What we need is that we need identification system based on CD-key and/or Impulse account to eliminate smurf problem.
kwm1800
......buahahahahahahahahahaha....... [e digicons]:|[/e]
Nice to know, added on my personal blacklist. But in Sins system smurf is just too easy....
You guys are funny as hell. 1.) it was locked-team game. I think you guys playing with AIs? 2.) All they need to do was send a single colony frigate to the target planet and build there. No need of more cooperation and other support. 3.) What I want to point out is that such intentional feature made the game progress is just way too slow. One starbase is more than enough (in star due to space problem 4 starbases are tolerable.) If allies
Yes, YOU CAN have MORE THAN ONE starbase at a planet (not just star) That is, your allies also can build starbase at the planet where your own starbase has been built. Last game I jumped into a choke point and greeted by three Vasari starbases, fully upgraded. There was no way to kill them all with defense fleet.
[quote who="transitive" reply="17" id="2104233"]not for nothing but... a Vulkoras kills planets faster than a Marza. it has 2 upgrades that enhance sieging. or if you wanted to go the other way with it Phase Missile Swarm is a better direct damage ability than Radiation Bomb. i'd say the Vulk was a much better ship in every way except for Missile Barrage, which as we know, is quite ridiculous. [/quote] See, the problem is that Vulk's dps is low compared to Mazda.</
No, you can't get away without carriers. Flaks themselves alone do not cut it. I usually find Carriers + flaks always beat pure carriers, while they are more useful in other situation compared to pure flaks. (of course other not related units not mentioned)
Well, reinstall worked.
I can't understand what you say, harpo. So I have to reinstall entrenchment?
It seems this update caused a ICO to recoginize Entrenchment as 'old version'.
You are missing single most important unit in the game: Long Range Frigates. See, with your fleet composition, which is mainly composed of heavy armour, mass light frigates can tear your army apart. About 30+ LRMs, 10+ Flaks, 15~20+ Carriers with fighters and 10+ Repair cruisers would be somewhat ideal. And if you can, you need to get Kodiak asap. For the price factor ALONE they are the best. Not to mention crazy damage output (since weapon type is compo
Xselens, I think Paradise's culture bonus is still too much. Even with crapload of culture centers there is no way to counter a Paradise planet with center.
Sagewon, I witnessed that bombing the planet indeed gives you 300 experience point. But it seems the code is extremely buggy -the experience is given very random manner.
Well, people saying about making this a mod.... Well, let's see if I can have time to do this.
The article has been updated : Most advent updated and Kol's railgun has been changed to alt. solution. The number of strikecrafts Cap carrier can carry is reduced (12->9) Actually I don't like changes myself; after wrote, Advent is even more micro-intensive and I am thinking about reducing it. And I think we need more conversations on capital ship level/accessibility.
By the way 25 seconds channeling ability CANNOT be overpowered. Unless it does 9000 unmitigated damage per sec.
[quote who="JuleTron" reply="14" id="2081338"] IN current state capitals are AT best SUPPORT ships. They are not meant to be damage dealers (yes, not even Mazda) nor damage absorbers. That is the whole idea of cap ships!!! There are not supposed to be damage dealers or meat shields, but I agree that many cap ships need a boost. [/quote] Yes, that's the whole idea of cap ships. And the problem
AND ok, I need to clarify my views on capitals ships in current state and write some responses in general. First of all, I don't say all capital ships suck. I highly suggest you to read carefully (not just reread, not required. Just read 'carefully') what I wrote on the thread. What we have a problem with capital ships is that some of them are just purely excellent while others are underwhelming. This immediately leads to th
I am gettins the forge files to see if there is any undocumented changes on capital ships. Plus : I forgot who claimed that magnitize is not frontal firing. It is indeed frontal firing, as confirmed in both my game experience and newly released reference file. 'needsToFaceTarget FALSE' setting is not found on both EMP and Maz, while shield restore has it.
Probably yes. What IC said was that due to engine difference, it is hard to put all the changes on normal at one time.
....the purpose of this thread?
Well, let me summarize what you said. "We don't have strong evidence to support flaks on capital ships nor to not support." By the way ignoring the whole Sci-fi is just plain stupid and out of sense. Most of Sci-fi works have been influenced on one another and SOASE is indeed greatly influenced by Starwars and other stuffs. There are strong relations everywhere in this game. If not, how Ironclad could think of a floating shi
OK, last response for today. @Hack So I will have to spend 7500 credits and resources to get level 4 capital ships. Now the problem is that with such money I can spend on much better things, such as a bunch of heavy cruisers (with that money I could buy at least 10 of them) or spend on worthful researches (like focus on pervasive economy) and other means. With the fact that it is fairly hard to level up caps (since they are
Here is already late night... I will response to comments and suggestions later. I did fix some details on capital level concern.
@Cykur As I said several times I also do not expect support caps as first choice anyway. Say that's true about what you said, but people do not make second caps that much because they are not worth enough, is more core of the problem. People will try to find the best tactics, and if we improve capital ships enough we may see people use them more often.