I don't like one early unit being able to counter 2. How much would it help if corvettes were not effective vs. light frigates so you have lf > flak > corvettes > lrf ? having your lf survive longer would mean a harder time for enemy flak, but that might give them an incentive to build lrf. forcing them to diversify more would pull resources away from corvettes, meanwhile they're trying to do the same thing to you. I'm ok with spam being effective
stein220
"Badges? We don't need no stinking badges."
[quote who="JJBuck2" reply="5" id="3151126"]Their ship to ship combat is non-existent. Best counter is fighters. Basically any combat ship except flak is ok against them as well, they're really very squishy.[/quote] Actually I believe ogrovs have Very Light armor which flak counters. you'd just have to micro them in close. However, as you stated fighters are best and corvettes now too as someone else stated.
and that they start out that way. I'm all for pirates scaling up by buying upgrades as the game goes on so they remain relevant gameplay-wise, but they just have a huge head start.
[quote who="Timmaigh" reply="19" id="3150153"] Quoting Scudhawk, reply 18I intended it to be a capital / titan research. Selected on each ship individually in the ability upgrade tab (The white star). An alternative to make it competitive would be to make it a tactical or logistics structure that casts it on any ship of the same type in range of it when one of higher level is destroyed. If the structure is destroyed all stored levels are lost. <br /
Personally, IMHO, I wouldn't consider one titan's bad ultimate ability a strong argument in favor all titan's keeping their abilities. I would rather see the eradica be the only titan keep some (not all) experience/evels since death and resurrection is the Advent Rebels' thing. Another course of action would be to come up with a different ultimate if that were the only reason. With regards to the issue of losing the ti
This is plausible. Having titans not keep their levels is also plausible.
I wonder if the AI could be coded to only use armistice when it needs to retreat and for other simple conditions. While there are other good ways to use it, I'm not sure if the AI could be more creative with it. Maybe in conjunction with a sova embargo, so the sova can regen anti-matter and then use missile pods when armistice is over.
What are your graphics settings at (specifically your shadows setting)? I turned my shadows setting to low along with my buidling settings to high (ship settings are at highest) and that seemed to help with the choppyness for me. I have a Radeon HD 6850 in Core 2 Duo box with 4 GB RAM (hopefully ugrading mobo, proc and ram soon).
A Solanus Adjudicator might make a better tree topper, but you couldn't start decorating until Advent [e digicons]:rofl:[/e]
[quote who="The_Regicide" reply="33" id="3145975"]As I said, they're WAY too tanky. Pirates should be opportunistic glass cannons. If you can field more ships that are better than anything else in the universe, why are you bothering with the pillage. Grab the planet and expand like wildfire![/quote] I agree. This is where i was going when I said turrets should be able to defend against small raids. As it stands now, early game defenses cannot stand up to
How about this? Siege frigates are actually troop ships launching drop pods. The explosions are from the ground battles going on below. Hey, I tried.
[quote who="bilun" reply="23" id="3145279"] Quoting The_Regicide, reply 22This is something I've said before and isn't in the game for god knows what reason. When launching, Pirates should attack ALL players with an active bounty. HOWEVER, the size of the fleet sent to each player depends on the amount of the bounty. ADDITIONALLY, the total sum of pirates are only slightly affected by the total sum of the bounties, and they are primarily affected by the average fleet s
I typically get around 20-30 pirate ships coming after me in the first couple raids. Before it was mostly Corsairs and Cutthroats, but now its more Cutthroats and Rogues after the update. Maybe it's just me but I still consider that quite strong for the early game as it really hampers that critical early expansion, even with a capital ship in the mix. A raiding party that size can destroy turrets and repair platforms.
[quote who="Autocrat" reply="60" id="3144402"]I dunno. Maybe it's me but the nerfing of the titans seems counter productive. They seem feebler and less impressive. Expensive as sin, a significant time to build. . . they should come out of the door swinging but instead it seems like they keep getting damage reduction and now they take forever to level. [/quote] depending on the effects of this nerf, maybe the cost and build time should come back down?
ive confirmed this behavior. while microing is best, the ability did work fine on autocast before.
because he's rich
maybe have it take out a good chunk of population as well? this way, there is some effect if a non-border world is hit, but it's not completely lost. you could even leave the radiation and trade debuff. to make easy, just have it do 2000 pts of damage if you think fortified asteroids should be able to survive (mod?). maybe more if you just want actual planets survive.
I don't think that a buff to the lfs' special abilities would be a problem early game (maybe give the research 2 levels so the second level also adds shields/hull/armor, depending on the race?) A good buff to the Cobalt's sabotage reactor might be in order, maybe so it affects carriers too somehow. (correct me if I'm wrong but building strikecraft doesn't count as an ability). Depending on the enemy fleet, I can fee
[quote who="NR2001" reply="19" id="3137622"]To tell you the truth, I think there should only be 1 superweapon. The 1 superweapon should take a long time to research, and should take a long time to do anything with it. [/quote] There is the research victory which is expensive and time consuming, but will win you the game automatically. for single player, I like the limit. unless the AI can be fixed so not all personality types spam the supers.
The superweapon limit was the primary article in the Geonova Convention, recently signed by all factions. There were a few other items dealing with the treatment of prisoners of war and refugees, limits on chemical weapons during planetary bombardment and such, but the superweapons got the most press. While a few naive pundits hailed this as a step back to more regular diplomatic relations, most realize that all factions are simply trying to take what little they can through a l
You don't think the TEC are all men, do you? Come to think of it, I dont think there are any women in their victory picture. OH. MY. GOD!!! (wait, i think there is a woman in their loss picture)
[quote who="Tripularity" reply="59" id="3137699"]How about giving us an option to disable auto updates? I realize this is beta, but I would like to play the game the way I want, since I paid for it.[/quote] You can disable auto-updates in Steam but Stardock prefers that we keep things up-to-date for testing purposes. I guess if you do decide to go that route, just make sure you update and test before providing feedback in case some little bug that was bothering you has bee
i use provoke hysteria on every planet once i get it. It takes little asteroids down very quickly. With a couple of purge vessels or other capital ships in support, the asteroid is almost dead when the ability is finished.
[quote who="lbgsloan" reply="34" id="3136831"] -Ditch the ebay system. Instead of having fixed points where everyone stops and tries to outbid at the last second, have the raids go off at semi-random intervals. This way you can throw bounty on someone at any time, and the other players can decide if they need to respond to it, or ignore it. This would make the system a lot less broken in 1v1. [/quote] i like this^ <p