well, maybe we can repeat that some day. with beta 2 fairly well working and stuff I try to plan more mp games. I already saw several things I could improve for next time.
Shadowhal
confirm. was on the receiving end of several blasts. kosturas are far from useless.
I can't believe ppl are still discussing this. the only thing I wouldn't exactly be unhappy about would be redeploy option inside the grav well. sort of like terran buildings in sc. all modules go offline, undeploying and redeploying takes some time, in between move is slow, but it's possible. nothing you'd ever do in a combat situation, but let's say if the situation changes from attack to defend or so, it would be nice to move the sb to a more offensive position. incid
the op is indeed missing a crucial point: if you want to compare the cost effectiveness of ecnomic upgrades, you should also consider just the upgrades, not the starbase construction cost also. because after all, the starbase has a worth in itself, even without upgrades. think about it, if you did really build a starbase at each of you 8 worlds, then you didn't spend enourmous amounts of resources of trade , you spent enourmous amounts of resources on defense . true, an unupgr
[quote who="Peter Ebbesen" reply="8" id="2044959"]One fairly easy thing to do, presumably, would be to up the priority for fighters or bombers in targeting torpedo cruisers if in a system with at least one friendly structure, however, I have not thought that idea through, so here goes: What would the disadvantages of that be - in other words, in which devious situations would it be smarter not to go after the torpedo cruisers first, accepting the significant casualties to your squadrons.[/quo
actually, upon checking, there are some addon related extra statistics in already. I saw credits spent on starbases starbase upgrades, anti structure frigates and also the defense research. so, I'd say it would help, if we list exactly what we want extra stats for. I'd say when it comes to the combat section, singuling out starbases from other structures would be nice.
[quote who="Tridus" reply="2" id="2044561"]Annatar's right. What you're suggesting is the ship have one bank that does 3 or 4 times more damage. The bank change can make starbases (and caps that use it) strong againts bigger fleets of little ships. It's not meant to make one ship that can blow away another capital ship in ten seconds.[/quote] which is not to say that the idea of a capship with just one weapon capable of firing on one target, but with high damage is bad. so
[quote who="Peter Ebbesen" reply="6" id="2043625"]Indeed, Shadowhal - it is a rather glaring weakness, for massed bombers hurt. I did state that this was versus the AI and primarily in sectors where I can build (at least) 25 points of tactical defense to get some fighter cover, even if only minimal. Against a human player, priorities might change, but those beefed up Vasari starbases are so damned tough that once I've slapped on the Assault Systems and full Defensive Enhancements (step 3->
I was wondering if any of the neutrals, like the militia or pirates would use mines on their wells. it's certainly not something you'd want for fast mp, but in a sp game where you are under less constraint it might be interesting if you had to bring a scout to new wells too, so as not to get trashed. it would make sense for neutrals to employ means to kill intruders. just so the build up is a bit more dynamic and less of a rush to get planets and fleet. though that also goes in the ar
[quote who="KristusVoso" reply="16" id="2043469"]so the way i read it is if u scout a gavity well u cn place mines in it? up to 150 per player thats still 1500 if all 10 did it, unlikey i know, but can it be explained to a simply? iv not had time to play it myself yet, and so u can place them in gravity well u own, by colonization an/or culture but also in neutral gravity wells like ion storms for eg which cant be colonized and dont have anyones culture there
[quote who="Peter Ebbesen" reply="3" id="2043556"] quoting post - lowering Starbase firepower slightly against fleets I am really happy that the answer to taking out a Starbase isn't massing frigates but coming in with the cruisers, the capital ships, and the bombers. The Starbase I've found best vs. the AI is an Assault Systems 2/2, Defensive Enhancements 4/4, Frontal Deflector Shields 2/2 and it is truly awesome, but when built with 2/2 Enslaved Labor a
now with structures having their own armor type, does anyone know, how much dmg capships make against them? because I thought it could be an interesting twist if capships were one of the few things half-way decent against starbases (other than structure busters, bombers of just plain numbers). after all, the banks were remodeled to fend off large amounts of weak enemies rather than few pretty strong enemies. could give ppl a bit more of an incentive to use them, if it was like in planet bombi
[quote who="Blair Fraser" reply="6" id="2043196"]You take the time to play a beta and report with feedback, so we take the time to fix the problems. [/quote] pure greatness. *bowes in reverence* [quote who="Tamba" reply="7" id="2043292"]Another bug with the Advent mines, that might already be fixed with your last corrections: If you tell the mines to deploy right where they are, it sometimes deploys them, and sometimes tells you something like "There
indeed, these new things need to be present in the stats screen too. a fairly useful tool to get a quick and easy overview over the game.
[quote who="Cykur" reply="2" id="2043288"] also agree that in team games at least one player should have a race with anti structure ships. I only had a short offensive phase, but there I used some ogrovs and I was quite pleased with the result (though the actual battle was a horrible mess on my part). I also wondered in retrospection why any of you never bothered to get a starbase with a stabeliser up near my front. it probably can be spared from a resource perspective and it would have
good write-up, hard to add anything to it. I agree that this map size, the game did take a bit too long. up to 2 hours is fine, but this was more than stretching it. which was of course due to the massive entrenchment on our side. also agree that in team games at least one player should have a race with anti structure ships. I only had a short offensive phase, but there I used some ogrovs and I was quite pleased with the result (though the actual battle was a horrible mess on my part)
[quote who="Agent of Kharma" reply="18" id="2043255"] Quoting Cykur, reply 17 Adama, they are very very hard to kill without torpedos....They can't get much tougher without making normal ships obsolete. Before I look at ur replay, did you guys try bombers against the SB? I took out a fully upgraded Advent SB in seconds, chiefly with bombers. Now, I did have 5 torp cruisers as well, and it's possible that they did most of the damage. But I don't know. We
[quote who="Jetheren" reply="24" id="2039552"]Oh I just remembered something very minor that I've been thinking about for a while now. I have no idea if this has been mentioned before but here it goes. When it comes to Capital ship debris the Vasari seem to have special debris from there dead capital ships (or at least a couple of them). The one that I notice the most is the Vasari Carrier Cap. When it is destroyed there is a large and very distinctive chuck that is left
is it just me or does the display for attack range only give the range of the standard gun? I upgraded it to full weapons it it was still the same as before. so, any way we could ascertain how far individual weapons systems reach? else, maybe the longest system should always be shown? I'm not a numbers freak and am not keen on looking them up somewhere outside of the game.
I found it a bit annoying for the ruiner to run headways into incoming ships. this is a mine laying ship, a support cruiser, not an attack ships, so it should stay behind. didn't notice it at first, so I'll play around with switching off auto attack or curbing its attack range. in any case, this could be something that should be done once they come out of the factory. otherwise, they could also adapt the ai routines of the other support ships, which I have not seen so suicidally rushing into
well, I crashed once, in a vasari game. hard to say how long I player, about an hour or so I'd say. I did play a tec game quite fine. one session was about 30 minutes, the other almost an hour I'd say. in the crash I had no warning I could see (though I have the reflex of clicking away all warnings). had all options in highest, so that probably is the problem. only have a 2600XT, which has 256 I think. not too great.
[quote who="BaggerX" reply="2" id="2040141"]I'm still concerned about the range of starbases. While they should be significantly more effective against fleets given the new weapon bank changes, those changes will only matter if the fleet gets within range of them. The phase destabilization helps some, but I'm not sure it helps enough. Can't wait to give the new version a shot though. Edit: And since I just noticed that the update is out now, I don't have to wait t
[quote who="Blair Fraser" reply="9" id="2039090"]We (Ironclad) have already begun work on the second micro-expansion. We are also hard at work on a new project.[/quote] YES! new project, eh? how I missed those vague teasers ... bring in a part-timer and the increase may yet reach 666%. you already have one pact with the devil (ms, GfW :D) so what difference.
cool thing. as always thx for the timely info. hope the update is out on the usual thursday, but what's a day in a long row of waiting.
so ... does this change mean that starbases are weaker now? because I have no clue how they worked before, in particular how many, if any, targets a bank can attack and whether the unused dmg could add to more than 100%. I mean I doubt that the proverbial 100 dmg were only applied to one single target before and can now apply to several units. that would be too huge an increase. anyone patient enough to enlighten a littly dummy? also, independen on what changed, is there any tooltip t