Agent of Kharma

Agent of Kharma

Joined Member # 3036562
84 Posts 814 Replies 24,300 Reputation

[quote who="CenturionJixra" reply="1" id="2057549"] All these requests in various threads to modify the game--weaken carriers, strengthen caps, make structures build more slowly, etc., make me wonder whether they're being requested and clamored for by people who've been beaten by them in online multiplayer. My question--if the game is changed in some sort of a way--do you really think it will make you a better player online? Will players who were mediocre end

59 Replies 154,833 Views

[quote]In your opinion, how many LRMs should it take to knock down a capital ship?[/quote] I wouldn't complain if it took an equal amount of fleetcap. I'd prefer that it take more fleetcap so that caps are easily worthwhile to build, but I haven't examined the ramifications of that statement enough to be certain about it.

59 Replies 154,833 Views

So should you just build as many trade ports as you can everywhere, paying no attention to "longest path?" The computer will then determine your longest path automatically and give you income based on it?

6 Replies 4,782 Views

[quote]I certainly wouldn't bring out the Sova early (maybe second or third cap if I felt very secure, but typically that's not the case for TEC early game), but embargo is an absolutely awesome must-have ability late game.[/quote] While I actually like the crappy Sova and its crappy Embargo (its the only reason I ever build the damn thing), the truth is I rarely get a chance to use the ability. The only times I've ever pulled it off where it made any difference in the game was

59 Replies 154,833 Views

[quote]I dont understand how you cant understand what 100% damage reduction means. It wouldnt matter if it were 100 adj if all damage is blocked.[/quote] I couldn't understand it because that's not what you said. You said you had a fleet of this many X, that many Y, and 15 adj but the hull never got below 15,000. That implied to me that damage was being applied, but the hull never got below 15,000. This implied to me that the sb in question did not have a frontal shi

34 Replies 6,658 Views

Please tell me if I have this right. I've always heard something about "trade ports make money based on the longest trade route." Now, who the heck knows how to interpret this, but I always figured I should make the distance between trade ports as long as possible. To do this, I select the two (and only 2) planets in my empire that are furthest from each other in terms of phase jumps, and pack them with as many trade ports as I can (usually 2 or 3 on both planets). I p

6 Replies 4,782 Views

[quote]All the while you cant even get away from it cause it can move.[/quote] Dude, it moves like a turtle. You can drive circles around it. Sure, it moves, but it won't win a marathon. You can get away from it. Everything else you said as far as toughness of the vasari SB goes for the other starbases as well. I've seen similar fleets go up against TEC and Advent SBs and die. However, I find it hard if not impossible to believe that 15 adjudicato

34 Replies 6,658 Views

Not a ridiculous idea, but I would opt for something more simple, more easily implemented, and most importantly, more easy to balance. Costing actual resources to build strikecraft might not be a bad idea. Fixing flak frigs can be considered, etc. Having said that, the real danger here is that if something is done to the carrier, it is over-nerfed. THINK ABOUT IT. That's the history of other games, and this one as well. The PJI was over-nerfed coming out

48 Replies 77,552 Views

[quote]I have not faced one using this but it seems like it would render any attacking fleet useless. It also heals itself so that any damage that gets thru is repaired.I dont have much experience with these abilities but it really sounds unbalanced.[/quote] "I have not faced one using this..." and "...don't have much experience with these abilities but it really SOUNDS unbalanced." I highly recommend getting the experience first before commenting on the balanced or

34 Replies 6,658 Views

[quote]Is it just me or do the vasari have a bit of a ridiculous advantage where thier starbase is concerned? It can move, has insane damage reduction and repair abilities, can be built earlier, and has far more hull points and shield points than any of the others. [/quote] I am an experienced player, but I have not yet been able to successfully assault an enemy SB with a vasari SB. With equivalent hull points as the enemy SB, plus the anti-structure weapon upgrade, my SBs have

10 Replies 19,255 Views

[quote who="tyr222" reply="20" id="2055593"]the people i like to play with have long since learned sins thourogh enough to enjoy all the stratagy aspecs and carry them out like a calculator does math, i honestly could almost perfect accuarate tell you how a game pans out just by scouting positions. all thats left is waiting for your ships to travel and structures to build and money to accumulate and fleets to mass. i even dont take bathroom breaks before games, i que my opening bui

38 Replies 63,376 Views

[quote]If they were really good at level 1 already we'd see all cap fleets.[/quote] I don't think it would necessarily be a bad thing to see all cap fleets, because they are by far the most interesting ships in the game, and it would be far more manageable from a tactical perspective to control relatively fewer but more powerful and interesting capships than an infinite hoard of frigs where you have no hope, I don't care how good you are, of using real tactics, much less special abili

59 Replies 154,833 Views

Personally, I hate fast game speeds, which is all anyone wants to play online. Fast speeds are for people who want to play the game like an arcade game, not a strategy game. How on earth are you supposed to think or plan a strategy, much less execute it, when the game is flying 90 to nothing? Things like taking planets even becomes useless, because with the fast income rates you can't spend the money that's already coming in fast enough as it is. Fast speeds remove all

38 Replies 63,376 Views

I believe that the Marauder's distort gravity works on allies, but I wouldn't swear on my mother's grave or anything. I seem to remember the carrier's microphasing aura working with allied strikecraft too, but again I could be wrong on that.

2 Replies 1,955 Views

I can tell you that I built a vasari sb to attack an enemy sb (non-vasari). I upgraded the weapon for anti-structure. I checked and the enemy sb was not upgraded in hit points, so I didn't feel the need to upgrade mine. I attacked and the enemy sb slaughtered my vasari sb, haha. In fact, I've tried this numerous times, but so far I have not been able to kill an enemy sb with a vasari sb.

3 Replies 1,438 Views

I'm talking about the special ability of dropping down a missle battery. When upgrading the ability, I couldn't see where anything changed. The duration seemed to be the same, the attack ability seemed to be the same, the amount of mana necessary to drop down said missle battery seemed to be the same, and finally the cooldown seemed to be the same. Can anyone shed any light on this?

8 Replies 5,189 Views

Right - replays show similar events, but not the same events. Sometimes, they aren't even similar - its just a different game entirely. I've seen this happen several times.

15 Replies 9,894 Views

[quote]hmmmmmm nope that is not posible no pro i no could come close to doing that and i no alot of them including most of the best[/quote] Someone tell me exactly how to get screenshots on this web page (I tried it before on another post, and it NEVER worked), and I'll post them showing the entire debacle.

15 Replies 9,894 Views

[quote]lso, there is no reason to build light frigates as TEC. Put up two military labs immediately and research long range frigates.[/quote] I have read more than one pro state the same sort of thing, and believe me, I am not questioning the advice of pros. But I suppose I still scratch my head sometimes because what am I supposed to take neutral planets with? Air? Of course, the pro would say "long range frigates." But I don't usually want to drop 2 labs dow

13 Replies 17,712 Views

Yeah, well to explain a little deeper, I ran into this dude online. Sure seemed like a pro smurfing. Uses the same orange colors as JohnJames uses, plays vasari, goes straight for carrier spam as soon as he possibly can, and goes straight for your homeworld, taking 'roids along the way (but ignoring planets). Pulls off some irritating moves that don't seem possible. I knew he was coming, so fortified an asteroid to slow him down - 3 turrets and 2 repair bays. H

15 Replies 9,894 Views

If you want to beef up your scouts and light frigs early game as TEC, what makes them harder to kill? The armor upgrades, or the hull? You have a choice of which one to pursue first - which one is superior, and why? Thanks.

13 Replies 17,712 Views

[quote]Yet none of those posess the intrinsic properties of fighter/bombers. 1) Can't be blocked. 2) Can't be permenantly destroyed. 3) Can cross a gravity well in a few seconds. 4) Replaced for free. 5) Immune to most abilities. 6) Require very specific counters - are in no danger whatsoever from most ships. [/quote] Hey Uranium, I actually agree with everything you say here. I even have my own thread "Do flak frigs suck?" and you've pos

38 Replies 58,681 Views