raven27679

raven27679

Joined Member # 3070173
0 Posts 12 Replies 81 Reputation

I like to use them to jump into a well, cloak, then shoot it with the death cannon a few times watch everything get good and scewed and then jump the fleet in to clean up.

9 Replies 49,286 Views

I agree with the idea of flack guns on cap ships and star bases, I came to the same conclusion a few days back using battlestar galatica as an example. Its like you either read my post or my mind lol. I do not think that it would unbalance the game at all, in fact it would actually give caps some more purpose and make them not suck as much. It would def need to be a develper update bcause the number of gun types is hard coded.

178 Replies 830,713 Views

Yeah this goes for both the starbase and the ship with the phase node ability. I think if the abilities are on autocast they should cast themelsves automatically if possible when you try to jump to them.

2 Replies 1,814 Views

I think all caps should have some flack capabablity besides whatever ability they have. I mean if i am building a giant ship like that it would def have flack guns. Plus it would make the caps more valuable to defend the fleet.

48 Replies 76,881 Views

[quote who="Ultra_Virus" reply="14" id="2064019"] These are all good ideas bt they need polish. Insted of giveing the flak wall to capatal ships give them some anti strike craft wepons like the flak friggates. This is much eazyer to mod than the flak walls and new strikecraft AI. I think haveing strike craft cost antimatter to produce would be better than draining antimatter whenever there ouside the hanger this prevents the need to micro manage c

37 Replies 28,336 Views

You know what comes to my mind when you say flack? Did anyone ever see a spaceship fight on Battle Star Galatica?There is basically a shield of bullets around the battlestar, and if a fighter or anything really goes in that wall of led it dies real hardcore. What do you guys think about flack range being much shorter, say only a little more than the fighter/bomber range, so maybee a few could get shots off, but if the fighters are dumb enough to go in they die, fast. Then change the f

37 Replies 28,336 Views

I have been playing with the tec, there mines seem to be about right. And the advent dont seem to bad either. ITs just the vasari have beasically an inexhaustable amount of mines. I have been stuck in a planet for almost a half hour trying to clear my way forwardbecause the fleet wont shoot at the mines. I think the scout detect range needs to be way larger. It would actually make it so the fleet would shoot the things. I think somewher around the range of an lrm would be about right,

29 Replies 167,787 Views

I was thinking some more, I think the real problem is that when you have scouts the identify mine range is not large enough and the fleet does not know to go and blow them up. It works fine when you move the fleet close to them and have the scout there. Also, you could have the scouts have an ability to attack mines. It seems like I can not make them do that. It would make sense if they could. Comments?

29 Replies 167,787 Views

How about the tracter beam, that sounds like an awesome idea, I still think that it should be a permanently on ability. Because otherwise you can juse go around the things.

16 Replies 6,102 Views

Hey, I agree with alot of what you are saying. I also have a consideration for mine fields. With what you said aside, i also think that there is no real way to clear a mine field. It could be done with some scipting. If there are no enemy ships around and there are scouts present the fleet should go hunting for mines, or it shoudl be a tactical option to select. The problem I have with mines now is that there is no way to have your ships attack them without micromanagement.&nbsp

29 Replies 167,787 Views