True, but when an overwhelming amount of the community is voicing together in unison for what feels like eternity "FIX REPULSE, FIX ILLUMS, FIX ENFORCERS" (Those are the three issues I think everyone agrees on), well.....one's patience is lost. Anger turns to frustration, frustration turns to hate, hate turns to the dark side....i mean insults. It's frustrating when obvious fixes aren't fixed. They can't listen to every little forum post about balance, and I'm glad they don't, bu
Raging Amish
I haven't read this post, but to nerf means to weaken the unit in some way shape or form. For example, people are suggesting nerf repulse by making the ability cost more antimatter (can't be used as much), and we also want Illums nerfed for balance. For illums, I want to lower the overall health/armor to bring it into balance. Advent eco abysmal? Thanks to the mothership Advent pays up to 60% less for planet upgrades. The tier 8 +10% allegiance bonus aint too shabby either. Ev
Lol, I only advise using the Akkan for the more experienced player. It's lack of firepower compared to the marza and lack of any colonize bonus until level 2 (0,1,2 free mines is bogus). Basically, with the Akkan you need to know how to use Ion bolt and somehow make it to level 6. If this cap dies before level 6, you're screwed. If you make it to level 6. You're golden.
Yeah, the AI fetish with the seige frigate makes them too easy to beat.
True, and that probably applies to me as well. Sometimes patience leaves the best of us though.
The stun doesn't last long on starbases. The effects wear off quicker on starbases than normal buildings/units.
Yeah, top pretty much got it. I've got an Inspiron Laptop with 2 gigs of ram. I have to lower the quality to sustain playability in later stages of the game.
Ah yes buckethead, well, then we have to add Les Claypool now don't we?
DOUBLE POST! WOOT!
I've put up a couple posts about this. Look in the general section for a post about HC's vs. Illums. HC's are listed as beating anything except bombers. HC's counter Light Frigs, Long Range Frigs, Seige Frigs, Flak, Carriers with fighters, suppot cruisers, other HC's (they get a bonus attacking themselves). Currently Illums beat enforcers and are about equal to kodiaks. HC's are listed as countering Illums. They don't. You wanna call that balance? I'd rather have balance lik
Actually, considering I have a bit of a scout fetish, I was more getting on board and drooling at the possibility of my scout fleets. I've loved messing with scouts ever since I saw the tec scout ability. Actually, I think lowering the health of long range frigates is all that's needed. Currently scouts can beat them. The only exception is Vasari scouts can't beat Illums. I've written another post in the general section about HC's vs. LRFS. I want to balance the current lrf's
Point 1. Rushed Novaliths (i.e. econ guy in back who's had the time to get them) can knock out planets like crazy. I understand the arguement that starbases take away from that with undying allegiance....but seriuosly....have you ever had a game where instead of building a fleet to fight off someone that you were instead building your own starbases and just teching undying allegiance everywhere? That's a baaad investment. If someone's got you doing that either you've got a crazy CRAZY booming
I'm not entirely sure where to start. I think the only response I have is this: I want the game fixed in this order, and the further you go down the list, the less important I think it is: 1. Nerf Repulse (Double the Antimatter cost per second and give it a 50% longer cooldown, but don't nerf it to obsolescence like subverters were) 2. Nerf Illums (Again, not into obselescence, lowering health to 500 and lowering the armor to 1 would fit the game's current ba
Yay, more powerful scouts!!!!
Lot of good names on this one. I'm gonig to add Mark Knopfler. Long live Dire Straits!
Kudos to you. You have the mind of an online player. Probably a pretty decent one too with some practice. Anywho, while the idea is a good one, the problem is that LRF's are the intended counter to light frigs. The damage multiplier against light frigs should probalby be lowered by 25% considering the dps of lrf's is high to begin with. Anywho, lf's are countered by lrf's. Ideally, lrf's should be fragile (like an archer in any orther medival rts u may have played), so they ca
Except balance, I'm beating a dead horse and I'll shut up when the next patch comes out, but until then, "except balance" is my answer
Deciever, there are two ways to tell which ones are fake and which ones aren't. The first is what I mentioned with the left side bar. The second is when you're building up a que of units to target, if the Illum has in red letters at the bottom of the description card "Abilities Disabled", this is a fake. You can target ones that are real. I think some of your Illums may have been fake and you didn't realize it. It's a possiblity, because the ability fires automatically when in combat.
Lol, my bad. What I mean is, just for a few starting tips: 1. Use the colonizing capital ship (it's the one in the middle). Your first capital ship is free, and by buying a capital ship with colonize, you will expand much much quicker. 2. The best choice for your first fleet is either long range frigates, (Assailants, Illuminators, or LRMS for TEC), or Carriers. Fighters are good early game. Bombers are good late game. 3. The AI loves to use seige frigates. Fig
Nah. Just listen to the vets, Use a Marza, Mothership, or Evacuator as your first cap, and have your starting fleet be either lrfs or carriers and you'll be miles ahead of slaughter. You'll upgrade to the class of "speed bump" lol, jk, you'll be fine. You'll take a few lumps along the way, I can assure you, but play the AI for a bit. Use LRFS to crush the fleets of light frigs it will make. Use fighters/scouts (not too many scouts)/turrets (I only use turrets if I don't want to defend against
I have to disagree Ead. We're not suggesting a hike in price overall. Take the current price of a carrier and lower it, and then make strikecraft cost a certain amount with respect to their current cost. If Carrier X costs 2000 cred and supports 2 squads, I say make the carrier 1000 cred and the squads 500 a piece, or perhaps the carrier 1500, and the squads 250 a piece. The whole point of this is to make it so that strikecraft aren't so freely regenerated
You should repost in the technical section of the forum or perhaps in the multiplayer. A moderator is much more likely to spot it there. You can also email support with this issue. I forget the email address but it's floating around here somewhere.
It's easy to learn. Hard as hell to perfect. Online the games probably go around 45 min to 2 hr's, with the better ones running 2 hrs. 45 minutes means it was a slaughter for the one side.
See that's a moment where you have to decide what's important. 6 caps, or knocking out his entire fleet. Use the dunovs to knock out the guardians first, and then just send in the kodies up close to the illums. Kodies will mop the floor. They don't have all that armor for nothin! I would've sacrificed a cap or two in that situation. I lose a cap. He loses a fleet. Micro the real targets. Lose a Dunov? Bleh, so what. You obviously had a monster econ so buy another one and manually
Yeah, Mindseye and Grey pretty much hit it on the nose. Your TEC fleet as you described it was 1380+ ship slots. Sunny's was 700 ish. Your fleet alone was twice his size. Illums are imbalanced yes, but unless he was abusing repulse, mass disorient, or meteor strikes, you should have won that. Especially considering you had a second fleet there.