Norfleet

Norfleet

Joined Member # 665801
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Reply to Superweapons in Strategy

[quote]"Nerf carriers!" "Nerf anti-strikecraft frigates!" "Nerf LRM!" "Nerf Dark Armada!"PleaseNerf siege frigates.Nerf flaks.Nerf carriers.Nerf LRMs.Nerf superweapons.Nerf Novalith.Nerf Returning Armada.Nerf Phase Stabilizers.And PJIs had apparently been nerfed throughout the beta to the point that people are calling anti-nerf.[/quote] Given the huge list of things which must be nerfed for everyone, it seems like maybe the game is just high-impact. Stuff dies. Easily and often. Get used to

60 Replies 27,681 Views

[quote]As someone said earlier, with these huge maps, the "small" empires can easily have 20+ planets, meaning they can easily have a powerful enough economy to reach the 2000 point limit. Upping the limit simply give them more ships, and does not balance things out. The only way for that to work is to either up the limit to a point where their economy cannot reach the max points, at which point you have an ungodly number of ships floating around, or make the ships cost more and take longer to

187 Replies 71,453 Views

[quote]The system is still imbalanced, because the loser of a bid war that goes to 3000 in the early game gains ZERO benefit from the 2750 he has bid, while getting ALL of the penalty.[/quote] Untrue. The player he bid that money on STILL has that bounty on him, even if the pirates do not attack him. That bounty remains until collected, so the next bidding round, that player ALREADY has $2750 or so on his head. Worth considering also is that if you kill all of the pirate bases in yo

23 Replies 40,890 Views

Deliverance is like the more ecologically friendly version of Novalith. Since the projectiles aren't really "fast", it can take quite a while for them to finally get there, but once they do, like with the Novalith, it's an unending hail which will eventually destroy every enemy colony there with relatively little effort from you. It is, however, a very SLOW process, not at all fast. Allegiance loss is only 0.05/s, so a 100% allegiance colony would take a good 20 minutes to die from this, assumin

20 Replies 11,932 Views
Reply to Superweapons in Strategy

[quote]and since the cannon can only target planets in its own star system, you immediately have an inherent limitation.[/quote] This is a not-trueity. Although the blurb seems to strongly IMPLY that this is true, as of 1.02, the Novalith Cannon is NOT limited to its own system. Although shots may take a good half hour to arrive, you CAN fire it at other systems, after which that planet will be uninhabitable for 30 minutes as it gets wiped out and subsequent shots continue to slam into it. I

60 Replies 27,681 Views

Malice 25% is brutal against pirates, because as pirates have no shields and therefore no mitigation, if you malice the lot of them and kill 4 pirates, they practically all die. Not sure if there's a maximum percentile that Malice can damage something to, but with pirates, they fry like popcorn with pretty explosions everywhere.

6 Replies 4,242 Views

[quote]Go play on truly huge maps then come back to this thread and talk when you have experience with it.Anything over 30 is retarded? It's great that you think so, but nobody really cares. I've played games with 8 players on one solar system and about 50-60 planets, the game is perfectly fine (except for the massive corruption).[/quote] How huge is "Truly Huge"? I mean, I'm a shameless huge map lover, but how big do you WANT? In any case, fleet cap size is fundamentally irrelevant

187 Replies 71,453 Views

The primary irritance of shield mitigation is the fact that it entirely benefits the side that spends all of its time FLEEING CRAVENLY. How many times have you wished that your fighters would quite dancing around and just follow and shoot in a straight on berserk attack? How many times would you have been willing to order your ships to simply ram the enemy, accepting horrible damage just to KILL THEM DEAD DEAD DEAD? Shield mitigation, is, of course, partly to blame for this, as the more

80 Replies 33,630 Views

You know, all the achievements are actually in a text file and you can just unlock them by editing the file. Some of them are pretty ridiculous and contrived to the point where you'd only ever get them naturally by intentionally rigging the game so you can do something so utterly absurd.

4 Replies 12,723 Views

Who was the enemy? A human player or an AI? I simply can't see an AI doing that kind of damage to you with the fleet you describe, particularly as Advent. What kind of caps did you have? 5 Advent caps is likely a force the AI should find to be nigh-insurmountable, and it would typically run in terror rather than fight you.

18 Replies 19,924 Views

[quote]This means that you can, in theory at least, disrupt enemy trade by continually destroying their trade ships.[/quote] Well, in THEORY this could happen. In practice, it seems unlikely. Trade ships primarily travel between planets of the owning empire, and do not typically make extended detours into random territory where someone can safely be shooting down. In practice, it is far easier and more plausible to disrupt enemy trade by blowing up their planets. Any force that is large enou

33 Replies 21,106 Views

[quote]As a bit of a side issue, am I right in thinking that the way shield mitigation works favours slow firing, heavy hit weapons over faster firing lighter weapons?[/quote] Yes. Looking at it at the extremes, a weapon that fires and hits for tiny damage every time will continuously follow the mitigation a curve: A weapon that kills a ship in a single hit won't suffer from ANY shield mitigation increase because the target will be dead in a single hit at the base value. However, th

80 Replies 33,630 Views

[quote]You'll get better returns using appropriate types against appropriate enemies because their effective dps will be so much better. So the best way will be to have all your units of a particular type focus fire on the enemy unit they are most effective against.[/quote] Not disputing that targetting appropriate armor types DOES make a difference. However, this does nothing to change the fact that focus fire is still the way to go here. [quote]It does change - don't forget i

80 Replies 33,630 Views

I just bomb the crap out of the local pirate base. Problem solved.

15 Replies 8,845 Views

I'm not sure how you even get into this situation. My experience is that capital ships, and even frigate and most cruisers, move far too slowly to actually *GET* into a fight, and will most likely entirely lose fleet cohesion trying, and get eaten alive by bombers. 30 bombers will destroy a capital ship in like two passes, so all of my fights have involved two fleets at stand-off range duking it out with strike craft. Anything else, and you won't even be able to CATCH the enemy force.

7 Replies 5,390 Views

Shield mitigation does nothing to decrease the value of focus-fire. Why? Because it doesn't really matter whether a ship is hit by 30 shots fired by one weapon, or 1 shot fired by 30 weapons. The mitigation increase is the same, so the curve of damage a ship takes as you whail on it is the same. It doesn't matter whether I cause 30 damage from one ship, or 30 damage from 30 ships. Shield mitigation will ramp up at exactly the same rate, because it's not triggered by number of attacking ships, bu

80 Replies 33,630 Views

It is pointless to attempt to "chase" any fleet. From my experience, all the grunt work of fighting is done by fighters and bombers. Since your fleet is no faster than his is, it is impossible to fight an opponent that doesn't intend to fight except by using fighters. All the games I have played thus come down to fighter wars. Ships exist only to bring fighters into the combat and to sit there and look impressive while the fighters kill things. Some might complain, but I find this acceptable: It

13 Replies 6,648 Views

I would much rather ships NOT move around except when necessary to shoot. They would almost certainly wander off someplace and get killed, and moving around randomly provides absolutely no tactical benefit, as doing so would disrupt formation cohesion and has absolutely no defensive value. Heck, I would rather FIGHTERS have the option to stand their ground and SHOOT, because often they are leaving weapons range, and thus unable to fire as often as they could, something that is rather critical wh

294 Replies 303,849 Views