Volt_Cruelerz

Volt_Cruelerz

Joined Last seen Member # 3217355
15 Posts 1,085 Replies 25,320 Reputation

Then go against nine of them on easy... Go comp stomping... It'll make you feel better. Well, I just thought of something... Perhaps... You could make one race INSANELY Mega-Uber good BUT have their ships have a passive that is like a de-synergization. Think of the ability of the Beam Turrets. The more you have, the better they are. This would work in reverse. That way, you could only use small fleets or you would risk big prob

87 Replies 36,004 Views

But my question is, if you had a couple of these ships, you get a bulldozer effect. They have gained some damage, but sending three/four Kol Mk V's at your opponent would make them feeling like they are tearing down Mt. Everest by hand. I just don't know... Perhaps there should be research as well for the following ships: Carrier: SC increase (would address current problems)/health Support: AM regen Colony: Movement Dreadnought: Planet Bombing

328 Replies 500,122 Views

Yeah... Alt works, but a quick way to notice if your ship is dying is if it is flaming... Flaming ships are almost dead, and smoking ones have sustained some hull damage...

3 Replies 12,860 Views

Cooldowns begin as soon as the ability is activated. Increasing the cooldown ought to work as it would make it necessary to have many more to achieve the same result. My personal idea was to reduce the range, thus making them susceptible to counters, and thus, not immortal. Sure, LRM's can get through, but they don't do much... Their true counters like LF's and HC's can't get through repulse, and thus their anti AM abilities are useless... LF's get shre

566 Replies 1,293,188 Views

Okay, well... After some asking around, I figured out how to incorporate the research for the battleships. The research will unlock a fifth, passive ability that will buff the ships. I may ultimately create another one like it to give the carriers a much-needed buff as well, but for now, it is just for the battleships to allow them to counter destroyers. The first upgrade will just be around tier 3 with the next at 5 and then again at 7 and 8. Kol: K

328 Replies 500,122 Views

But could this work on a capital? Capitals have four abilities that are upgradeable, so would you be able to make this one only happen only once you researched it? From what I hear, In entrenchment, you can have up to five abilities on something, but does it apply to a cap?

495 Replies 1,065,569 Views

I know it doesn't outrange everything. LRM's do outrange repulse, but the the illums can fight the LRM's back. And yes, Vasari are the best at it as they have phase missiles, but their LRM's don't offer too much help... I don't see Marza's as a wise counter to repulse... shove the Marza away and just fling it around until you kill it because it can't fight back because all its weapons are on its front. And restoring fighters would help with this problem, and I suppos

167 Replies 73,686 Views

Okay, technically, this race could work without credits. All items would rely on metal and crystal. By inhibiting them from increasing population, you could neutralize credit income. This would weaken them to pirates. After that, you could have the Worldships as SB's of course. This more or less addresses all the basics issues of the race. Skullcrusher class Heavy Lancer: Have you read my mod? Just curious as you called it a lancer...

35 Replies 69,148 Views

Personally, I think the problem is this: Repulse is OP because it outranges its counters. As a result, Guardians are OP. Also, another result is that they outrange the counters to illums. Without the counters to the most powerful LRF, the most powerful LRF becomes unstoppable. Illums by themselves are counterable, while throwing in guardians ruins your chances of defeating them. Illums alone=counterable Illums+Repul

167 Replies 73,686 Views

TEC: As was explained, use Flak burst as you will annihilate the enemy ships. Flak are useful for small numbers. If you throw in a Dunov, it helps with the cost of flak burst... Advent: nuff said Vasari: make sure that if you are playing as Vasari that your Kortuls are far apart. The range of Jam Weapons is huge, so take advantage of it.

25 Replies 34,182 Views

Wait, so does this apply to all ships? Or just to scouts... If it applies to caps, then is there a way to make it so it can only be researched, rather than upgraded? If so, this may answer my question to DM... That sounds better... I was thinking that 800 is too strong anyways... I need to go through and balance those things, but seeing as how you want them to nuke the vanilla races, I don't really know what standard to use...

87 Replies 36,004 Views

True, and Marza's in particular would be especially vulnerable to this tactic as all their weapons face forward, and thus they would be unable to fight back. Perhaps something that could be done is that while it slows down linear movement, rotational is unafected... That might help a bit... Then again, just parking a couple guardians by the phase lane, and its impossible to leave...

47 Replies 42,394 Views

[quote who="Podpolknovik8890" reply="15" id="2293647"]i believe you have a very good idea. i was thinking of making a mod myself, i was going to include Dyson Spheres and Mass Drivers among other things. unfortunately i wont have time going through rotc. i would like to see a mod with this much potential have Dyson Spheres and the like, taking galaxy conquering to a whole new level. You could include an insectoid race, sort of like Aliens,Zerg, or Tyranids. having the race be silicon based in

87 Replies 36,004 Views

I am dreadfully sorry, sir. I had no idea who you were, and unfortunately, some of our old friends have become sympathetic to those deviants. You see, I was just trying to be sure you were not one of those sympathizers. Had I known who you were, I would have never brought it up. I would love to know about the battle of Hema though, I once heard that only four squads took on twenty, as well as all their support! And how long did y

256 Replies 453,347 Views