Apparently he's 34 years old?
Chasington
The problem I always have with vasari, at least on random maps, is that neutral extractors are almost always metal. They give a lot of metal too, so I don't know if I have the illusion of having not enough crystal or I just get a ton of metal it makes my crystal income look like crap. On top of that I always get metal planets and all my allies get crystal lol.
Interesting idea for a clan, but it seems too competitive for my tastes. On one occasion, I was playing a one on one against a GE member and he placed a scout to block my capital ship from turning which prevented him from escaping ultimately resulting in his death. On top of that he was just incredibly good lol. I just thought that was annoying lol, sorry if your whole clan isn't like that.
If you're still talking about the shield guardians, they have to be stationary to use their shields. So yeah, moving away and forcing them to move and use more anti-matter to make another shield might work.
Yeah, neat idea. Although reducing culture and increasing income sounds kind of counter production. Lower allegiance means lower income. Other types like this would be neat though like the stronghold idea above.
Heh, this would be cool, look for me on-line my name is "Ur-Quan"
I agree to the advent shields and culture thing but how does this really give them a different advantage to say TEC with their armor. [quote]The TEC have major economic advantages, yes. The Vasari have major hit-and-run, mobility, and intelligence advantages.[/quote] TEC get resource production upgrades and fast trade routes so that give them the [I]economic advantage[/I]. Vasari get phase stabilizers and enemy jumping vision so that gives them [I]hit-and-run, mobility, and intelligen
I'd also like to note that carriers are an extremely versatile unit. If you're up against an enemy who has a lot of LRM's and you get fighters and you destroy the LRM's. Now he gets flak and a few LRM's so you dock your fighters to save em, maybe scuttle a few for bombers, and focus fire all your anti-heavy type ships and your cap ship on the flak. Once most of the flak are dead you can send out all your ships, send the bombers if you got em on the remaining flak, and send the fighters on the
I agree with most of your post but one thing I think people should really look at is your idea of a separate mode for online play and single player play. This would stop the buffs to siege frigates.
To me the best use for this is to have ships that aren't meant to hit strike craft have a chance to hit them, and usually if a capital ship can hit a strike craft it could kill it in one to 2 shots, where if not it might hit once out of 10 shots and give it plenty of time to regen. Otherwise yeah, it's a damage buff.
[quote]The info cards in the game, when you are playing the game.[/quote] yes, and how are those lying is what I'm asking. Just because say stuff like "strong vs. light frigates" and not "150% damage vs. light frigates" doesn't mean they are lying. The info everyone else got is just because some guy took the time to figure out exactly how "strong vs. light frigates".
It's your choice really. I usually only grab one level of colonize if i go with the TEC or Vasari cap ship, because the bonus for vasari's is only duration. I like being able to immediately take planets I destroy from the enemy. It prevents them from taking it back and I can have a beachhead right outside their territory. The main reason I get them though is because I like their other skills, especially the vasari's DoT and damage debuff skill.
What info cards are you talking about? I don't get why you keep saying the developers are lying... Yes the ships do the amount of damage that is said in game, yes they have the same amount of armor in game... but there is a [I]counter system[/I] in the game... Hell even on the in game stat screens it says this, "Strong vs. light frigates". Just because they don't say [I]how[/I] strong doesn't mean they are lying. As to why it's working for you, a lot of people online suck and only kn
I think you should periodically get pirate ships coming through the gates... that'll teach em... lol.
I dunno, I might get starcraft II for the single player but it really just looks like another expansion to starcraft I. To me it looks like all they did was add some new units and graphics and a few neat mechanics like the walkers walking across terrain. It doesn't seem like a sequal in the way that WCIII was a sequal to WCII. That completely changed the gameplay (one of the first games with a distinct counter system, armor types, etc...), added the hero system, added two new races, and is a
The charts, if you actually are looking at them, where it says LRM's have anti-medium damage (150% to light frigates) and light frigates have anti-heavy damage (75% to LRM frigates) are taken from the game files, and put into a nice little program called excel so you can see. The developers even pinned that chart on the forums because the information is [I]correct[/I]... If you refuse to believe all that than you are being immature and stubborn. This info isn't in the in-game data because fro
Ooo! ooo! Perhaps you could CHOOSE what you get to upgrade when you level up. Do you want more hull? shields? autocannon dmg? Maybe the all go up but you choose which goes up more. That would be fun.
Now, how about saving the money, not buying the population cap, and spending it on new planet's resource extractors/infrastructure upgrades sooner. I understand upgrading your home planet cap in a really small map, but it still seems like a waste. Or as TEC, how about building a civ research lab and researching the cheaper common buildings upgrade. Then you're saving credits on other expansion. Just throwin ideas up there. I don't agree with blindly following the trend in buying crystal off
Well to the TEC bombers being ineffective I did some number crunching :) Note that all bombers and fighters of every faction have the same range of 2400. What I don't know is if the production time is the same for all races. If it were the same, then fewer, stronger ships would be more time effective than many, weaker ships. When I say squad health or damage, I'm just adding up all the ships in the squad together. I'll start with [B]Advent[/B]. [B]Fighters[/B] #/squad:9
Thanks, and no mods are used.
Hello, I didn't know where to report bugs really so I just thought I'd post here and find out the hard way. It doesn't really matter much, but I found a bug when clicking (might have been right clicking, not sure) on the skill icon that the phase jump inhibitor's have. It crashes and gives me the ol' mini-dump message. A simple solution is to just not click on it because it's a passive skill but I figure I'll let you guys know so you don't
Any help is appreciated :P
Currently working on 8v2 as TEC, kinda wish I hadn't put that ally in there, but oh well. I'm about 3 hours in. My ally is set to fortification type and is holed in on his homeworld. I hope to free him soon, but he is in another star system... I had 4 fleets defending various places each with a capital flagship, but after colonizing about 9 planets I managed to get some definite chokepoints and could merge them into 2 fleets. After getting those chokepoints the enemy really stocked up on the
Very cool, I enjoyed following through your story of death. I might try the same sometime. Maybe with an ally just to make things easier/intersting.
Thanks for all you do. To the post, I agree. I wish cap ships damage/survivability would scale up a little better once the battles get huge. Too many times do my cap ships enter a battle along side my fleet of 50-70 frigates and cruisers against an enemy of equal strength to have us destroy each other's cap ships within the first 20 seconds unless we IMMEDIATELY retreat them. I too like the multiple front thing and most of the time cannot afford to have a cap ship in the fight, and I