mcintire

mcintire

Joined Member # 4066594
6 Posts 306 Replies 5,580 Reputation

The shield repair works on stations. The antimatter refuel ONLY WORKS ON SHIPS. However it is a great way to buff a small frigate fleet that uses repair and shield refuels. Again, ships are the best defense and static defenses only support them.

22 Replies 78,304 Views

It does affect your income, but if the AI is too timid to attack you and actually destroy stuff on your side you won't notice. A human player would try to bleed you out. ... Then again, a human player would wipe the floor with you if you tried to wait him out till you have enough eco saved up to attack, even without the Novas.

63 Replies 44,280 Views

It's fully possible for an AI player to have enough broadcast centers around to completely nullify the deliverance engine. If they have no need to place another lab or trade port they freaking spam them on their planets. Seen desert planets with 8 or 9 of them, so if there were such "cultural hubs" on the planets next to the world you bombarded there is nothing the delivarence can do about it.

11 Replies 9,701 Views

Uhhm, about the Advent Loyalist Titans ultimate, now that it doesn't affect capital planets, does this only count for capital victory or does it prvent capital planet captures in normal games, too? And does it affect capital planets of player slots that were not filled to begin with (playing a 1on1 on a 4 player map i.e.)? Otherwise it sounds really good, will have to postpone testing till tomorrow, though.

143 Replies 73,427 Views

I play both multi- and singleplayer and I can tell you balancing any game that includes multiplayer and singelplayer around the AI behaviour is completely silly. If anything the AI needs to be fixed to act less like a utter retard. If the AI behaves properly, meaning at least halfway like a sane human player would, then the multiplayer balance focusing on "pro gamers opinions" would have no negative impact for players challenging AIs. Edit: btw, played a round of diplom

63 Replies 44,280 Views

The only true defense is a fleet. All defensive buildings are just to stall the enemy. This even goes for starbases. The whole point of them is to give the player and his fleet time to react and get there. That aside, I find especially Advent defenses (both fraktions) extremely potent thanks to strong shield restore and culture buffs. Small guarding fleets that restore shields can prolong their defensive value tenfold. TEC defenses are more prone to die in battle, but are gen

22 Replies 78,304 Views

True, but I also get the feeling that the "lasers" we see in sins or movies like Star Wars are not actually lasers, but morel like "Laser induced plasma weapons" (shamelessly stolen fomr the Star Wars wiki), meaning the projectile itself is not a laser beam, but a superheated projectile.

6 Replies 5,470 Views

You know, as much as I am for nice weapon effects, beam based weapons are beams. As in you focus light through a set of lenses and shoot it at the enemy. It moves at the speed of light. There is no visible (to the human eye) projectile moving to the target. You are watching too many (badly researched) Scifi anime.

6 Replies 5,470 Views

I would prefer a per-planet solution, maybe with a connected investment. We are talking about increasing the probability of using wail of the sacrificed here. If the rate of recharge (it's nothing else in this case) was increased it should be tied to a risk the player has to take. The investment could be money, stop of local culture spread, taking away planetary HP regeneration or decreasing the HP cap, or maybe a combination of things. This way, even if the planet was protected b

63 Replies 44,280 Views

Exactly. the titan currently needs 19500 XP to level 10. A Titan beating another Titan for whatever reason will instantly get the titan halfway there, not to mention a level 1 titan instantly jumps to what, level 6? Talk about feding the Titan. Edit: lol, been ninja'd Quoting myself:[quote who="mcintire" reply="17" id="3129767"]Titans are horribly vulnerable against overwhelming numbers. A mid- to lategame fleet can take Titans apart. It's just that you

5 Replies 5,643 Views

[quote who="Tridus" reply="14" id="3129817"] Except when it doesn't, and that's the greatest weakness of the thing. Sufficient local culture generation completely negates this aspect of it. Since unlike the other two it's at its strongest when firing where your fleet is, you're probably going to be hitting border worlds more often then back end worlds with it, and a decent culture game there prevents it from working effectively. It's unquestionab

21 Replies 13,531 Views

I read it. I still don't use it. In the time I invest to watch that gun shoot enemy planets I could have gone and eradicated them myself.

21 Replies 13,531 Views

You might have noticed that the TEC Loyalist Titan cannot target it's lasers to the side properly, in the same way most weapons on the Loyalist Titan have a limited cone of fire. The Titan works similar to the Illuminator or Adjudicator in the way that you best put in in the middle of battle so it can shoot to all sides. The Loyalist Titan is also the best suited for this kind of tactics, with the self repair and AOE pain attack. What you experienced may just have been your Titan facing t

2 Replies 1,672 Views

I always play green. Which can be a problem considering my friend is also playing green. In a mop of ships it's sometime a problem to select my own ships :p. I think it's the stars mod that changed the colors a bit, the green looks even better on the ships than the original green. And the icons look a lot more calming to the eyes.

5 Replies 3,382 Views

Together with the new culture buffs a delivarence hit is quite strong combined with a fleet attacking. It doesn't just bring your those buffs and the 25% damage increase, it also takes away any culture advantage the enemy had at that planet. TEC loyalitst can deal with this a bit better than other factions, thanks to the nature of their new reseearches. But in my little experimenting I found that TEC rebels fall like flies to it, and Vasari will probably be similar (although I ad

21 Replies 13,531 Views

Titans are horribly vulnerable against overwhelming numbers. A mid- to lategame fleet can take Titans apart. It's just that you feed the titan XP every time, so a player with enough resources can just keep suiciding the titan into an enemy fleet to level up. Looking at the amount of XP you need to sink into a titan to make it fully effective I think the titan should not simply be reset. I liked the "keep level but loxe XP" bug in beta 1, but maybe that one is a little unrefined.</

30 Replies 50,691 Views

I anything they have to hold 2 out of 3 for your idea. If there were only 2 at all you'd always lose the artifact as soon as someone sneaks by with a scout/colony frig. that way you'll have a few seconds to react.

7 Replies 8,271 Views

I remember times when their raiders would come back to the pirate base on a regular basis and my whole fleet would jump into their well (filled to the brim with ships) and only one or two caps would get back out alive, with most of the pirates being unscratched.

15 Replies 11,420 Views

[quote who="Ryat" reply="60" id="3129203"] Quoting mcintire, reply 54If it's "just a few squads" I would again like to point you to strikecraft upgrades. Seriously, even if you put 7 bomber-/7 fightersquads on a starbase it's still enough to fend of a group of support carriers and kill the carriers themsleves, no matter where in the well they are. Fend of the carriers yes, but not a large (not huge) fleet of standard frigates.[/quote]Don't the standard frigates hav

63 Replies 114,613 Views

50+ bombers is anything but a few . The amount of resources invested into that amount of carriers is enough to build a sizeable defensive fleet in addition to your starbase, so I don't see the problem.

63 Replies 114,613 Views

Pirates do upgrade their weapons using money they made in "successful raids" (which means by killing your ships, mainly trade-ships thanks to their AI behaviour) I'm not fond of them expanding to planets, but suggested before that they would take neutral gravitywells like asteroid belts or plasma storms and harrass players that tried to cross there for bounty. For the full idea take a look here (as you can see I also sugge

2 Replies 4,211 Views