Hack78

Hack78

Joined Member # 3129708
23 Posts 1,818 Replies 18,084 Reputation

[quote]one player could use carriers, other restricted himself. Even though he controled a far supperior strategic position, his carrier restriction prevented him from winning against the player using carriers[/quote] The test was flawed - he had no units to kill the SC - so they got to pick his fleet apart while he went for the carriers. In keeping with his no SC test, he needed flak as well in his fleet. Plus he didn't know about the hoshikos removing his weapons....

215 Replies 413,467 Views

[quote]Interceptors will receive a 75% huge penalty received dmg penalty from enemy fighter/interceptors for targetting bombers if in the presence of their own escorts. (If the player micros to target the enemy bombers instead of enemy fighters/Interceptors)[/quote] What defines being within the presence of their own escorts? Same grav well, within X range units??? Not workable. You still have the issue that they stray out of range if it is the second and then the stats change...

110 Replies 379,033 Views

CreditSuisse - the issue still remains. The people who are not complaining about carriers are the recognised "pros" that everyone talks about. That means they can adaprt/handle it - so the other people are complaining due to a lack of understanding the nuinces of the game

72 Replies 110,467 Views

[quote]yes and that is exactly what I'm showing you. the two opponents build interceptors to counter each others fighters and other interceptors. Is there something wrong with that.[/quote] [e digicons]:omg:[/e] You mean - like building fighters to counter the enemy fighters AND bombers??? [e digicons]:O[/e] Maybe spiral does know what he is talking about here....

110 Replies 379,033 Views

[quote]I said in the thread topic that Interceptors will auto-target enemy fighters/Interceptors first. Interceptors will only be able to target bombers once the bombers' fighter/interceptor escorts are taken out. I've said this. Interceptors can be countered by other interceptors too in any event. [/quote] That's great for the SP people out there playig AI. What happens when someone is playing MP and the opponent micros the interceptor? Does it ignore the targetting instr

110 Replies 379,033 Views

[quote]New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities). -Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get. -Capital planets are now much more valuable and tuned to prevent stalls in the early game. -Capital Planet PlanetUpgrade now grants bonus m

215 Replies 413,467 Views

[quote]Agent of Karma in his recent post just showed everyone how Carrier SPAM is NOT counterable by LF spam. [/quote] And I posted back with the same comment that spiral made - he said he could not defeat a load of fighters, but he didn't build flack to kill them or do anything else. Of course he lost - he played stupid. You can't expect to kill carriers without some air cover/flak to work on the SC, same as it is hard to kill carriers with just fighters. You mix and match your fleet

20 Replies 35,589 Views

I have to agree with spiral here. While I understand what you are trying to do, it doesn't fit the current game mechanics. Everyone who is crying that fighters are borken do not understand the game enough. 1) Strike Craft require AM to build. As spiral said, remove that AM with the LF ability, or run it down to 0 and the carrier cannot reproduce a new SC. 2) SC decay once the host dies. So send LF after the carriers. Fighters are not very effective vs them. However they murder

110 Replies 379,033 Views

[quote]First, do you see aircraft carriers of today turning on a dime and outrunning the rest of the fleet. They are the biggest ships that turn the slowest and move the slowest. I know this game doesn't base itself on what happens in real life, but this would be at least believable[/quote] Ditto what was said above - carriers today are some of the fastest, if not the fastest, ships in the fleet. As for turning on a dime - things like bow thrusters can be used. But at the end of

20 Replies 35,589 Views

[quote]Light Carriers have more hp and shields than Kiodiaks, etc HCs which are meant to be melee units. They also move just as fast too. Not to mention the HC is higher up in the tech tree by 2 military labs.[/quote] TEC HCs can do micro in system jumps Vassari HCs have a slow down ability

37 Replies 28,679 Views

[quote]How are you supposed to actually counter the carrier (with any non-carrier unit) of course if you literally cannot catch them with anything slower than a scout or LF? Carrier actually having to put themselves in DANGER is not using tactics? 3/4 of a grav well STILL GIVES them a lot of range to do their stuff. Just not completely cheesy tactics IMO that is to jump out as soon as some poor cap tries to go after them.[/quote] Phase Jump Inhibitors so they take 700% as long to jump

40 Replies 97,214 Views

[quote]All popular science fiction has big ships with AA guns. Battlestar Galactic, Star Wars, etc.[/quote] We count thirty Rebel ships, Lord Vader, but they're so small they're evading our turbolasers." We'll have to destroy them ship to ship. Get the crews to their fighters. First and foremost - there is a general issue with this thread. People are using the term strike craft when they need to distinguish between fighters and bombers. You will

37 Replies 28,679 Views

[quote]Heh, wait until Halo Wars sells 5 million copies, then you'll have publishers racing to the bottom to create RTS games we saw 10 years ago on the PC, only made for consoles[/quote] I tried the demo of this the other day - while I enjoyed it as it was Halo, and it had awesome cut scenes, the controls are definately not up there with mouse and keyboard etc... As such, the pace of the game seems a little slower then some PC RTS games I have played in the past.

258 Replies 815,202 Views

[quote]Well what I find compelling is the fact that the OP is having the same problem also running on a Mac. If it were as simple as poor use of a random number generator (from a code perspective) this behavior would likely be seen by many, many people playing multiplayer. My guess is that they are seeding the random number generators in the same way, as to elicit the same sequence of random numbers on each client. Going out on a limb here, but I wonder if its not due t

32 Replies 29,678 Views