Foogsert

Foogsert

Joined Member # 2171989
0 Posts 73 Replies 155 Reputation

I think the constant mention of Hellgate: London is a bit off. The game didn't fall remotely because of the normal vs subscription debate, but because the game was mediocre at best by most standards, and riddled with issues. Having to pay to complete/fix the game was just a little salt on that wound (and was still never very good). I'm alright with subscriptions, I'd honestly prefer them to large numbers of mini-packs by fair margin, but it does boil down to value. $10 is a fourth the p

145 Replies 122,768 Views

[B]1-[/B] No. [B]2-[/B] You can capture the neutral extractors with a colonizer frigate (Advent/TEC), or a scout (Vasari). [B]3-[/B] [I]Edit:[/I] Nevermind, don't think so. [B]4-[/B] There's a minor issue at times where a ship will join the fleet but not appear as a blip in the top left, could this be it? [B]5-[/B] Pirates will leave shortly after the timer hits 0 (the time they leave is random between about 15 to 45 seconds after if I recall), so yes this is the time to be doing

2 Replies 9,865 Views

You've pretty much listed off the basic RTS ruleset of just shy of every RTS made (of which I can assure you Starcraft is not the first by any stretch of the imagination). The only really fair point is the capital leveling system, which is quite close to Warcraft 3's. Though I can't say the post doesn't feel like it's sarcastic. Notably the fact you said "First, both are played in real time." There are two and a half choices when time is involved: Real Time, Turn Based, and the awkward/

11 Replies 9,155 Views

I would like to note one other issue with Steam and third party patches. On top of most games needing specific steam-version patches (which can come hours, days, or even a week or more late), Steam is not a patcher, and if a file is changed in even the slightest way it must be entirely redownloaded. This isn't an issue for all games of course (i.e. those that split their data into large numbers of small files), however the recent Company of Heroes patch, which was 40 MB for owners of the retail

143 Replies 125,443 Views

Technically the fleet cap is 2000. ;) Anyways, 1.03 added low/high fleet cap options (1500 / 2500). To go above that check the mod forums, pretty sure there's one up, though might not be updated for 1.03 yet.

9 Replies 8,223 Views

Mitigation works precisely how one would imagine - reduces incoming damage by that %. Despite the fact it says Shield Mitigation, it actually works at all times. Phase Missiles that ignore shields also ignore mitigation however. It also increases whenever the unit takes damage, and goes back down when not being attacked. 1 Armor = 5% Extended HP Roughly (i.e. a 200 health unit with 2 armor, will take 220 damage worth of attacks to kill, 3 armor would take 230, and so on), only applies o

8 Replies 23,070 Views

I believe you keep most bonuses, but must keep the number of research centers to build unlocked units/use unlocked abilities (i.e. Cruisers, Trade Centers, Novalith, Returning Armada, so on).

4 Replies 4,388 Views

I didn't even configure anything (port forwarding at 6112 already setup because every other RTS I have uses it), and everything works perfectly fine. The people I play with haven't had any issues at all either. You may have an issue, but don't rant on like everybody in the world has the same problem you do.

23 Replies 12,657 Views

You don't want to split ships 1 to 1 for firing, but you also don't want your entire fleet shooting at something that's built up to 70%+ mitigation. Vasari can get away with it easier, but otherwise it varies from situation to situation.

5 Replies 5,381 Views

[quote]8. How do rafineries work exactly? What do they do?[/quote]They increase the production of extractors within the gravwell they are placed, as well as those extractors within one phase jump of the refineries. Putting your cursor over an extractor will show a Refinery Quota stat, which shows the current/max number of refineries that can boost an extractor (typically 3). So building 3 refineries will fill the quota within the gravwell they're placed and those directly linked, any mo

6 Replies 9,348 Views

One fighter squadron and the scout will be done with quick. If they want to follow it around in a circle with something that isn't faster than it let em try. You didn't exploit anything.

17 Replies 9,187 Views

1: No, could it have been insurgents? (TEC Tech) Or a wormhole (some maps have one way wormholes specifically made to get into the rear of an enemy)? 2: Carriers are the best at dealing with fleeing foes due to the speed of strikecraft. Otherwise, a Jump Inhibitor and some abilities (Gravity Warhead comes to mind) help. 3: Hanger strikecraft can hit anywhere in the gravwell, regeneration bays are helpful for nearby fleets. Turrets largely exist to protect those and the PJI, cov

6 Replies 9,348 Views

Put your cursor over a metal/crystal extractor, it'll say "Refinery Quota" - that's the max refineries they can support (typically 3). 3 refineries at one planet will fill the quota of it's own and all planets within one jump.

2 Replies 11,205 Views

[quote]Spammable, dispensible[/quote]You understand that 10 siege frigates is 5300 credits, 800 metal, 600 crystal, and 120 fleet cap, right? For comparison purposes, a capital is: 3000 credits, 400 metal, 200 crystal, 50 fleet cap.

2 Replies 4,844 Views

[quote]1) There is a tech that lets you have more, longer routes between planets, that way they could take a route that you could not see.[/quote]Huh? All routes are visible from the start, and barring wormholes and star travel you can take all of them from the start. If the enemy was grey it was likely the TEC Insurgency tech.

4 Replies 13,319 Views

I would like to make a note: 10 siege frigates cost 5300 credits, 800 metal, and 600 crystal, 120 fleet cap. A capital is 3000 / 400 / 200 / 50. I'm also skeptical on reports of mass of X (most people are countering with a mass of Y anyways, and leave out factors such as techs, potential culture bonuses, and so on).

96 Replies 133,679 Views

By having capital damage, they lack the +50% damage to medium armor anyways (and have a 75% damage to light, instead of 100%). They're just better against heavy targets than other LRMs. Changing them to Anti-Medium without adjusting their damage output would probably be more of a buff than a nerf. As for the chance to hit comment, nothing beyond Flak, Fighter/Bombers, and specific capital abilities can actually target strikecraft.

70 Replies 38,948 Views