Cataclysm2000

Cataclysm2000

Joined Member # 3229016
22 Posts 321 Replies 10,780 Reputation

You know when you hit alt to see weapon ranges? How about making those circles always circles no matter what angle your camera is at so I can see how far they'll shoot in the Z axis if I look at my units from the side. Right now if I look at my units from the side and hit alt all I see is a line... pretty useless when I want to know if my mine is too high or too low in my gravity well.

0 Replies 1,044 Views

Its not that mines are too powrful, its that there isnt a good counter. The flicker bug needs to be fixed if it hasnt already, and flaks should get minesweeping abilites. Lets face it: Flaks are half useless in combat now and scouts are totally useless. Why make them both half useless when you can make flaks 100% useful? You would still need scouts to SEE the mines, but flak would have a special researchable anti-mine ability that will clear out chunks of enemy mines.

25 Replies 5,318 Views

After playing around with Entrenchment for a bit I have a few suggestions to add. 1) Make starbase info cards only show damage stats for the weapons the starbase currently has. 2) Starbases should start with flak or 2 squadrons, 4 for Advent 3) Vasari needs a missile frigate. I assume the Vas starbase was supposed to be an anti-building ship as per the description of the Disintegration Rays but its simply far too difficult to get one of those up and upgraded during int

9 Replies 15,529 Views

[quote who="Tumbler" reply="5" id="1980588"] Quoting Shadows-802, reply 2Advent homing mines are built b squadrons however once they they set up they become mines and no longer count towards the squad total, the hanger then sees that you have a squadron qued and procides to build another, concevably giving unlimited mines for the price of a hanger. Hmm so this isn't intended? That makes sense. I wasn't clear how mines were balanced after playing with them for a few

7 Replies 1,619 Views

Scouts are your friend. [quote who="Zaisha" reply="3" id="1980495"]"lost everyone of my ships save for one battleship" Guess we know what happend to the old Vasari empire now, don't we? [/quote] Dont tell me Advent have harnessed the awesome power of carebares!!

7 Replies 1,619 Views

[quote who="jjandrah" reply="15" id="1980524"]The inherent problem with giving the starbases and cannons massive range is that, graphically, ships would be shooting each other through planets. Nothing says immersion breaker like clipping. The obvious solution is to make things bendy and curve around the planet... but that could be rather expensive to patch into the point-to-point bullet code. Something that might just work (and be chea

225 Replies 560,062 Views

Some more things: Population on Vas starbases is broken. You can upgrade to it without researching it first. Once its done upgrading (even the right way) your starbase shows no population... Info cards are misleading. While a starbase may have 3 weapons, you need to upgrade to get them all. When I have an unupgraded starbase I want to only see "Pulse Gun Damage: 110" becasue thats all I have right now. Fleets set to "group jump" do not wait for the group. Caps take off ri

4 Replies 13,085 Views

[quote who="Polistes" reply="12" id="1980479"]I agree with the damage and range buffs. Howver I feel that there should NOT be a limit on how many starbases one can build at a planet. If a player wants to waste all the resources to have five SB at one planet fine LOL he will just get mopped up later. I had no clue that starbases could travel from planet to planet.... I have only played as the Vas....[/quote]They cant. Vas starbases are

225 Replies 560,062 Views

[quote who="korn91680" reply="16" id="1979942"]i agree scouts should have a mine sweeping ability. every game i have played with the comp on hard they just cover every gravity well in 100's and 100's of mines. the entire gravity well is just dots of mines. after you take the planet it can take 10-15 mins just to clear the mines from the area and that is far from fun. i think the vasari mines are way over powered to. just jumping in i would often lose half my fleet or more to mines even with 1

37 Replies 15,169 Views

[quote who="ManSh00ter" reply="12" id="1979930"]I wouldn't explode the chunks, as you say that would not look good. I think having them "fizzle" for a bit and then simply float around like normal debris would be satisfactory, and also as you say - there aren't that many starbases around.[/quote]What about Vasari's Debris Vortex? Sucking in a debris chunk half its own size into that small gap would look silly. I think that that idea is brilliant, breaks into smaller chunks which hang around fo

15 Replies 3,143 Views

[quote who="aeroplane22" reply="5" id="1979892"]Tell me about it. I usually play TEC and I was excited to use the proximity mines to slow down offensives to my outer-planets. However, I found that the TEC mines are virtually useless, given the fact there is full x,y,z direction, a ship will more than likely never pass over it. Then I ran into the Vasari laying down their "Homing" mines, all over the place. They literally cover my entire gravity well and then leave as they see

6 Replies 1,879 Views

I agree, all starbases should move or have increased weapon range. The Vas should not be able to phase jump, but maybe pack up back into a migrator and unpack at its destination. That way the defenders have a chance of stopping it. This would also make up for Vas's lack of an anti-building ship since the Disintegrator Rays are "strong againts buildings".

16 Replies 3,197 Views

DL'd it, played it, loved it. I only messed around for a lil bit for each faction, but it looks sweet to me. The Vasari upgrades to their phase missiles are a little weak IMO, but we'll see how it does with actual playtesting. The Vas starbase can MOVE.HAHAHAHAHA YOU"RE ALL DEAD NOW!

72 Replies 87,663 Views

Entrenchment: When your dying grandmother calls to ask you be there at her side for her last moments, and your car fails to start. You get in your wife's car and get pulled over, hit every red light, run into rush hour traffic on the highway, cant find a parking spot, get lost, find the info desk to get a temorary ID, realize you left your wallet in the car, go back, realize the elevators are out of order, take the stairs, get stuck behind a morbidly obese man in this scooter, get detoured be

72 Replies 215,821 Views

[quote who="Orodum" reply="12" id="1978681"] Quoting Cataclysm2000, reply 10Guardians with Repulsion... Ugh how I hate these. How do you even kill them? Honestly. There seems to be some bug with them too, where the repulse my units OUT OF THE GRAVITY WELL, where they get stuck. I just focus fire. eventually, they die. I don't really have a problem with killing the Guardians, and they generally go very quickly.[/quote]Well yeah, but I meant if they're using Repulse.

20 Replies 9,555 Views

Guardians with Repulsion... Ugh how I hate these. How do you even kill them? Honestly. There seems to be some bug with them too, where the repulse my units OUT OF THE GRAVITY WELL, where they get stuck.

20 Replies 9,555 Views

[quote who="psyck0" reply="24" id="1977950"]Cataclysm, revert back to pre-RA nerf and do a fast tech to RA. You can do it in 20 minutes with 3 planets if you're unmolested. It's a lot of fun.[/quote]I my style of play is "research military first and civilian later". Thats why I never got RA very fast. I spent all my money on armor and weapon upgrades. I suppose if I went for RA straight away it would go faster.

27 Replies 27,309 Views