[quote who="Agent of Kharma" reply="6" id="2501119"]Do you not have this problem (I thought everyone did)? Do heavy cruisers work for you to fix the problem?[/quote] No, I do not have this problem. The only way to prevent this problem is to keep attacking whenever possible to wreck your opponent's economy and ship count. If you manage to let your opponent to spam illums/LRM/Assailents before you can react, you lost already, game over.
CoBBQ
DOes the Kodiak/Crusader/Enforcer not fix this problem?
There seems to be a bug in the calculation when this ability is used. If you get five envoy cruiser together and pulsing "Good Will' at different intervals, you may get up to 45 credits/sec instead of 25. I do not think this ability should work with Vasari colonies as the humans are slaves? However, I think the only way to balance this is to give planets some set of cooldown timer as it will be made passable if the cruiser has to go out and collect donations
[quote who="Arthanis" reply="36" id="2499986"]Well... passive AF + huge GRG antimatter cost reduction (to ~30/shoot) is going to fix all Kol issues.[/quote] Are you crazy? The Kol with GRG level 2 will be able to destroy two to three research stations early on before the fleet can get there in time. [e digicons]:borg:[/e]
On Battleships, no change needed. This game does not need dreadnaughts that would screw over any player that does not have them at the beginning.
Vamp in Metal Gear Solid 2 was the most difficult for me but probably because I could not use the controller to aim well.
Seriosly, with the same budget from the making of a second cap, you could park a entire squad of Cobalts/LRF/Garda behind the Halycons and hurt them badly along with your Sova/Kol/Akkan since the Halycons can not fire their main weapons from their rear. Any damage from bombers to your cap will be healed with a Repair bay.
Make sure those Halycons do not have Ampifly Energy or your Sovas/Akkan will get crushed.
Half your fleet could be destroyed before you could even get the maximum effect out of nano dissaemblers. In 18 seconds, I could fire a shot of GRG in three of your assailants or cruisers and destroy them easily with counters. That could be several shots in battle unfired that you could have used earlier.
[quote who="Swordsalmon" reply="5" id="2493686"]Now the Kol, I've stated multiple times that it's utterly atrocious. I honestly think it's by far, the worst capital ship in the game. It's mediocre offensively, uses too much antimatter, and has little purpose now that the Sova Carrier can ably handle SC threats. Everything about this ship needs to be improved. I propose that for GRG, give it either a severe AM reduction (From 75 to possibly 55 or 35), or make the ability nulify shield migitati
Prince of Persia: Sands of Time, Strike Fighters 2
I disagree that GRG should be boosted. The couple of Kols at level 3 or above will become bad news as the GRG at level 2 can smash support cruisers and repair bays, forcing a withdrawal.
FO: Sir! the OMGUSUK have lost shield and is taking heavy damage! *Frzzzzt* Direct hit on rear quaters by a single fighter. C: Activate shield restore on us, the WESUK shall not fall! First off, the Dunov is not horrible for a first cap as the Dunov can go out and get experience from swatting down rebels. This will boost the shield restore ability which can make the Kol/Dunov a deadly pair in the early stages of the game. Second, using shield restore
Give us the entire battle picture, we want to know that there is no cobalts on the left side of the screen because I do not see any wreckages from the destroyed frigates.
You need to go on Impulse and update your game up to the latest version. which is 1.181 for Sins and 1.041 for Entrenchment.
Did you use paypal to pre-order? Paypal will not accept transanctions for preorders.
Until you come up with the replay of that game, Kharma, I am going to disregard any "test" you made and just proclaim that you made a newbie mistake where scrambled bombers from both Skintara's was actually useful as the Sova's fighters were busy.
Repair cloud can not fix damages from 6 cobalts, three missile batteries and a Sova to boot. 60 laser damage + 51 missile damage + 17.5 laser damage > 43 damage point from 2 Skintara. That's three times the firepower bearing down on those Skintaras.
The Skintara has really poor weapons which barely makes a dent in any capships so going with two Skintaras without proper support is suicide, even against a rival Skintara. What you should have done was make your second capship a Devestator or Evacuator and keep the fighters and Skintara nearby to take care of the enemy bombers as the Sova gets pounded into scrap.
[quote who="wbino" reply="34" id="2471654"] I guess it's because I play locked teams, but why would you want to spend resources to befriend someone when your eventually going to have to kill him? Why spend time and money to improve you and your ally, for at the same cost you can use it to attack? It's more fun to spend the money on blowing things to space dust. [/quote] This would be the eXploit part of the 4X game. You will want t
No, I would crash the server, have the day off and blame the defects on the IT techs corrupting the code. Don't you hate it when the CEO takes your favorite parking spot?
"You are late and my patience is limited. My death camp can not function with such blatant inefficiency therefor you are banned and your arrival must be expedited in order to keep our original efficiency record. Sincerely, the death camp chief."
Yes, way too fast which makes it an invincible scout nobody can shoot down.
I don't see any of the victory cionditions eneabled that were mentioned in the features.
How about granting envoy cruisers the ability to scan capships to see what abilities they have?