Simple updated.... comments on mine and added a link to my own thread for starbases.
kwm1800
Updated ones are marked as yellow. 1. Their weapon range is short, but increasing them would cause problems. It seems the easist way to fix the problme, but in reality it is not. It has some fatal flaws that cause imbalances if it happens. <
I thought you are just a troll, and was surprised by quality of this post. +1 Karma for ya.
Hi DeadlyShoe, I still remember you calling Necrons being fine in DoW forum. ;p So tell me, then what's the point of building starbases anyway if these are answer to block enemies' movement and range problem. So I just don't build starbases, and go for full hangers and laying some mines around them. Such a great idea for starbases, right? ;/ Edit: Oh, btw, Advent's mines cannot be used for blocking the movement. All you need is a s
Phase clocking is very late tech, and mines available relatively very early.
The simple solution to this is again, make them movable and Vasari having phase jump with certain limitations mentioned above. With their high-hp, longer range can cause some imbalance in certain situation (Have you ever heard about repulse?)
Vasari players can't spam scouts to counter LF. Advent and TEC ones can, but Vasari can't (not effective in terms of cost, unfortunately) And btw, this multi fleet, Carriers + LRFs are best things you can have and there is little counter to it. You notice that This combination basically counter EVERYTHING. Only thing can effectively counter this is BIGGER Carrier + LRFs or go for Heavy cruisers if he does not have enough bombers.
TEC and Advent ones should be movable. Vasari ones should be able to do phase jump. BUT. Then Vasari having multiple starbases in same planet may be overpowered (just to know all faction's starbase build limit is 1) So, I suggest that if you use a certain numbe
Yes, I have same problem as Vasari player. Even though it is turned off, my egg still auto-colonize the planets with three neutral siege frigates XD
It will take 30 sec for each free extractors appear.
We have enough of bug thread. Let's talk about balance thread. Here's some lists I want to pointed out. First of all, general balance suggestion. What's so good with new units if we can't use old units properly? I don't want a new half-baked cake. I want old fully-baked cake! So my stomach does not suffer! 1. About carrier too good and light Frigates too weak issues: https://forums.sinsofasola
[quote who="Raknor" reply="5" id="1977759"] Get second cap as carrier ; it has wonderful repair cloud ability, the answer to Advent's shield regen. The answer to shields are phase missiles.[/quote] Woo yeah. Phase missiles are answer to shields. If I manage to make sure my ships survive. Without carrier's repair cloud, it seems quite difficult.
All factions have refineries.... Vasari has relatively early access to refinery.
Superchimp8, let me explain why light frigates fail at killing carriers. They die to LRFs, too quickly. Maybe a bunch of light frigates.... like 20~30 of them can kill three or four carriers, but then your entire light frigates wiould be melten by LRFs. Also, Light frigates are no
Get many carriers as you can. Get second cap as carrier ; it has wonderful repair cloud ability, the answer to Advent's shield regen. Get trade ports and focus on improving economy. If you had not researched forced labor, it is time to do that. And again, look for neutral resource extractors; your scouts can capture them, and it is Vasari's strength.
The first bug is really serious. This just killed multiplayer.
Btw, if notice, the range blast range of this ability is quite huge (omg 10000), that means..... If you didn't act fast enough, do not have any units to interrupt, and just see Mazda shooting missiles, the chances are that more than 50% of your army is gone after 20 sec, while other 50% of your army is heavily damaged already. Be careful when you are against TEC players (usually the ones choose Mazda as their first cap). The
Yes. It is down again.
Carriers need to fall back and regroup. Period. No matter any situation. Here's a thing; the problem is when your fighters and/or bombers got eliminated by his airforce, there is 0% your carriers ever produce fighters to contribute the battle. Carriers make strikecrafts quite slowly, and this means as soon as new fighters are building, the enemy's fighters will kill them instantly. In the end, your carriers would not be able to place a single squadron, m
Calm down. It is happening recently.
down again
That's one of the greatest news.
don't they just move extremely slowly when it is activated? thats' what I know.