counter intel is important, but hangers are expensive. The time when intel is most critical is at the beginning - a point where your funds shouldn't be going to hangar defense to stop scouts. Also, scouts are so fast, unless you have a lot of hangar D, they'll easily still slip by your defenses, only getting moderately damaged. Even worse, if they just scout between your two main worlds, bouncing back and fourth between the grav wells, your strikecraft will probably not even reach the
Jinx
I'd advise staying away from carriers. However, hangar defense honestly isn't too bad. The thing with hangar defense is that you still need to scout to know what strikecraft to build. Remember that you can scuttle strikecraft, allowing you to build some of the other type. In general, people attack with fleets consisting of mainly HC's or LRM's as their DPS. Against lrms, have fighters. Against HC's, have bombers. Keep scouts out to know what your enemy is attacking you with. If t
2 eliminates it for all planets. The negative income is removed immediately after the 2nd pop upgrade. However, if you just upgrade once, planets will eventually grow out to be zero. IMO, it's better to just upgrade twice though.
[quote]Highlight your planet and it will say tax income and it will be red until you upgrade it enough to actually make you money.[/quote] The question was if he can tell how much it'll drain BEFORE he colonizes. I haven't played in a while, but I'm quite certain you can't. You just need to memorize it. It's something like 2.0 credits a second. After you've colonized, a better method of finding out what planets may be draining your eco is be to hover over your credit
IIRC, lvl 1 on a 3&4 level planet also gives you 0 tax penalty after enough pop has settled. However, you should always upgrade all planets to 2 anyways and all asteroids to 1 as soon as possible.
Do you really need to ask what my point it? I thought you'd have been intelligent enough to see that I was basically posting that in support of your argument that Crysis isn't doing as well as the people on this board are exclaiming. I posted the link to show that Crytek is complaining about their sales. Yes, they're blaming piracy, and to be honest, they're probably partially correct. However, the main conclusion that you can draw from that article is that Crytek is saying "We didn'
Yes... it was quite intentional, I'm sure. Damage isn't as difficult to balance as skills that do miscellaneous effects such as AOE stuns (subverter) or pushing your ships around (guardian)
read this: [link="http://www.next-gen.biz/index.php?option=com_content&task=view&id=10254&Itemid=2"]http://www.next-gen.biz/index.php?option=com_content&task=view&id=10254&Itemid=2[/link]
when you're being repulsed, your fleet splits. When repulsing, it's very easy to repulse just after the illums fire a shot. In fact, you can just drive your illum/guardian blob around and spam repulse while doing it. As you do this, your illums will get off a number of shots then the enemy ships will go flying. If the Advent player is any good, he'll have multiple guardians and 2 illum blobs also with guardians (how I play repulse spam). The two illum blobs will bounce ships back and fourth
Don't be silly - that's where micro and forethought come in. When your caps get pushed around, you've essentially lost control of them. Even if being naked/exposed, it will still give you more options. Obviously, if they enemy has 30 illums and 4 guardians, it wouldn't be very smart to have your cap anywhere near that blob. If repulsion didn't affect caps, that obviously would change the way I throw my caps into the fight, wouldn't it? Furthermore, as it is currently, a player with
250 a second. Yeah, it's super strong. Keep in mind ships get damage mitigation though.
when you click malice on something, ships around your target also get hit by it. After that, everything that's malice'd will take a % of the damage that any other ship that's also maliced receives. The targets still take full damage if they're actually being hit and the malice damage is added on top of that. ruthlessness is a passive that deals constant dps to everythign near the ship. It doesn't require antimatter and it's just always on. I believe it also works with malice, but I'
RA continues to give you ships, you just can't build more gates. It's great if you're holed up and you have no room to expand. Just replace civs with miltary and start getting a bunch of subverters.
no, which is why we've been saying it's completely broken and op. (see HuntingX's post)
People were complaining Advent sucked pre 1.04 because 1 - they had lousy late game tech (compared to RA and Novalith - if you ignore the price tag on the thing...) 2 - they couldn't very easily stop early rushes. If they get lrm spammed, they need to "counter" with defense vessels. However, the lrms would be able to bring down their cap and a lot of their infrastructure. Futhermore, it wasn't difficult to retreat the lrms because the defense vessels dealt low single target damag
Not sure if I'll participate, but I must say, Third, I am very impressed by your commitment to the community :)
I haven't bothered reading this thread since my last post, but I suggest people take a look at this article. [link="http://www.destructoid.com/ten-golden-rules-of-videogame-fanboyism-83502.phtml"]http://www.destructoid.com/ten-golden-rules-of-videogame-fanboyism-83502.phtml[/link]
I've never tried modding sins, so I can't offer any advice. Just wanted to say your ship looks cool =)
These are crazy nice! The asian woman looks like Yukie Nakama http://wiki.d-addicts.com/Nakama_Yukie The black guy also looks like Dave Chapelle lol I wonder if using these portraits instead of the originals can cause any sync problems Edit: I didn't read the second page that she actually WAS based on Yukie Nakama. Oh well, I still feel smartz
[quote]Mmm... getting warmer... the units were fully 3D, the terrain was "quasi-3D". It's a flat texture put in place to represent a real heightmap... and the heightmap is real 3D, ie, units rock as they go over bumps, shots get blocked, etc.[/quote] We're both right. Height maps are basically just an extension of collision zones/masks. It's just a cheat to give the appearance of 3D. However, they incorporated the height map into their physics equation so that for all
you guys have it backwards. It was 2D terrain with 3D units. That's why you can't pan the camera. The purpose of this was specifically to allow units to run and gun. Chris Taylor said this in an interview at one point (back in the Cavedog days). Another advantage to the polygonal units was that they were faster to create. Thus, this allowed Cavedog to put out a new unit every week (was I the only one downloading them?)
[quote]i play Vasari, and i feel bad going RA is quite suicidal unless : -u play 1vs1 vs an easy AI computer -u play Very large map in FFA mode otherwise, u dead before your first "free" ship arrive so i only play ffa... and i do nothing except playing low profile while teching civics... i can't rush, i've to pray to avoid very agressive neighbour[/quote] Hmmmmm... Last night in a 2v2 I got RA in 18 minutes and had 6 gates + lvl 2 RA at th
[quote]Yes but most games don't have an enormous fan base raving about how innovative they think their game is, when it is plainly not the case.[/quote] I don't believe we were arguing that SC was extremely innovative. I've said this many times, but perhaps not here - innovation is not required for a good game. A good game is all about execution
His dog was killed by a Starcraft CD. That's why he has so much rage. That or it's just the usual teen angst.
@Haeso Long rant, but I totally agree. From what I've seen, modding SAVED WC3. Most ppl I know (granted, it's just a small subset of the WC3 population) bought WC3 JUST to play DOTA. They never touched campaign and played only a handful of melee games before never going back to them again. WC3 editor is amazing.