kwm1800

kwm1800

Joined Last seen Member # 3127229
35 Posts 321 Replies 2,021 Reputation

[quote who="Cataclysm2000" reply="4" id="1999493"]If you do the above method say good bye to multiplayer, even on LAN[/quote] Hmmm, why? I have no problem so far.

6 Replies 3,319 Views

Instead of increase of accuracy, can we have increase of damage instead? (Maybe not in current number, instead 4% 8% 12%) Other than increasing the range, it is close to useless and currently Akkan is only worth for let your whole fleet escapes easily (level 6), colonizing and countering channel abilities.

9 Replies 2,201 Views

As I said, make the flak effective counter to LRFs (like they were in 1.05) by giving them anti-light (not very light), 150% buff to against very light, and maybe slight buff to light frigates would be much better than just nerf the carriers. By the way the flak frigate is essentially cruiser since it uses same armor (Heavy) It means light frigates will eat them hard.

41 Replies 111,029 Views

You know what ravok..... how about using 'proper English' instead of using 'internet English'? It is just plain painful to read your writings; using 1337t language can be useful in short paragraph, but not good for long ones like you wrote.

126 Replies 270,442 Views
Reply to Marza in Strategy

I'd say Advent mothership's shield regen is 4x more overpowered than Mazda's missile barrage (and hey regen is not even level 6 ability!)

180 Replies 426,073 Views

The title says it all. It is not like the size of 50ish mb. The biggest map of Sins of solar empire is merely less than 500kb, others are much smaller. Even ancient system like battlenet (1998) has this feature. Most of FPS, in which the size of map is about 20mb, have this feature. Currently there is no multiplay with custom maps because people just do not want to close game, open browser, look for the map and download it into correct folder.

1 Replies 1,110 Views

FYI in 1.05 flaks worked quite well for LRFs counter. They ruined this by nerfing flaks for carriers, thus making unfortunate consequences (flaks not being viable counter to LRFs) Actually I had less worries about LRFs in 1.05 than 1.1. In 1.1 you need to mass LRFs no matter what you do, and you must go for carriers thereafter. The importance of LRFs got greater, not lesser.

42 Replies 9,489 Views

I don't know, this is space so it can be airforce as well ;p Ah, mja5000, do you really know the type of weapons? If you really know about how damage type works, you wouldn't post a such thing. Both flaks and carriers are heavy, and LFs does anti-heavy damage, that means against carriers and flaks they do 150% damage. Flaks do 25% damage to LFs. Both fighter and bomber do 50% damage against LFs. With similar money, LFs will tear apa

42 Replies 9,489 Views

"Yes, that is exactly how strategy works. You need to have a balanced fleet and that is exactly what patch 1.12 was all about. You need carriers to kill LRFs, you need LFs to kill Carriers and you need LRFs to kill LFs! That's exactly what I want because fleets will be about maintaining a good balance to reflect what your enemy is producing." See, that does not work that much. Notice I said "you have some sizable amount of LRFs already." The fact that individual ca

42 Replies 9,489 Views

" LRFs dominating the battlefield ended with pure fighter spam" Do you see this sentence? While they are not overpowered as pre-1.1, but they are still the core problem of the whole balance. Because of them, the counters for carriers, light frigates, DO NOT WORK. See, once you got the carriers with fighters, you can easily rip apart LRFs, but then to counter carriers you are supposed to build a light frigates. Wait,

42 Replies 9,489 Views

Oh btw plz DO NOT SAY light frigates are only for early stage only. There are some researchs for light frigates in LATE game which make them as a (supposedly) counter to support cruiers and carriers. But it never works, since they die like flies in front of LRFs. We need to put massive number of LRFs out of question to make light frigates being viable in mid and late games, which they are supposed to be still useful to make.

42 Replies 9,489 Views

And obviously you did not read. Where the hell I said they are unstoppable? I say early gamer ender, not saying "they will omfg wtfown you" And don't fool yourself; other than new players, most of them are just going for mothership and that's the cap for the illum spam. And given the fact that relatively easy access to carriers and guardians the things got much nasty. The problem of illum is that the fact that they will wtfown ever

42 Replies 9,489 Views

I see, such solution works, but there are still some points left. But this really does not cover the fact that without massive range increase, Starbases cannot cover enough size of the grev well. A wise player will pick the fight outside the range of the starbase to reduce exposure. Of course planets will be still vulnerable to bombadment and structures outside of the range will be still destroyed. I agree something needs tobe done with phase inhibitor.

50 Replies 9,472 Views

That's correct. Then the phase jump should be disabled if he applies any health upgrade. Sounds better? I think the benefits of 1 starbases outweights 2 starbases other than pure DPS and health. I am talking about a fully upgraded starbases with.... 2 Weapons. 3 Healths. 2 Hangers. 1 special ability. I believe it is more dynamic and response to more varied threats than two bases with 2 weapons and healths.

50 Replies 9,472 Views

My point is, EadTaes, we already have a unit with decent textures and render that can do same/similar job. Why starbases need to have that ability that another defense unit has? It only makes unnecessary role overlap and pretty much make the phase inhibitor unbuilt and unused. We already have TOO MANY units not being used, and you guys saying you want more units being not useful? And again EadTaes, starbase is not that powerful enough to be overpowered, and mult

50 Replies 9,472 Views

I really do not think Starbases are super capital ship. First of all, in current state they are just way more expansive than capital ships (the cost of colony frigate, initial cost for base, upgrade costs for weapons and one hull/shield/armour upgrade outweights the capital ship with a supply upgrade) And you say there will be compliants with starbases no being able to move freely..... well that's my intention. Starbase should not have same mobility as normal ships. Or

50 Replies 9,472 Views

It does not use 100% weapons. Wave cannons are located as 50% front and 50% rear, for example.

225 Replies 559,359 Views