CoBBQ

CoBBQ

Joined Member # 1290126
2 Posts 132 Replies 665 Reputation

Cost effectiveness is a turtler's delight. Without any sort of diminishing returns on economy boosters like refineries and colony pods, a turtler's economy can grow exponently if an opponent fails to inflict any significant eco damage during the early phase of the game. Its a significant problem that plaqued strategy games when economic mastery stomps the stragetic parts out of the game.

73 Replies 154,193 Views

Idea 1: All we know newly build caps are relatively less ueful during lategame... What if we could train them more? - Caps max trainable level increased to 4 (from 3) - Caps max trainable level after upgrade increased to 5 (from 4) Absolutely not a good idea. Some of the abilities are murdurous when maxed out and makes it easy for the capitals to enable their level 6 abilities.

212 Replies 458,268 Views

Remember the Battle of Midway.....Launch fighters...no wait, launch bombers......no wait, lets go with fighters.....nah, bombers should launch......&$*#, should have gone with fight(BOOOM!)

7 Replies 10,323 Views

[quote who="N3rull" reply="80" id="2522823"] Cap's guns are doing nothing compared to even a small pack of LRFs. In fact, I laugh at anyone who thinks any cap's DPS great at higher levels. Cap DPS at high levels is irrelevant to the extreme, the only exception being Vulkoras attacking starbases with Assault Spec. Capital's DPS is only important in the beginning of the game, where a stronger cap (Kol, Marza) can eliminate rebel frigates in 25 seconds while those more crappy ones (mo

212 Replies 458,268 Views

While the huge turn radius is annoying, it is very important that the ship DO NOT turn before accelerating. The primary reason is that in a line of battle, the capship does not have much room to turn as there are dozens of frigates on both sides blocking the turn which could be critical if you see some cap killing hurt comming at you. I rather keep them moving while turning as it takes a while for a capship to turn 30 degerees which gives the enemy enough time to get into range an

107 Replies 255,797 Views

You do know that increasing HP for battleships may get you 6000 HP at level 3 and maximum HP research? Good luck killing that when LRF kills any LF trying to stop the bombing of your homeworld.

212 Replies 458,268 Views

Why HC should not be defeated by a Tier 0 unit? The light frigates already have a 50% damage penalty to the HC and if there is decent strikecraft coverage, the HC will be the prime unit of choice as bombers will not reach it and the LRFs will die quickly under the combined barrage of HC and strikecraft. However, the test may be much more different if the time limit was reduced to 15 mintes as the ship count will be 45 disciples to 16 Kodiaks. While the odds were still 3 to 1

913 Replies 1,711,438 Views

I think the problem is where you were placing your repair bays. They would not be much good if they were spread out among your rescource extractors but they are much better if they were grouped as to overlap each other. A smaller fleet can defeat a larger pirate fleet by staying in the concentrated repair area, especially if you use a bait to lure them into that area. You mentioned stalling your economy so I have to ask, are you upgrading your population developments on yo

11 Replies 7,236 Views

[quote who="ice27828" reply="7" id="2507065"]Wow you people acutally use the Shift+r for retreat, I usually just click my ships but how do you mistake the shift s with shift r they aren't evne on the same row let alone beside each other[/quote] My ring finger tends to rebel.

11 Replies 26,344 Views

[quote who="DesConnor" reply="595" id="2506018"]It doesn't make sense to me to have LRF counter both LF and capitals. If the LF-LRF balance were adjusted so that LF countered LRF and LRF countered flak and carriers, then LF would become proper escorts for capital ships, and the LRF problem would be solved. Fighters and scouts just aren't the solution to LRF and should be left to fulfil their more natural roles. Better one proper counter than two half-counters.[/quote] <

913 Replies 1,711,438 Views

[quote who="Volt_Cruelerz" reply="60" id="2504029"]@Everyone: We all agree that the Illum bug needs fixing. Also, we agree that capital ships need to survive longer. What if... What if... We nerfed them. Now, before you all blow up, listen. We nerf their initial stats, but dramatically increase their boost per level and then also make the first level upgrade cheaper or faster. In this way, they would cross over with the power levels of current ships a

81 Replies 118,603 Views

If the shield mitigation are going to be raised, there must be some sort of penalty. If you want to have battleships stay longer on the line with 90% mitigation, they must lower their speed down to at least 75% to keep them from running away when the battle is going bad. It will be bad enough if battleships or any other cap can kill twice their worth in frigates and cruisers before going down.

913 Replies 1,711,438 Views

[quote who="DesConnor" reply="51" id="2503222"]With the mitigation method the early game will become a walk over for caps, thats too much of a change after three years. You want somethings that applies directly to the number of ships firing. An accuracy based method would leave the game mostly unchanged.[/quote] Only way to do that is to make capships cheaper in order to make a grand fleet.

81 Replies 118,603 Views

You have to send them to your allies or enemies planets in order to boost relations with that empire. It is advisable to secure a cease fire before sending any envoy cruisers over to your enemies planets.

6 Replies 14,510 Views

[quote who="mbaron888" reply="29" id="2501751"]The problem seems to be the caps them selves. One of the main online strategies has been build your one cap ship then scuttle the cap ship factory. Has that changed recently?[/quote] While this stragety is still viable, there are more online games that are cap heavy which carrier caps uasually the first built to prevent being rushed by scouts.

81 Replies 118,603 Views

[quote who="Arthanis" reply="60" id="2501696"]Damage: 1000/2000/3000 (from 325/650/975, but overall DPS is lower - and don't forget it is still affected by shield mitigation and armor)[/quote] Extremely overpowered as the TEC eco advantage helps them get 2 Kols early on and get them up to level 3. THe combined firepower of this will kill any capships withen 10 seconds.

76 Replies 108,780 Views