not again......... listen, we all know u didnt try anything to counter it, you just hate you lost and "report" this at least first try to counter it b4 whining about imbalanced thingies spamming = not a bad thing if you have 50 cobalts ofcourse i make lrm's if you have 50 lrms ofcourse im not making cobalts!!! think of the strenght and weaknesses....... spamming is unavoidable if you have 50 cobalts why would i risk the game to develop an "all round" army
Shadow_of_Light
dont upgrade skill then colonize inmediatly after it takes some time for it to work.... rly weird same happens with advent progenitor, the 20% upgrade bonus takes 10 seconds to work
morons wil always be around and annoying they'll try anything to make you feel bad... saying "i wont surrender noob cuase you didnt beat me (mostly some lame laughing behind it...)" i just ignore it.... tough an ignore function would be great to stop the beeping of the chat while still being able 2 hear game warnings. heard some people talking about a rating system.. BAAD idea, seen alot of free online games (......dont think me a kiddie now :P) hav
[quote]I love to play as the Advent, and don't ever really have a problem taking out fleets (when they don't run away) but I can't for the life of me keep a planet safe.I'll take it, post up some defense, and then watch as some planet killers wipe it out. The last game I played, four defense hangers and two beam cannons couldn't keep it safe.Am I supposed to build even more hangers to keep it safe, or waste my fleet cap and just have ships always hang around?Here's a wild idea: Keep a group of S
good job :) cant wait 2 hear the next part 1 question... why are "we" listening to the TEC :P its TEC there TEC here.... :P
same problem with me everytime i play with an AI he has a small fleet made up of 10 light frigates and 1 (sometimes 2) capitals, and 1 fleet made up entirely out of siege frigates (record so far is 35 in 1.5 2 hours) i'm eager to find out why the AI makes this choice, since by then my fleet consist out of 25 light friagtes 25 lrms 5 or 10 antifighter and 1 or 2 capitals more then enough to take down his siege friagtes, but the hit and run tactic is pretty annoying
sorry to say but all this is not true there are a few ways to counter LRM class frigates, and TEC garda is not one of them TEC: the only way to effectively counter LRM's is to make LRM's of your own, since theyre made pretty fast Advent: best way to counter LRM is using the Illuminator, since it needs 3 tech levels this is not always avaible instead use Defence vessels, the adventanti fighter frigate is the strongest of its type and wil do go
more fleet capacity...?? what i'd like to see in 1.03 = same amount of ship capacity but lower upkeep costs making your fleets even larger wil ruin the game.... already had 4 crashes "minidumb???" which al happend during 2 big fleets fighting also on the bigger maps if you know al the races touroughly everyone picks the vasari in long lasting games returning armada gives free ships\ example on this : i was vasari when ny oponent was Advent<b
[quote]The first part of the mod sounds great but: Some of the changes in the 1.0:- Normal self-repair removed.This is a terrible idea. The reason for self-repair is to eliminate the need to micro. Self-repair is slow enough that it makes no difference in a fight, and the entire reason it's in-game is to remove an incentive to turtle. Instead of blockading around repair stations, you can set up defensive fleets in neutral areas like Wormholes. Self-repair means that they can take care of the
[quote]Grrrrr...Makes me angry that no one is creating a stargate mod [/quote] lol nice way to show your thanks these guys put "all of there spare time in making the mod and ure asking why nobody makes a stargate mod...... why dont start with a starwars mod either -.-.... a
the danger with trade stations is that you wont have enough slots left for tech centers (on medium 2 small maps in short al the time) 1 trade station per planet gives hell lotsa income i had 8 planets 1 trade station per planet income was around 90/sec refinery ships are nice, but need some serious thinknig b4 placing them 1. what planets are adjecent to the 1 your building it at? (refinery ships wil move 1 phase lane to get materials 2. a refinery
[quote]Just bulid some scout ships, and send them to various planets owned by the enemy, all if possible. This is always fun to annoy the player by having multiple structures (even if the buildings regenerate it) under attack. The player will often send a large section of his force to deal with them, or start building defenses. If the player sends some of ships, this will obviously make him weaker. If he builds defenses, a large chunk of his income is wasted. This becomes a small t
i think you are refering to the Carrier cruiser right? in this case, the Carrier is the weakest ship in game, even scouts are better the Bombers and fighters it can produce are pretty powerfull however another example of sweet balance.... pawning bombers without a refuelspot r worthless ;)
diplomacy is a powerfull weaopon keep your allies happy, and a cease fire is all u need a trade negotiation thingy wouldnt be bad either just remeber YOU have to get advantage from the trade agreement never lose sight on your neighbours, since i;ve got backstabbed by an AI once (fact that he had 3 planets (1 asteroid) and i had 8 plants (4 asteroids) didnt mean a thing to him, pounded him completely and got another 3 planets in this case the AI definat
[quote] bombers can damage other things not just caps, its just that they do extremely well vs caps, thats why its being discussed. Please dont do cost comparisons, because the bombers also kill other ships and structures, Im just stating what can happen before any of the bombers start dissapearing, not the carriers. Oh sorry, here I was thinking any discussion of 'unbalanced' elements might want to actually look at if it's actually a problem or not. If yo
[quote] The cap itself doesnt have to have the anti fighter abilities, theres no way a fleet with 40 bombers is going to be facing only one capital I think you kind of skimmed through my post, I was stating/implying how you can kill a few structures and even level 10 caps with enough bombers long bef
[quote]they look nifty is there anyway to port them 2 game? [/quote] shouldnt be imposible since u coukd copy paste the info
[quote]Oh...? So the story in the original games are that much better? I only played HW2 and couldn't bother myself to get past the first mission in HW because of the sheer inefficiency of the controls. I'll try to give it another shot considering how much praise it gets for storyline. And seeing as I thought the storytelling in HW2 was pretty damn good... can't wait to see how great it is in the original. [/quote] you're obviously a "mistic" story fanatic :P HW1 is a
[quote] aha, the advent have LRLs, not LRMs! petty pointmongering aside: advent illuminators are MAD powerful, not to mention they can shoot numerous targets at once (making them damn well near indomitable when you surround your enemy with a lot of them) Aren't the Advent Illuminators' tri-beam lasers matched by the Vasari Assailants' area-effect shield-piercing missiles? With a better-optimized attack type(AntiVeryHeavy for the Assailant vs.
[quote] Agreed. Thanks for that worthless post. Maybe you could have said you're sorry to the developer for waltzing into his forum, squatting, and defecating all over his nice new game that has won praise from pretty much everybody except the people who post here? [/quote] your taking the words out of my mouth....... the game is great as it is, some adjustments in balancing but all games need that! keep up the good
just 2 let u all know.. lrms suck.... i dont know how u try to counter them but i've only lost once to a massed lrm fleet. [b]what to do vs massed LRM's[/b] when your oponent uses massed lrm's the rules of combat change, get as CLOSE as posible and hit those dammed lrm's 1 by 1, ignore his capital ship and retreat your capital when shields are down (happens pretty fast) since lrm do bonus damage vs small frigates (cobalt etc.) do not mass those (no more then 2
[quote]PJI's don't do enough to stop them bypassing systems, especially heavy cruisers which have a ton of health + intercept, they can just run through to your back systems and kill orbitals [/quote] the problem here is that your planets need defenses if you "know" which planets are on a posible bypassed route make sure u have
hé tell your dad he's doing O.K. :P always triple check if you are not being fooled or anything.... unfortunatly i'm but a simpel player who pre-orderd the game all i can say is, it is legal.... should anything go wrong u can contact Support and they will help u out. BTW, why would you want to Download the game instead of buying it from a GameShop (another proof it is safe, it's avaible in the stores!!!! :CONGRAT: )
[quote]It sounds like the objection to a total lockdown is that it is possible for the defending player to make a very strongly guarded chokepoint, then fire superweapons (novalith cannons, etc) from behind it. I think you could fix this specific problem without making the PJI so weak for its intended purpose, though. Here's two ways: * Make the PJI easy to kill. Simple. * Make superweapons shut down their owners' PJIs for X minutes after firing. [/quote] <
why make ships if u can mass bombers then :P anyways if they should improve anything they should impove fighters i've had 4 squads of fighters attacking 1 squad of bombers and after 5 mins only 1 bomber was damaged 90% like wtf? why make fighters if they dont take out bombers...... i know theyre good vs some ships but how 2 get rid of fighters on low levels then???