[quote who="Ryat" reply="1" id="2101787"]There never will be a perfectly balance game (at least I have not found one yet). [/quote] Starcraft came quite close there at the end...
burnout1620
I've had ONE minidump. EVER. During a late beta release of entrenchment. Perhaps some people should have a gaming-only rig (or at least a gaming only partition)... I rarely see any game crash since I've gone this route...
[quote who="mbaron888" reply="25" id="2097681"] What order do you like to build your cap ships in? [/quote] I always build the Marza first nowadays. The missle barrage is a battle-turning ability when the opposing force is frigate heavy in the early game. Depending on how the SC spam is looking, I either build a Kol or a Dunov second. Then another Marza. I build the second Kol and the Sova last.
Hey all, team the AI's together and lock teams and see how easy it is. I'm 11 hours into a 6 on 1 (2 hard, 4 medium, 7 on 1 if you include pirates, I couldn't afford bounty), and since entrenchment they actually coordinate their attacks and use more balanced fleets. Also, they do not retreat nearly as much. I had 5 out of six of them attack my chokepoint system at once!! (FRAPS reported 5 FPS at that time lmao) If it werent for my fully upgraded SB, the game would have been over. Instea
There is a shortcut on the top left (slightly left of middle anyway) of the screen next to the cinematic mode toggle.
Against 6 AI's in a game now, I am finding that my uber fleet consists of 2 Kol's, 1 Sova, 1 Akkan, 2 Dunov's, and 2 Marza's. No support, no escort, just the caps. Notice that this this is 8 caps, so I can make another identical fleet. I use the various caps for defence until they get to lvl 6, and then join them together and attack. The hard AI cannot stop this fleet. Period. Even in late game, the AI is somewhat frigate heavy. Two missile barrages, and EVERY frigate is
It's been that way with every patch... you just gotta finish your games before you update.
I think if I want I should be able to pay the pirates to come after ME... sometimes to help an ally but more importantly for some cap ship xp... Thoughts?
I do not think that caps need a buff, and if they do, not in the manner Credit is suggesting. Part of the important early game strategy of sins (especially in a 1v1) is the selection of that first and maybe second cap ship. This is the ship that is going to get to level 6 first, and therefore, unlock its best ability. I think that the level 6 ability of a cap is a primary reason for some players choosing the free cap that they do. That is when the "boy" cap becomes a "man". This will also be
[quote who="CreditSuisse" reply="8" id="2072717"]In several episodes, the enterprise killed all the incoming fighter craft in 5 seconds from rapid burst from their phasers. [/quote] Season 5, Episode 14 "Conundrum" Is one of such episodes.
When you accidentally slip up in the nursing home in front of the WWII vet and say "Times of war are upon us". And he proceeds to have a flashback
Maybe he doesn't want to pay his neighbors mortgage? lol
[quote who="Howdidudothat" reply="21" id="2072249"] Their abilities, DPS, planet seiging, and hull/shield points. [/quote] As far as DPS and hull/shield are concerned don't you think you would have to do the same to the other caps for each race to keep them realtively balanced amongst themselves? So many players build caps solely for bombardment so that being said it could cause some cap carrier spam maybe?
[quote who="Ron Lugge" reply="10" id="2070377"] Lets take the Kol: Autocannon, Laser, and Beam 'Obviously' you can't remove the beam weapons, which are it's primary damage dealers.[/quote] Aren't autocannons on the Kol the primary damage dealer? Anyways, I'm all for the idea strictly from the ASTHETIC perspective. If we have to I say give them all flak weapons that don't do anything!!! I just want more eye can
[quote who="Howdidudothat" reply="15" id="2072221"]If that happened, you could clear neutrals in seconds. Every skilled player (and noob) would choose the cap carrier as their first cap. I know I would. That thing would be a wrecking maching early game, and early game rushes would be uncounterable. [/quote] Good point. But, the only wells ANY cap can't clear quickly are the terran worlds. Also, it wouldn't take long for players to get flak up early
oops double post
Here, here!!
I will admit, phase gates are pretty uber. Assuming you are going to lose a few worlds to those tactics, you should invest in spreading your culture somewhat so at least he cannot colonize the (important) planets after he bombs them.
Cap carrier should have its max squads when its constructed, a total of maybe 7 or 8 squads. As the ship levels up, it should get the usual abilities and hull/armor/shield/AM improvements, but it should also get a slight strikecraft damage improvement as well. I don't think that is too much of a buff, considering now a low level cap carrier is a waste of 50 supply. Also, one can't really spam cap carriers unless he would want to go with out the other important attrib
You are right. The only thing one could do is to build ships with "auto-join fleet" OFF and manually add the ships to the correct fleet. Otherwise, I think the ship will join the fleet closest to itself.
True, but sometimes on said large maps I need the voices to tell me WTF is happening a few stars away... but you're right. I just love the Marza really...
[quote who="ReadyMan" reply="6" id="2069566"]Since the search function doesnt work, how did you even find this post? Ban him! [/quote] LOL
I think all they need is to be able to level past 10, with the stats continuing to scale up. Imagine a lvl 15 Kol, what a beast that would be!!
TEC's best defence against SC is by far Kol with lvl 3 flak burst. At lvl 3 no SC in the game will survive more than 2 bursts. Aside from that, I like the way the abilities of the caps compliment each other, and I like knowing that if I get in iver my head and have armistice I can ALWAYS retreat...