Done it Easiest with TEC with mb. Basically you SB and get carriers.
JohnJames
Everything counters scouts but lums I mean lrf
WHAT. You mean you dont reload the game from a saved spot to continue?
This thread is funny. Everything can kill scouts but lrms. Let the devs actually focus in something thats op like repulse
If enemy fleet mostly has LUMs, and making your own lrms will suck against it, whats wrong with making scouts the bulk of your fleet?
...and repulse
The only thing scouts can kill are LRMS.. Stop making only lums. Crap advent have to start making units other then lums.
Bug applies to both Enemy fleet and planets to pirate base and ships
In Entrenchment 1.02-1.03 I've notice that you sometimes dont get the experience you would normally get when you destroy structures or enemy ship using serveral Vas Kostura Cannons. I noticed the bug at the pirates base and at enemys planets.
Clans need to get more organize and start making more clan matches. The clan war between DT and BiA was fun. Lots of good games from players who knew the game well. Currently a new clan has formed (DU) that have decent members. Lets get organize and have more 5v5 clan matches. If any other clan wants to throw their hats in the ring, that would be great. It doesnt matter if they get rolled easily, since tt would be a great learning match for them (now t
Sure nerf the vas sb. But give each with SIDE BEAM LRMS. Should even out things. All races should also get hosh type repair at lvl 3 with 360 repair, and repulse for all.
[quote who="Daginni" reply="2" id="2255356"]Which is why I kinda wish most games were not Rushed Games. [/quote] Think of it this way. Enemey builds fleet and sees you playing sim city and doing econ. Why wouldnt he attack? If he lets you continue to get econ while he got a fleet, you will eventually out econ him to the point where both your mil and econ is greater then his. Dont cry about this game is all about rushing. I
you would lose in 10 mins
So I take it this applies to all sc capable ships including sbs.
Thanks to Blair, he has clarified that the 75% we see on carriers isnt the penality rate but the build rate for strike carriers. However when any sc capable ship (carriers, caps, sb) gets attack their build rate drops by 50%. It doesnt matter if its in their own grav well or not. So a cap with sc gets attacked sc build rate drops to 50% A carrier with an enemy in the grav well has its build rate drop to 75% automatically but if the carrier gets attacked by any un
they may not know. Usually when a server is taken down they send a message to everyone. This time there was no message. Send emails to [email protected]
Yup its down
[quote who="Blair Fraser" reply="14" id="2249512"]Looking into it for the next patch.[/quote] thanks blair keep us posted with your results Did anyone else duplicate the test yet?
Someone verify the test first before I try other test
[quote who="Greyfox2" reply="20" id="2249037"] Quoting Deceiver_0, reply 19And lrf aren't supposed to hard counter support frigates. LF are and they cant get anywhere near those guardians. Maybe if there anti-anitmatter abilites had the same range as repulse, throwing a couple of light frigates in there would actually HELP against somethign that strong, whether it be disabling it for a brief time (kobalts) stealing their am and giving it to your ships(disciples) or making it cost additio
Someone please verify my test first before I test other conditions
Ent 1.02 Its 1 unit vs 1 unit. Lum was never upgraded in both test. This has to be a bug. Frontal damage for lum should be around 8 only, with sides do 4 each. 50% frontal/ 25% each side.
Did 2 test. Both 1 lum vs 1 assailant Test 1 Non upgraded assailant Lum wins with 173 hp Test 2 Upgraded assailant damage to max (thats all phase missile upgrade and damage lvl 2..thats 8 upgrades) Lum wins with 11 hp What the heck is going on? This is without the side beams!!! Replay for those who dont beli
The problem with repulse is its range, the antimatter it uses, and the fact that it affects caps. You can use repulse to prevent all units including caps from reaching the edge of a grav well in order to jump. You can position 3 guardians in a triangle formation and prevent all ships from escaping by just bouncing them until you kill everything with lums. Tell me any unit that affects caps like that. Subs are the closes unit and they dont have the same
SBs are already strong enough. Dont need to make then even buffer.