[quote]also, the deathstar was a helluva lot bigger than anything in Sins, (although, if i remember correctly, though dont quote me, there were still point defense guns one the surface of the deathstar that gave the alliance some problems...)[/quote] The ones on the surface were not the issue as they went under them. The ones in the trench were more so. Off the top of my head, I'd "s ay about twenty guns, some on the surface, some on the towers "... I never said it was
Hack78
+1 8 What are we doing - I skipped umpteen pages....
[quote]inertial dampening does not completely negate the effects of inertia, (you cant completely break the laws of physics) and besides, i thought that the only reason a space craft doesnt need to burn its engines is because it has inertia? now you want to dampen it? the only reason you would want that is to make the fighter stop quicker... but... we're in a dogfight, you dont want to stop...[/quote] 1) Inertial Dampening is to prevent the pilot from being turned into a liquid due to
Will karma make you feel better Tyr???
It also gives you the full pop cap upgrade. Very useful for Vassari especially since they normally take ages to get trade up and running!!!! Though maybe it gives TEC the true advantage as they can have trade running in a couple of minutes if they sacrifice building a big fleet and rushing LRMs out etc... One paradox I have also noticed - potentially Quick Start can result in longer games as they choices between econ and military options are not requried as you can do both....
I recounted - my bad. 13. The Prog must have only had 1 squad. You still haven't posted the reply and told us WHEN malice was cast on your fleet. It could well have applied just as you were scrolling and then applied again before you got back and fleet has gone pop. You haven't told us if the fighters were balled up over your fleet (hard to tell from the picture). They can rip apart LRM this way much quicker as they don't make strafing runs. The downside to this is the
[quote]No. However, it is irrelevant to my point. My point simply has to do with the length of time it takes for a small group of fighters to take out vast numbers of the thing they counter. That's the point whether I played well or sucky, was aware of fleet composition or unaware, etc.[/quote] Again. There were 15 squadrons of fighters. When your cap ship jumped out that is almost 1:1 sqauds to LRM plus the LRMs he had was almost 1:1 with you. 15 fighters squads is not a few
[quote]Now I know that according to the story line, Vasari are the attackers and TEC are the defenders. However, now it's ENTRENCHMENT. Vasari get flat out boned. Is there a way to give them a buff to help them out? Perhaps a tier 2 or 3 tech? Here's some ideas: Perhaps an upgrade that would allow the repair bays to stack Perhaps an upgrade to repair rate like TEC Perhaps an upgrade to boost armor while in range of a repair bay Thoughts?[/quote]<
[quote]Who is this dog Sins 101? Isn't that the cretin who spammed the Lobby incessantly? Glad he was banned.[/quote] Yes. Snoop is keeping his memory alive due to the lulz he provided...
They do exist - check some of the stickys...
I sort of agree with Elrosh too. It can be very annoying for someone with 0 games to come in and upset a team balance by not knowing what they are doing. The flip side of this is you cannot rule out them being a smurf with a new account... Here is an example of a game where a newb noob almost killed our team from their lack of understanding. This is a classic of why the pros fear the newbs!!!! HowThe and I hooked up with Duke Greg (who ended up going 2v1 with his side of the m
There IS a support email address....
You can't. The devs can. A MD is a record of the game state when it crashed so the devs can try and troubleshoot it. If it happened in 1.02, send it to them, otherwise ignore it.
I don't like where this is going. A host who spams unit A only could tweak for that unit over all others....
It can't always be about the lulz.... (Can it???)
Supposed to be fixed in 1.02 patch
AOK - you REALLY need to get over this 3-4 carrier thing. FACT 1) There were 4 of them. 2) They were Advent - they cost 50% more and have 50% more squads. Again -4 Advent = 6 TEC or Vassari carriers for squad numbers. 3) They were all fighters which as stated do greater then 100% damage to a LRM. 4) He had enough that if he microd them on one ship at a time, they could pop it before shield mitigation got high enough (as Astax said).
Still showing 0 Karma for me. You have 4 and I have 32. I assume those are the numbers you are seeing....
Use your scouts to unphase them and then shoot them
If you are truely leaving, it will be sad to see you go. You were one of the first along with Whip that I got to know online and game with regularly. You kicked my ass a few times and probably saved it even more. I learned alot from both sides of the fence. Especially to watch my micro and to preserve ships more... Good luck with your endeavours - you leave a big hole in the community (especially since you are one of the most "grounded" DT guys). [quote]In the meantime, rest a
[quote]Let me say this as loud and clear as I possibly can. If 3 or 4 carriers sounds good enough to you to wipe the floor with 28 assailants in mere seconds, then we have a fundamental disagreement about game balance, and we always will. Period. Paragrah. That won't change, ever, and we'll just have to agree to disagree. I appreciate your analysis.[/quote] Let me say this as loud and clear as I possibly can. ADVENT CARRIERS COST MORE, HAVE HIGHER HULL AND SHIELDS A
Yes. But only because I thought I would try it If you read the release notes on the forum post, you would have seen the note saying it will invalidate previous save games. This happens with most Sins updates. Since I play online mostly it is not an issue and something I will gladly take for the improvements that come with each patch. So unfortunately you need to start your game again...
At a guess you are either on wrong versions, or there was an issue with upgrading to the version you are on (this happened with Entrenchment - people had to do a complete re-install to address it...)
Just looked at the screen shot - the number of assailants you have is about the same as the illums PLUS you are facing 1 fighter sqaud for every assailant you have with a mothership spamming malice close by. Dude - you are facing 4 ADVENT carriers - that is the same as 6 TEC or Vassari carriers. And if he has gotten some beam upgrades, his fighters AND illums are using them (same way the phase missile upgrades help Assailants and fighters/bombers for advent) Also, his
How come his Karma is still 0???