[quote]4. New mechanics: consider Pirate "bias bounties." Instead of automagically going after the highest bounty, perhaps the bounties could be used to "weight" a random selection. I'm not prepared to go into higher math, but one example might be if bounties on 3 players were 1000, 1000, and 2000, the pirates might have a 25%, 25%, 50% chance of hitting those respective players on that launch.[/quote] I'm sorry, but terrible idea. Part of the reason pirates are in there is to give
psyck0
The search button is your friend! Learn to love it! I don't actually remember the exact directory, but this Q has been asked at least 8 times to my personal knowledge, so you shouldn't have a hard time finding an answer. Hint: you may have to enable 'show hidden folders' to find it. I know it's in kind of a wierd place.
Oh, no. Christ, no. Fuck. Fuckity fuck fuck. NOT build order! Say it ain't so! Lols I are so great I do the same thing every game and I winz hehe! I object to a few things here. First of all, the loss of imagination and tactics, and replacement with a set-in-stone order. Secondly, to your advocacy of mindless spam. Bah! I have taken out armies of LRM and Flak with only 2/3 the number of skirmishers and assailants and NO MICRO, and I will continue to do so. Thirdly, to your shee
The problem with this tech, I think, is that frankly, most people just aren't very good yet. Fair enough, the game's new. So here's how you counter Returning Armada: 1. Scout. KNOW that they are teching up to this. If it's a multiplayer game, coordinate with your allies to take them out- if the Vasari is fast-teching, you have an effective 1-player advantage for around an hour. USE IT! If it's a single-player game, harass! Their defence force will be small because they can't afford to s
Whaaaaa?! You're based in Vancouver?! I am visiting as soon as my term is done! Holy crap! Teach me to do my research, why dontcha :p My apologies. I am assuming boxing and such actually occurs in the States, though, to explain why it is shipping from there?
[quote]I really don't see the use of that, either. Ooh no, my structures build a tiny bit slower. Whatever shall I do? I don't usually find myself with more money than I can spend, so slowing production a tiny bit isn't an issue for me, as I don't notice it when I can't afford stuff anyway. If this STOPPED all production it would be awsome. As it is, I never put any points into it.Fair enough. Personally, I find the 'recon' component quite handy (it lasts 5 minutes even at the lowest level, and
Sigh... Canada gets shafted, again. Just like the prices are higher than in the US, even though our dollar is on par or HIGHER than the US dollar at the moment. It's like people forget we even exist sometimes. Craig, the problem with buying online is the SHIPPING, which is HIGHER for Canada than it is for the US. I understand that you're based in the states, but I also hope you can understand that it is very irritating that we have the option of paying an extra 50% for shipping for the
Extracters have too much health to blow up with a small raid. All buildings do, in fact, which is a gripe of mine. As it is, I am almost guaranteed to lose ships to kill even ONE research lab, because it takes forever, and the lab costs less than my ships do!
Gateway is fun, although I have never entered the second solar system in multiplayer.
[quote]Subversion - Still trying to see the value in this one. It's a 'raid' ability - useful when trying to harry the enemy rather than actually attacking in force. If you don't use those kind of strategies, it's not much use, I agree. [/quote] I really don't see the use of that, either. Ooh no, my structures build a tiny bit slower. Whatever shall I do? I don't usually find myself with more money than I can spend, so slowing production a tiny bit isn't an issue for m
I would love to play this game more with harassing and less with massive fleet-to-fleet combat (not saying fleet combat is bad, just that I would like to try some harassment). However, I really don't know how to make it work. My first thought would be Vasari with Marauder accompanied by some siege, using the speed-boosting ability to run if any hostile fleet comes by. Beyond that, the only thing I've been able to do is make people jump their fleets around a lot by feinting at
You get a pretty good mix of ships, actually. I've found I usually get an average of 1-2 enforcers, 2-3 assailants, 0-1 flak, and 1-2 carriers per fleet. That seems like a good composition for a balanced force. As for defeating the rush-to-tech strategy, it's not hard 1v1. 1v1, Returning Armada is not really viable as a fast tech. You could fast expand and tech to trade (which requires 4 bloody labs...), turtle, and THEN tech to Returning Armada (and I've done it, and that works) but th
[quote]Go back to Starcraft.[/quote] Truth. We don't care for your kind here. Screw micro and build order, I'm going to use my BRAIN.
www.portforward.com. Follow the instructions. You don't have to be a 'geek', but we DO appreciate you using your brain a little. Like trying the search feature in the forum for all the other (whiny idiots') posts about this before having a fit. Seriously, have you never played warcraft, starcraft, red alert, or any of those online? All of them require you to open ports just like this.
Yeah, I almost never have more than 2 or 3 caps. Frequently, I only have 1. Advent caps may call for a few more, seeing how their abilities are synergistic, but I would never have more than 4 or 5 at max fleet cap even as them, and it sounds like you were no where near that. (I play Vasari, and our capital ships are really...meh.) Capital ships can take a beating, but do far less damage than an equivalent cost/supply of frigates. Remember, capitals are for SUPPORT, and are largely usele
If anything, phase stabilizers should INCREASE trade income because it makes the trade ships able to reach their destinations faster. Devs, if this is true, PLEASE fix it, as it is highly unfair!
I honestly can't remember the exact location, but use the search function, you'll find it. You may have to enable "show hidden folders" to see them, though.
Culture really does seem to be pretty worthless in this game, you're right. Just hope for a boost, that's all :)
Turrets are better than hangers for human players, who tend to just fly right to the hangers and blast them. Stick a ton of turrents around your repair towers and voila! Fortress! Mind you, I do play as Vasari and tend to have a defence force no more than 1 jump away (I love stabilizers), so sieging my planet is not a huge worry.
It was awful. He kept complaining his planet was being attacked by 8 advent bombers and asking me to do something. Problem: I was in another solar system. He had a massive fleet ONE JUMP AWAY. He lost and recolonized that planet about 5 times. I was ready to shoot myself. Completely useless, didn't do anything worth having him for all game. On the plus side, all he ever wanted me to do was attack the guy I was already attacking. That's why we allied in the first place.
If you can't follow the instructions at portforward.com, you are an idiot, and I am happier not playing with you online :) If you opened all the ports and set exceptions and it's not working, YOU MISSED SOMETHING. Don't blame the devs for that. The game is set up no differently than any other peer-to-peer game (indeed, how COULD they make it different?).
Seems like some people aren't getting the purpose of this game. There ARE no build orders. The games simply last too long and are too variable for them to be effective. You have to SCOUT, counter what you see your opponents doing, and expand at a reasonable pace. Get the techs you need when you need them. I can tell you that, with my starting credits, I build 2-3 navigators, cap ship factory, resource mines, get the Evacuator ship, max out my fleet cap with Skirmishers, and scuttle my c
While they're at it, it would be nice if selecting one of the notifications in the bottom left (about war, attacks, etc) scrolled the empire tree to the planet it was referring to and highlighted it. Another tree bug that I'm not sure has been mentioned is that when you have one control group selected on the tree and you go to add units on another planet to that control group, the tree jumps back to the first units the moment you click on the ones to add- VERY frustrating.
My understanding was that you couldn't attack someone for a period of time after you revoked a peace treaty. I'm just wondering what that period was, because I just got stabbed immediately after the other guy revoked it. I'm not complaining, he outplayed me, but I DID think I had a grace period to get my fleet back to defend...
That was exactly my point. While your opponent is spending tons of cash on siege, you're getting a real fleet and beating the crap out of them. I don't think that their speed should be nerfed. Harassing with siege frigates IS a valid strategy, and should be supported. The fact that you can chase them around and scare them off proves that it can be beaten.