hold down shift and then right click from one unit to the next in the order that you'd like to destroy them. I'm 99% sure it's shift. It may be ctrl.
Raging Amish
SageWon, Astax, I should be clear. I respect both of your opinions. I see both of your points completely and understand why you support these ideas, but when it comes to my opinion of quick start my position is unyielding. I liked the opening 10 min of gathering intel. I'm not sitting staring at the screen ever. I'm always microing the scouts to scout the map, figure out what the map looks like, and then gauging what I should do. Quick start gets real old real fast to me. You say the
The only way you're buying this is if you're not playing quick start. In general, with no quick start, the game starts out slower so 26 min isn't unreasonable, though unlikely. Off the top of my head I'd say min 20 or so is when I tech up to the next tier of taxation. Arguing over the little things? You bet. I could also bring up that I used 4.5 cred = 1 resource, or I could have said 5 cred = 1 resource, meaning it would actually take longer to pay this upgraded off. My poi
I thought I did. It's the Unit Guide. That's not enough? Damn, you ungrateful people. Just Kidding [e digicons]:grin:[/e] . I've definitely got a bunch of posts floating around here. Mainly in the strategy section. Click on my name and click "Raging Amish Posts". You should see all of them. I know there's at least a few dozen of them.
Nay Nay Astax (Sorry, been listening to a lot of John Pinnette lately). 6 jumps away? Hell, if he's 4 jumps away with the way I play getting ice+lava is no problem. Believe it or not the reason I started using scouts for combat wasn't for human opponents, it was for pirates. Granted the process has evolved, but getting ice/lava never has and never will be a problem in my book.
[quote quoting="post"] Upgrading Your Homeworld: Worth it? The Big Planet upgrade though that's worth explaining, however, is the first and biggest one you can get, the lvl 4 pop upgrade for your Homeworld at the start of a game (assuming you're not playing one of the few preset maps that starts you with a desert) If you go in and check, 1 pop generates .03 cred/sec. You can't go by the 11.4 on a homeworld and divide it by 190 b/c the homew
Speaking as someone who's been in your shoes......you'll be back.
I've kinda wondered about that Darvin tbh w/ you. 30% to hull is nice....but my question would be how often have you run into repulse and you have above 20% phase missiles? It helps to be sure, but I kinda gotta figure that bypassing shields on a unit as tough as the guardian basically negates shield regen. TEC is still screwed.
ah yes, right, forgot about the nanos. I was getting at the REALLY early stages where guardians aren't even out yet.
@Valkya I have to disagree about having a lot of asteroids being unfair. There is a distinct disadvantage to them. Asteroids are horrible in the long run. I mean god awful. No credit income from planet. Only 12 logistics slots. If you have 2-3 near you, yes, they're great. These things are GREAT in the short run, but a smart player knows if he can somehow stop the rush that the man roids would encourage, he'll be fine. I'll take the start with 1 roid and 4-5 normal planets ove
Just to throw another wrench in the system. Game plays a lot differently when you turn off quick start and set resource income to normal.
Take Two Completed
Hmm....fair enough. Guess that means two things. 1. I'll figure out replays. It's more or less touble with vista and finding the files. 2. Typically I'm online during the weekend. This weekend is an exception. I can catch you then. Edit: I've been on at wierd times. I have an 8-4:30 job now though, so the best hours for you are the worst for me. I've been online anywhere from 5 pm to 7 am (had 12 hour runs at this game before...head hurts a lot after that I must a
I recieved a message from Transfusion_1 asking for tips on Micro and Macro, so here goes. Just to put this out there, there is a "spectrum" of how people fall in sins for how they play. At the far left you have the people who out micro their opponents. JJ and Tyr come to my mind for being these guys. If you are good at Microing, then you're also good at rushing. That's how it is. Out microing your opponents means you pay slightly less attention to your economy and decide to strategica
I've never had luck posting replays, but I will offer this. When we're both on at the same time, I'd be glad to do a 2v2 against easy AI. The idea wouldn't be so much to do a comp stomp, but more to let me watch how you're playing to see if I can point out some ways to improve your start. From experience, I can tell you I've done this before and improved other people's play. It's 7/21/09. I should be on Tonight at 8 pm ish EST. Send me a message when I get on. Name's the same as here.
Cykur and Top pretty much nailed it on the nose. Best thing about going HC's is there's only one thing out there designed to counter it: Bombers If you're fighting HC's, your options are in order of effectiveness: 1. Bombers. This should be your first option, HOWEVER in late game scenarios these probably won't do it alone. When I go HC, I also get fighters to kill off bombers and hoshikos/guardians/overseers to keep the rest of my stuff alive. Bombers are the quick and
There's probably a couple guys out there who'd be glad to help you, and I'm one of them. Look for Raging Amish during the evening hours Standard Easter Time. I'm typically on from 6-9 ish. I'll be checking this again tomorrow...well...today technically, so I could even play tonight. Hope to see you around. I'll play either vanilla or entrench. Ur choice.
Random thing I noticed. For the record, if you decrease the damage bonus scouts get against light armor, you're also decreasing the bonus fighters get. Need I say more.
What size games are you playing man? I know for a fact that 1 flak per every strikecraft squadron will do the trick. Flak being too good against fighters is one of the biggest complaints the online community has. Repulse is currently broken. There is no hard counter for any race sadly. I don't want to sound like a jerk, but countering fighters shouldn't be that hard. As long as your flak are staying near your fleet (when they run off they do you no good), you should be taking them out
@TheSpydyr Did you mean you'd name a scout after me? I get Annatar = support, though I'm guessing with the pitchfork reference you may have been referring to someone else? ;)
Question: I've always assumed the ability affects flak, but are we 100% sure it does? Obviously it affects Assailants. But you can't activate it for flak, so how do we know it's working?
[Magog]Kruelgor, is that you?
If he's going to pour his money into fighters, there are a couple options with Vasari. #1: Look for Neutrals I realize this may seem besides the point, but this is actually key with Vasari. Most Vasari Units suck compared to Advent or TEC counterparts. The community seems to be in agreement that there needs to be some balances made, but one thing the Vasari are good at is getting a super eco early because their scouts can get neutrals. Get 'em. If it's a 1v1, any neutral more
was gonna say....guardians have a ridiculous amount of shields and take forever to kill (1800 shields on a frigate). You attack with fighters which do ballpark 10 dps per squad and you get a 50% multiplier so every fighter squad does 5 dps to a guardian. You can try bombers, but they get the 50% multiplier too. Subs have half the total combined shields/health, so it's a little quicker, but they have heavy armor as well.
Hmm....something that I kinda would like is...and get this...it's not combat related: On the Quit Gave/Surrender Screen, get rid of quit game. Make it surrender only if you want to leave early. I realize there are disconnects, and there are minidumps...but if there was a way to insure that when someone is intentionally leaving, they have to surrender, it'd be appreciated. Probably would be an effort in vain though. There are other ways to "manually" disconnect urself from sins and avo