. And die only to bombers

37 Replies 19,656 Views

Yes, carriers needs to be slower, now you can run araund with them all day long, Running araund means that 5 carriers vs 20 LF's will go on for good 15 minutes...

44 Replies 14,029 Views

on tech, marza is far more beter choise than kol, i even take it over akkan if enemy is close. Akkan dont shine as much as other races coloniser... so you lose nothing by taking marza or dunnov.

6 Replies 4,786 Views

dont forgt the stupid cap slot cost. Add that and suddently you can double that cap cost :/ let say it this way, i am generaly player that favor caps allot, even in multiplayer. Many peple dont know or dont bother with them, since its easier to swarm. But i can say i happen to know much abaut cap fighting since ive been using them in MP since early times. Hell, even got the go big or go home from MP... :D

37 Replies 19,656 Views

Advent is the only raece, where you can afford the luxury of going 6+ caps and still win fights. The illuminators as core, makes advent dish more damage even with uneven odds. And ability to remove nearlt 44% of enemy damage by applying vertigo, among other stuff, makes advent fleet with cap/illu/guardian backbone nothing to laught at. But, it take intence miro to do. If you are not confident in your skills, then going 100 illus and assorted

37 Replies 19,656 Views

Useful cap ship list Advent Radience: Eat antimatter, taunt fleet (force focuse fire on itself, useful when you want to save something), more armor and last but not least - cleansing briliance. This ship is thoug, somewhat obsoleat, comparing the usefulnes of other advent ships. Progenitor: Colonise, shield regen. Most useful advent ship ever. I usualy got 3 or more of these in my end MP game fleet. Constantly pumpping shields into the guar

37 Replies 19,656 Views

Vasari carriers > * Nothing beats phase missiles and almost lightfrigate durable bombers... Also, the vasari carriers reinforce fastest. Advents only advantage is that they get truckload of HP, are most cost effective and get them little earlier. As fighters/bomber goes, i prefer vasari. Also, the new buff to figters advocates that building bombers on any other race exept vasa

26 Replies 13,348 Views