At Tier3, the TEC scout ship gains an ability to lay down timed explosives. These explosives are placed directly on an orbital structure. The scout frigate suffers a 50% damage penalty while placing the explosive. After 15 seconds total it blows up, dealing 1200 damage, minus armor effects. After using it, they need to wait 15 minutes before trying again (basically, they only live for one attempt) I'm curious if anyone has used this to painful effect? A dozen or so scout ships can easily
Bobucles
Your light frigates have a nasty habit of targeting the flak frigates first. This is a bad idea(tm), as flak frigates are mostly harmless to your ships, and have FAR more health than the other ships. Tell your frigates to bust the other, more dangerous ships first. Kodiaks, LRMs, and light frigates will end up killing your ships if you leave them be.
[quote]How can you expect that to accurately target even a cap ship?[/quote]Because capital ships are BIG. There's no way such a shot can hit smaller ships, but capital ships take up a pretty chunk of space estate. It seems you're saying it's not feasible simply due to how the TEC's siege weapon appears in game. Not EVERY siege weapon is so deliberately inaccurate. The Advent and Vasari siege weapons have very small cones of fire, and have a much higher projectile speed. There's no reas
I know the effect persists when the target stays under fire. But if the Marza dreadnought switches targets, the old target seems to lose the effect MUCH faster than 15 seconds.
I don't think it's something suitable for basic frigates. In truth, it'd be a LOT of work (and a LOT of CPU cycles!)for something you're not going to see. Why? Because your attention isn't on the damaged frigate. It's on your economy, your structures, and your capital ships. It would be unsuitable to have to weed out your crippled frigates to keep a fleet moving quickly. That is a major annoyance that shouldn't have to require player attention. I definitely wouldn't want a major fleet t
[link="http://www.metacafe.com/watch/638293/people_who_annoy_you/"]WWW Link[/link] The Vasari voices are perfectly fine. If you find them to be such a deterrent that you can't stand the race, then you simply need to grow up.
TEC can upgrade their planets to fit one additional structure. This allows the pirate base to complete a trade chain, where the other races can not. Consider it another racial bonus for TEC trade.
You are pretty much required to have a capital ship presence to capture using culture. Use them to suppress culture at the enemy planet, and then have your own culture creep in to fill out the area. However, this means you ships must be attacking for a VERY long time, and why don't you just blow up the planet anyway?
Manpower. Food. Manufacturing facilities. Power. The things that money has always represented.
The TEC Marza dreadnought(siege) has an ability called incendiary rounds. It provides the siege ship with attacks that deal an additional 1.5/3.0/4.5 burning damage over the next 15 seconds. In action though, I rarely see this work! Usually I see the effect on an enemy for 2-3 seconds, before it vanishes, which is FAR short of the 15 second duration. Is there something I'm missing about this ability? Is there something that causes it to end prematurely, or am I just seeing things wrong?
Each ship counters and is countered by a different strategy. Heavy cruisers are vulnerable to AoE effects, can suffer from crippled speed, and bombers deal extra damage to them. After they get in range though, they have the best weapon type in the game, capable of grinding up all armor types extremely well.
I think culture divides up at every planet. It doesn't necessarily drop off, it just has more lanes to propogate down.
[quote]It's not about being able to have more ships than your 2300 fleet supply points will allow for, it's about being able to actually acquire 2300 fleet supply points worth of ships without having the money, metal, or crystal to acutally buy them,[/quote]If the first maxed out fleet doesn't do it, then the second, third, fourth, and 20th ones will!
I'd also like to point out that capital ships suppress culture. If there's any planet with a broadcast tower around, you will not be able to take the planet without a capital ship presence to knock that culture down, anyway. Siege ships do not suppress culture, giving yet another disadvantage against capital ships used for siege.
Raze planet does 80 damage - 10 pop, but it also hits 2/4/6 times. It's not so shabby an ability, for replacing 2/4/5 siege ships in your fleet.
[quote]Trading away 300-500 supply points of combat ships for ships that can basically only siege wouldn't greatly reduce your dps galaxy wide, though? I would think that would be enough of a fighting handicap to lose a game.[/quote]This is the point. Sure, using capital ships on a siege takes away their effectiveness elsewhere. But using siege ships takes away the effectiveness of your entire fleet. At the very least, a capital ship can resume its duties as a fighting badass when the siege is d
That actually would be pretty cool.
If you are confused to my replies, it's because you read my arguments upside down. I put quotes first, then the reply to that quote. [quote]Not really. Marza DN has the exact thing as a passive ability. Take that effect, empower it some and give it to siege ships.[/quote]The Marza's passive ability sets fire to everything but planets. It does not select one unit type over another. It's not even close. You're not even on the same topic. There is an option for special abilities
I didn't realize raze planet hits multiple times. I guess the info card could use an update! that makes it a far more effective ability than I first thought.
[quote]Methinks Siege Ships should get a massive damage bonus against all types of structures.[/quote]I don't think this can be done without implementing a new weapon type. It would have to be a weapon that can not engage ships, but only structures. [quote]Furthermore, since they're "siege" and not "hit-n-run" ships(as they are used right now), I think that al of them should require some type of a deployment mechanic, similar to the Vasari Charged Missiles.[/quote]Since when does a ship
[quote]Clearly, if spacetime becomes strongly curved in front of [a spaceship], then any light ray [...such as a laser beam] will be deflected away from the ship.[/quote]Bah. The ability to see the enemy is based on light going through that exact same curvature of space. If the light curves for you to see it, then a laser won't mind shooting right down that curve to hit its target. That could suck for projectile weaponry, though.
[quote]It's well known that selling credits is a pain, but IC has said that it is an intentional feature to prevent exploitation in MP. It's really not a big deal clicking the button a dozen or so times.[/quote]How is transferring resources generated in game considered an exploit, of all things?
Siege ships have by far the largest weapons in the game. They have to, after all. They're tasked with taking down planets, the largest targets imaginable. Siege ships must be capable of smashing through massive layers of rock and armor, in order to kill all the juicy resistance on the planet. Why is it that they can't turn these weapons against enemies? I understand that the weapons may be too unwieldy to use against smaller vessels such as frigates, cruisers, and strike craft. What abou
But wait, there's more! Capital ships can FIGHT. They fight far FAR better than siege ships can. They also have abilities that siege ships can't even dream of. So even when they aren't being used for siege, they can do something else equally useful for the space they take up in the fleet. Siege ships can only kill planets, and nothing more.
[quote]You can, hold alt & press F4.[/quote]This is just simply blatant trolling. It's not even a good one at that.