Extremor

Extremor

Joined Member # 2500787
0 Posts 26 Replies 3,744 Reputation

I'm not sure but I can imagine that for TEC a combination of an Akkan with Target Uplink and a bunch of LRMs might do the job versus Repulsion in means of destroying the guardians before they get in range. With target uplink level 3 the range of LRM is around 12.000 km, the range of Repulsion is 5.000 km, thus LRMs probably have a few shots before the guardians get in range. and if they push the LRMs away... great, they don't care they have the range.

25 Replies 62,441 Views

I like that idea of plasma layer. Now I would see the mitigation as a passive, natural process. The damage inflicted on the shield actually pumps energy into the hot plasma layer heating it up further. As space is pretty cold, it cools down to its initial threshhold if no damage is applied over some time. By heating up the shield becomes more effective (=increased mitigation) until the heat of the outer plasma layer reaches a certain temperature that leads to the collapse of the whole shield.

136 Replies 339,476 Views

neither race has refineries at tier 2 and only TEC has trade ports at tier 2. IMO the fact that vasari get access to refineries (tier 3) before trade ports (tier 4) absolutely fits into the picture that the vasari are a resource-focused race whereas TEC is clearly credit-focused (trade ports at tier 2, refinieries at tier 4) and the advent is clearly culture-focused. And that is exactly what you want in an RTS: different races with truely different focuses and aspects. If you

19 Replies 24,180 Views

Agreed. In order to afflict damage to the hull the missile needs to be in the same phase space as the target ship. But I want to come back to my suggestion: Since a missile usually is only a transportation system for an explosive warhead there is no need for the whole missile to switch phase forth and back. In my eyes it is completely sufficient if the transportation system (missile) gets destroyed on the enemy shield as long as the damage-inflicting part (the warhead) somehow manages

136 Replies 339,476 Views

Technical issues seem to appear rarely, I for myself never had a problem either with vanilla nor with entrenchment. With especially the Starbases and some new research topics Entrechment is absolutely worth the 10$ it costs because it adds so much to depth and strategic possibilities. Many of the other discussions are actually more referring to balancing issues than to technical bugs and that is more a matter of personal liking. I, for my part, think the game is pretty well balanced b

7 Replies 6,233 Views

Perhaps Phase Missiles are just Missiles and only the explosive warhead is able to phase through shields. That would at least explain why Phase Missiles actually are quite slow when moving towards enemy ships. (another point agains the "PMs are light-based" theory) In my imagination the Phase Missile is just a normal Missile consisting of real matter but with a very special warhead that actually reacts with the enemy shield by absorbing its energy and transforming matter to photons wh

136 Replies 339,476 Views

I was actually not talking about Vasari Refineries but Refineries. And I did not say that refineries are better than trade ports or "culture stations" but in addition to both I find them quite useful. When culture is maxed out and there already is a tradeport at a suitable "6+ extractors in reach"-planet why not building a refinery? Especially for TEC who usually have enough creds and a lack of resources this can be a worthwhile alternative. And: I did not make that 4:1 ratio

19 Replies 24,180 Views

[quote]~0.3 per second each.[/quote] is that "for each resource" or "for each extractor"? EDIT: either way, even if its for each resource it would sum up to +0.6 per second and with a multiplicator of 4 (resources credits) that would be like 2.4 creds/sec. Now that is not so bad, assuming that a tradeport generates 1 cred/sec + 0.1 cred/sec/jump. [quote]I can help you - it is more or less not enough .[/quote] Hmm, fuzzy math... (dro

19 Replies 24,180 Views

[quote]Do the maths and see it doesn't work.[/quote] I would do the maths but I do not exactly know the amount of increased extraction due to refineries. [quote]Wrong?[/quote] Oh. I didn't know. So Progen only has to stay there for 30 seconds and once the bonus is applied it works for the full 6 (10) minutes even if the Progen leaves the well? Then I have to agree, this ability IS almighty [e digicons]8(|[/e]

19 Replies 24,180 Views

okay, but the Progen Mothership needs to be around for that time thus cannot help cleaning and colonizing further planets, right? So I would say this bonus is a Money-Saver on the one hand but a Time-Consumer on the other hand. AND you have to spend ability points to "colonize" in order to maximize the effect thus you have less points for the other abilities. So yes, I see your point that this is helpful but I don't agree that it is "almighty" or even has a severe effect on the economy (becau

19 Replies 24,180 Views

[quote]Advent's economy is actually the strongest at the start of the game[/quote] What brings you to that assumption? At the absolute start credit income and income from extractors is the same for all races or am I wrong? TEC gets access to trade ports at tier 2 and the first metal extraction upgrade even at tier 1. Vasari get the first resource extraction upgrade at tier 2 but thats for both, mineral and crystal, therefore much more efficient than the

19 Replies 24,180 Views

I'm pretty sure that you'll soon find yourself lost in micro managing battles if you try to manually move every single ship for maximum efficiency. Imagine your fleet with 2-6 capital ships about 50 cruisers of at least 3 different types and more than 100 frigates of at least 3 different types engaging a similar sized enemy fleet. You simply will not be able to keep track of each single ship. Thus you have to focus on the most important issues. Some of them have been mentioned

9 Replies 9,932 Views

On multi-star maps with a single star for yourself (no enemy nearby) it's a huge advantage to defend those "choke points" such as stars and wormholes. Building one or two fully upgraded starbases, with large number of strike craft, extremely helps to fight off arriving enemies. Nonetheless I made the experience that this is not sufficient at least vs hard and unfair AI because large enemy fleets tend to jump after arrival at your star directly to the next planet before your defense ca

6 Replies 2,647 Views

I have to agree with deveiver in this point, fleets are exactly good for the things they offer: Adapting the fleet settings for each single ship in the fleet. 1. joint jump: when attacking a strongly defended enemy planet its quite handy when all ships arrive together. much better than having all your LRFs jump first and die in enemy fire before the cavalry arrives 2. fleet cohesion: what good do Hoshikos (for example) do if the ships they shall repair are spread ove

13 Replies 26,631 Views

Against easy and normal AI it is usually sufficient to start building defense when the enemy arrives. He comes with a small fleet at the beginning and then upgrading Emergency facilities and building turrets, hangar defense and a repair platform at the planet under siege will be enough to fight him back. And in most cases it is not your HW the AI will attack first because there are colonies closer to him thus defending your HW is not necessary. Therefore focus on economy and expansion

10 Replies 3,905 Views

[quote]Try highlighting the text and then clicking quote, just like I did above. Or you can just copy and paste the text and put "quote" and "/quote" at the beginning and end surrounded by brackets.[/quote] Now the "quote" tag does the trick, my browser doesn't seem to like the "quote" button. Thanks, deceiver.

21 Replies 6,959 Views

It's no fun for me when my opponent is a disadvantaged punching bag or when I'm struggling just to survive. My position to all this balancing stuff may come from the fact that I don't play online, only onlan and I've of course played games where very different starting conditions had an effect on

21 Replies 6,959 Views

The names are "Orbital Processing" (for refineries) and "Off-world exports" (for Trade Ports). Both in the Nanotechnology area at the top of the empire tree (as Darvin3 said).

14 Replies 13,215 Views

Thanks and [e digicons]k1[/e] karma to both of you. But your explanations lead to the fact that phase missiles at least for fighters and flaks are not as good as it could be because the primary targets are simply not affected by that effect. I understand that it still works against other targets (e.g. LRFs) but at least for flak probable pulse guns would be more effective because of the early damage updates.

5 Replies 9,981 Views

A question came to my mind by thinking about the vasari phase missiles: As we know phase missiles offer a chance to bypass shields and mitigation. Since Strike Craft does not have shields but only hull, the question is: Do Strike Craft have this mitigation percentage like any other ship and if so, do phase missiles bypass it? And if so, does it add up by the same rule (as far as I know that would be 1% every 10 points of damage starting at a base of 15%). I ask because

5 Replies 9,981 Views

1. If I am not mistaken a single trade port delivers 1 cred/sec. Each jump adds another 0.1 cred/sec. Thus with 14 planets in line and therefore 13 jumps that would add up to 2.3 creds/sec. So unless they have changed the values it would take you 31 planets in line (!, no circles) to get a 4 creds/sec trade port. 2. And again if I am not mistaken the Advent Resource Focus only works on extractors WITHIN THE SAME WELL, thus making it only worthwhile on colonies with high allegiance and

30 Replies 11,125 Views

I my opinion this kind of map balance issues like Darvin3 describes will be neutralized by the law of large numbers. sure in one game your opponent has the advantage but in the next it's probably on your side. and over thousands of games it will just be spread evenly. IC surely could try to make a perfectly balanced game, where all factions are equal and all maps are absolutely symmetric for all players. But that would lead to an extremely boring RTS where the fastest-clicking guy win

21 Replies 6,959 Views