SplitPeaSoup

SplitPeaSoup

Joined Member # 3124641
28 Posts 339 Replies 774 Reputation

They don't do much unless the opponent completely turns off the repair and goes straight for reducing your units' effectiveness (I've only seen this done with the Vasari sabotage.). The best counter is to kill them. They are weak and do not repair fast enough.

16 Replies 7,623 Views

Can I use the empire tree to tell all my units of one type to attack all their units of one type?

16 Replies 11,045 Views

Part of what made the command and conquer stories so good was that they were more of a cheesy b movie / story mode. If Ironclad can make a blizzard-esque or a Westwood Studios type story or if they can come up with something new and equally thrilling, then I want to see it. Otherwise, I want them to add enjoyable content instead. I would rather be disappointed with no story than disgusted with a bad one.

29 Replies 33,253 Views

I want the ability to give planets and ships to another player. I had a couple allies have to declare war on me to take a planet they were attacking and where I only had a colony ship.

272 Replies 436,293 Views

[quote]What I would like to see (even in the current version of the game) would be a revamp of the current system of acquiring ships. I do not think all capital ships should be available immediately and cruisers and even some frigates require research. In order to make this balanced, Ironclad had to significantly cripple the capital ships so they wouldn't overwhelm everything. But isn't that kind of the point of building a massive battleship? They kind of underwhelmed me when I built them...they

272 Replies 436,293 Views

seige frigates are really expensive. that's why they can be so annoying.

19 Replies 6,620 Views

I had no idea Flaks could take out LRMs so effectively. That should be listed as a strength. Finally, a way to stop the LRM blobs, which seemed to be cheap, annoying, and unstoppable. Plus, I am a fan of light frigates, and LRMs made my awesome light frigate armadas completely useless. Although, after reading this thread, I am just glad that I do not like strikecraft as much. Hit-and-run would be great if I could impact their resourcing operations, but that requires planet-killers to be done rig

56 Replies 22,194 Views

Uh, I am not sure about this, but a lot of people complain about LRM rushes. How about a unit that directly counters LRMs early game. Maybe a vessel that rushes past the front lines if it can get through (it also should not get blown to bits, like light frigates). And then, of course, an updated auto-cast feature. The one now is totally broken. It does not prioritize anti-matter usage, and there is not way to save anti-matter. Auto-cast is completely pointless.

272 Replies 436,293 Views

I don't think they should have put a single player campaign in just to have one. But maybe the tutorials could have told the story. Tutorial: TEC drives back Vasari invasion, you have to learn how to move your broken fleet to fight the new advent menece. Or whatever. I would rather the developers not waste their time on a story line that is not going to just blow my mind. Homeworld's story campaign is a good example. It was pathetic and drew the developers away from improving

29 Replies 33,253 Views

No, I think the supply value is fine. They were too expensive though. You have to increase your upkeep to build a lot of them. In essence, you have to sacrifice some of your economy for the ability to put someone else's on the fritz.

222 Replies 200,171 Views

You can only build one of each hero in WCII. If you don't get how different the game is from that, then whatever. I'll say this. The game is massive in scale. It plays like a turn based game. Do you have city structures to defend in WCII? No. But you do in Civilization IV.

61 Replies 89,660 Views

Oh by the way, I would be pissed off if I could not evacuate damaged capital ships. What kind of science fiction movie features the amiable but hardcore crew of your favorite space federation ship about to make the jump to lightspeed but being destroyed because their ship was too damaged to make the heroic escape? Think Millineum Falcon. What if the empirial cruisers had actually damaged the hyperspace device, and Han had died. Lame.

27 Replies 18,522 Views

Having certain ships good at killing another certain type of ship reduces the incentive for focus firing, and Sins includes that mechanic. As for suppression fire, highly damaging but not killing ships would not work. I would just send in repair droids to restore my combat effectiveness while I actually blast your ships into the nearest star. I think the best option would be to literally remove the ability to focus fire. You should be able to set your ships to attack a certain

27 Replies 18,522 Views

Well, I changed it to the full post at least. I think the moderator has to fix this.

5 Replies 2,863 Views

No, I know that. The problem is that turning all the skills off requires unmanageable micromanagement. Anyway, this is not the full post, and I cannot figure out how to delete it. Can anyone tell me?

5 Replies 2,863 Views

I encountered a problem when playing the game that I might even send to support as a bug. The problem is that when a ship has two ability options, the ability consuming the least amount of anti-matter (and usually the lesser cool-down time) activates over and over. My capital ships, for instance, would never use top end abilities if I did not micromanage it. This would be fine ordinarily. I can turn off all the auto-casts and do it myself to an ex

0 Replies 3,832 Views

I encountered a problem when playing the game that I do not believe warrants e-mailing support, barely. The problem is that when a ship has two ability options, the ability consuming the least amount of anti-matter (and usually the lesser cool-down time) activates over and over. My capital ships, for instance, would never use top end abilities if I did not micromanage it.

5 Replies 8,217 Views

Micromanagement problem Anti-matter is precious. By cscoles Posted March 30, 2008 13:31:06 I encountered a problem when playing the game that I might even send to support as a bug. The problem i

5 Replies 2,863 Views

The point is that you cannot build a superweapon unless the enemy is incapable of stopping you. If someone starts building one, build a couple long range missles, move your bombardment capital ship, and blow it to bits. If your opponent tried to build one as a last resort, then he will just waste his money; he probably cannot afford defenses afterwards. Also, even if you start to lose a battle and have to do something like armistice + retreat, if you a) destroyed enemy ships equally b) lowered e

78 Replies 115,680 Views