Jay_Raynor

Jay_Raynor

Joined Member # 3349514
3 Posts 8 Replies 99 Reputation

They do at that, but their bonuses don't stack. Fifteen is just wicked redundancy. Considering the need for scouts with Entrenchment, two cover a fleet just fine with redundancy and keeping low numbers (Ceilos are damn hard to find and target in a major furball).

53 Replies 32,069 Views

Yeah, I could've seen going 20 hoshikos where he went 30 instead. I'd have used the extra supply for carriers or LRMs, probably. That fleet might have worked wonders against a Vasari player with no decent repair ability (curious that he's missing a Skiranta), but a TEC player with less hoshis and some actual LRM support might've rearranged that fight. But honestly...why is anyone making a fleet with more than 2 Ceilos? Especially one that small? I generally take TEC due to balanced SC

53 Replies 32,069 Views

Other rewards besides just resources might be nice. If I'm feeling generous to a smaller ally and he pulls off a tough mission for me, I might be willing to give him control of a planet that I'm just using as a trade-port cow on the fringe. Or maybe my buddy has a much better economy, so I'll give him a planet on my border so he can pack it full of defenses (as I mentioned in another thread, even at 250 trade rate, that's not a whole lot since it gets taxed). Let me give them SHIPS!!!

265 Replies 814,467 Views

Didn't know about the shift. Nice and subtle, though there probably could stand to be something more obvious. edit: Okay, after using it...it's great for the carriers, but it should go to 1000 for resources. 250 is still on the low end, especially considering the resources are getting taxed.

4 Replies 2,241 Views

Can we PLEASE get a set of "Give 1000" buttons in the diplomacy menus? I hate when playing with a buddy and I have to keep clicking so furiously just to give him a small shred of money, metal, or crystal. Also...can we get a manual entry mode? I can type in 2500 creds to give, and it'll show me what he got after his upkeep as well. These options should not wait until the next expansion!

4 Replies 2,241 Views

Yeah, I generally avoid the self-destruct upgrade as well. I will only go for trade upgrades if it's a gap-filler (to include low-logistical, if it's not too forward), rear-line, and plasma-storm grav-wells. For all-out barrier-worlds where the enemy only gets thru over my cold, dead fleet, I'll take all three hull and SC upgrades, as well as both weapons upgrade. People might call me crazy, but any front-line world of mine will already have a culture structure in orbit to ens

30 Replies 23,744 Views

Wow, so many of you look at capital ships for the simple DPS factor they bring to a fleet...they bring more to it than that... Abilities, for one. Who doesn't find it important to grab the colonizer cap in those huge, multi-system games? Sure, the frigates are available...but they're slow to travel, slow to act, and slow to recharge. A colonizer cap-ship can single handedly net you three planets by the time you've cleared the way for the frigate to take its first. Aside from the obvio

21 Replies 132,736 Views

So here I am, out in Iraq... Lovely new laptop... Fresh install of SoaSE. :) Wait...FRESH?! I can only patch to a certain point without using StarDock, and using StarDock is just not an option out here. I'm already having this issue with Steam just trying to install Ye Grande Orange Box. I figure Sins'll be easier. Any one able to help with this? I'll take Beta or current full version... Would love to play Entrenchment, but that's a download I can't begin on my

1 Replies 2,661 Views

[quote who="Szoreny" reply="14" id="1901522"] Quoting Zeta Gundam, reply 12I think part of the problem is that the developers want to make the AI play more like a human player, but sometimes that's not necessary. I was one of those who pushed for the "unfair" option for that reason. I think the devs should let the AI use strategies that a human player cannot use. For example, raid/attack from multiple fronts at once. A human player will have serious problems

15 Replies 5,078 Views

So I just had a play of the beta as TEC, with mostly pleasant results. However, the long game-type showed some flaws at the end. Namely, some fleet control issues. One of my fleets to take a romp on a lesser-powered AI consisted of a Kol, Akkan, and Marza backed by the usual compliment of Kodiaks (ten or twelve), Hoshikos (eight to ten), carriers (less than twenty, but not by much. God, I love seeing the huge swarm of fighters), and thirty or forty Javels. As a side experiment

1 Replies 1,160 Views

I'll agree that the basic damage repair upgrades are highly worthwhile early game (at least before you can get the repair cruisers), but the first upgrades I'd ever suggest anyone get outside of those are some of the anti-matter upgrades. Granted, not too many of them. I find that upgrading thru all 4 levels leaves most ships outpacing any of their cool-down requirements. These mid-game upgrades definitely help your capitals and cruisers. With ships, upgrade just enough to where cooldown is y

31 Replies 81,036 Views