Howdidudothat

Howdidudothat

Joined Member # 3149045
4 Posts 192 Replies 1,380 Reputation

I agree with the OP. One point that I would change is that instead of going from 5 to 7 squadrons and the 7 to 9 and 9 to 11, the increase in squads would go up by 1 after lvl 5. That is: lvl 5 - 5 squads, lvl 6 - 6 squads, ..., lvl 9 - 9 squads, lvl 10 - 10 squads.

45 Replies 142,862 Views

Wow. Don't feed the troll. The simple answer is this: You need an internet connection with stand alone patches or Impulse. It's not like they are going to mail you a CD everytime they patch the game. If you live without internet, you need to use ImpulseAnywhere. We need to lock this thread now. PS. Thanks for your service. -LT. G

29 Replies 16,005 Views

Well, I know who it is. I wouldn't ban him though. Just warn him considerably. There's a few others who need to tone it down a little as well.

25 Replies 50,866 Views

It could be a combination of having alloy on and the host having a fast computer. I have notice that with Alloy DISABLED that turbo mode never happens and that turbo mode was first seen when v1.1 was released, even though it wasn't in the beta's of v1.1. Anyway, I enjoy turbo mode as it speeds up the stupidly repetitive early portions of the game. And yes, if I am ever caught dead playing single player (usually when a thunderstorm is overhe

16 Replies 31,642 Views

OK. TO BE CLEAR: The Vasari SB is SUPPOSED to kill enemy Starbases. The downside is that while the other races can build a fleet of anti-SB ships, the Vasari can't pack up the Starbase and bring it to the next grav well. So while the other races can just run around with the same ships, the Vasari have to spend vast amounts of resources at each site they decide they need an Anit-structure weapon. This is the game mechanic. Understand it, value it,

36 Replies 40,262 Views

Seriously, why do you need 8 slots on a SB with militiary. Save a slot or two for econ stuff. Has anyone ever tried to take out a vasari SB with 3 hull, 2 weapon, 1 reintegration, and 1 frontal shield? That thing is a beast. All you need is a few flaks gaurding it and it never goes down. That combo gives you 2 slots for econ later. And it's 30% of all costs.

21 Replies 11,630 Views

Grey, if the illuminator does more damage per shot, but has a slower rate of fire, this is a HUGE advantage because shield mitiagation works based on time being hit and time not being hit. The more hits, the more mitigation. So, it's not really a problem with mitigation, but rate of fire of certain ships.

102 Replies 184,425 Views

JJ, you should do a test with 3 LRMs and 2 illums. I also suggest a test with 5 assails and 4 illums. I say this because Vasari ships, while they might take up the same amout of fleet supply (they being assails and illums), take up for fleet supply than other races. The assail would probably be a fleet supply of 5, but in the intrested of game balance, they are 6. Just like how the Enforcer is 12 fleet but the Kodiak is 10.

102 Replies 184,425 Views

There is something goofy going on. Does the illum fire slower, but with more damage each shot? I ask because the shield mitigation on the illum was always very high, usually 57% while the mitiation of the assail varied between 17%-26% the whole time. That's why the assail lost. I agree, an non-upgrade illum (weapons) should not beat a fully upgraded assail (weapons).

102 Replies 184,425 Views