SageWon

SageWon

Joined Member # 3240874
3 Posts 107 Replies 1,142 Reputation

[quote who="ZombiesRus5" reply="7" id="2914194"] Vasari: Kostura Cannon... Tertiary Effect: The planet acts as if there is a phase gate at the location for 1minute 30seconds.... It's worth mentioning that in order to effectively use the phase gate you need to drop civilian labs and research phase gate technology. [/quote] Good point Zombie, I was actually thinking you could just jump there without a phase gate present. I will

43 Replies 150,863 Views

[quote who="Pbhead" reply="23" id="2914682"] I'm pretty sure the last beta release made it non-stacking for trade income and population reductions. ya, your right.[/quote] Yeah, I double checked. The trade reduction doesn't stack. Its just a straight 50% reduction, no matter how many shots hit the planet. (Not 50%, 33%, 25% etc.) And its not -100%, like the description implies. So it doesn't interrupt a trade line

43 Replies 150,863 Views

[quote who="Pbhead" reply="1" id="2913622"]I am preaty sure you only need 1 tier 6 research for the novalith... and unless something has changed, the -40% max population is actually -40%... as in 3 shots reduce population to a maximum of 0. [/quote] Thanks, Yeah, its only 1 tier 6 research. I will edit the original post, and refigure the prerequisite cost. I'm not sure if the population reduction actually stacks (anymore)? I did look to see if it said -80% a

43 Replies 150,863 Views

The recent changes to Superweapons, along with recent discussion about which is best , prompted me to do some research on them. I tested each, noting the effects, recorded descriptions of each, and looked up old posts regarding them. The following summarizes each weapons characteristics. First, the 1.2 changelog states: Novalith Cannon:<

43 Replies 150,863 Views

[quote who="Zeta1127" reply="5" id="2906517"]The 1.2 patch just came out. [/quote] Unfortunately, now that the patch has been out for a while, I'm even more convinced the 1.2 Skirantra nerf wasn't enough. I still see too many people successfully rushing 3 Skirantra, with few counters. I don't mean to whine, but I knew this would be the case. It may be that bombers are also too

34 Replies 21,106 Views

[quote who="rom87a" reply="25" id="2913136"]Why is it sometimes when i have multiple trade ports in a line of planets the white line doesnt link them all up is this a bug ? [/quote] The trade route will seek only the longest direct route. Or: It chooses the longest "shortest-path" between worlds. Therefore, if the route makes a loop, it will decrease in length! So avoid putting ports at key planets, forcing the trade route to take the long way aro

27 Replies 142,606 Views

[quote who="rom87a" reply="22" id="2913059"]Is there any benefit of building multiple Orbital Refineries,trade ports in a planets orbit ? [/quote] Yes, for trade ports the answer is almost always yes, for refineries it depends. A long trade line is one of the best investments in the game - biggest and quickest payback, so maximize it as much as possible. The payback for refineries generally only makes sense on select planets with lots of phase lanes out and more impor

27 Replies 142,606 Views

[quote who="Seleuceia" reply="27" id="2911758"]still some balance and variety issues with the game AS IS! There are already too many elements currently in the game that are not useful in there current form...karmic retribution, insurgency, induced reverence, colony pods, pulse beams...the list goes on...how about we make those things viable first before trying to add extra crap, eh?[/quote] Good points Seleuceia. But I'd like to point out that: it wouldn't be

103 Replies 306,314 Views

[quote who="1Tiberius1" reply="16" id="2911966"]Dunov's Flux Field reads Antimatter Cost 300%. This really means abilities will cost 12.5% of their normal cost.[/quote] Are you sure its 12.5%? 25% make more sense! Thats whats I had it calculated as here . [quote who="1Tiberius1" reply="16" id="2911966"]As for the Kostura Cannon, maybe it is affected by armor points?[/quote] Thx, Maybe

27 Replies 142,606 Views

[quote who="Annatar11" reply="8" id="2911416"]Being able to buff your whole fleet's damage output and shield mitigation with a single Deliverance Engine[/quote] Thx Annatar, for the tip on using the Deliverence Engine , I've never seen that before! The Novalith 's trade debuff lasts 30 minutes. I was testing it - its not permanent. And its not "100%". Its actually 50% of prior income, so it doesn't actually

27 Replies 142,606 Views

[quote who="SageWon" reply="52" id="2910724"]'Lock' the cursor to its location, [/quote] I have another seperate issue I'd like to address: In the map mode, if you double click on a planet to select and/or center it, it jumps away from the mouse cursor. Meaning you have to refind the planet to actually give it instructions. (LOL, another jumping issue). It would be much more intuitive if you could 'lock' the cursor to doub

142 Replies 280,833 Views

[quote who="Pbhead" reply="17" id="2908154"]I knew the empire tree thing would pop up. May I suggust that when the mouse is over the empire tree, when the empire tree expands and contracts, it overshoots the top of the screen, or leaves blank spaces, such that the area where the mouse is doesnt "jump". does that make sence? [/quote] [quote who="MindsEye" reply="41" id="2909020"] This please.My suggestio is to have the top and bottom of the tree move as th

142 Replies 280,833 Views

I'd have to agree with almost everything that ZombiesRus5 listed. But some are glaring issues, and I'd like to highlight a few: [quote who="ZombiesRus5" reply="45" id="2909484"] AI Envoy spamming: I played a game last night where the AI had 3 envoy's at it's own planets. Envoy relocation: Envoy's tend to stay at your planet when conquered still casting the buffs even if they hate you... Even odder in locked games. [/quote]</

142 Replies 280,833 Views

Oh... And STOP the empire tree from jumping up and down so badly that it is near impossible to click on your selections. This complaint has been voiced many times, and is a frustration that most of us have just learned to deal with. But some simple solutions would help the problem. 1. Allow us to unpin the top item (ships in transit). Or completely collapse it, but leave its required space in place permanen

142 Replies 280,833 Views

Diplomacy has always been flawed in this game. Just get a cease fire, then build a starbase at your dumb ally's home, send in some fleet, then break the cease fire for an easy kill. A major exploit. Because: it is so easy to backstab ... too easy. Its even more true in multiplayer (with real traitors). Thus unlocked online team games rarely ever exi

142 Replies 280,833 Views

[quote who="N3rull" reply="22" id="2890114"]I'm sorry, I don't really want to scan all the posts above (some of them are pretty illegible) but I don't get this thread. What exactly are you comparing? The ability to clear neutrals? Or being able to beat other caps one on one? Cause if we're talking neutral planet clearing then I cannot understand how Marza with it's MB didn't make it into your post. Even at lower levels, minimal micro to group all enemies in one place + rad

27 Replies 23,546 Views

[quote who="Itharus" reply="9" id="2888964"]Dunno man, all the tests I've seen you post lately (about the beta so far) seem kinda biased and/or reactionary. And no, that's not a personal attack, I'm not trying to offend you, just pointing out matters of objectivity. That said, props for putting forth the effort to do any kind of experimentation at all, no doubt everything helps them somehow. [/quote] Just trying to make a point. No offense taken. There&#39

27 Replies 23,546 Views

[quote who="Darvin3" reply="18" id="2888886"] Flak burst is an uncapped area of effect ability; it SHOULDN'T be any good against 4 or 5 squads. I can certainly get behind an antimatter cost decrease for FB (especially since Finest Hour is now nerfed) but it should be measured against what it can do to larger swarms of strike craft, not a few piddly groups. [/quote] I don't know what is wrong with flak burst, but in my tests it looked like it only damaged a few of

60 Replies 38,157 Views

[quote who="Pbhead" reply="5" id="2888867"]A lv 3 sova didnt manage to spit out 5 turrets? It should have enough antimatt.... oooh, right... your cap ships were jumping in and starting 100 AM down.... but indeed the lv5 sova should have had 5 turrets? I mean... 270+30*4 with .85+.09*4 regen/second gives 390 AM with 1.21 am/second... Missle batteries use 70 am every 35 seconds = 2 am/second (+ initial 70)... Starting at 290 AM... mb -> 220 Am - .79am/second..

27 Replies 23,546 Views

[quote who="Pbhead" reply="3" id="2888825"]The beta patch significantly reduced the DPA of scramble bombers... and now the skirantra will run out of antimatter even faster. [/quote] Using Scramble Bombers alone, I have not seen the Skirantra run out of antimatter. It runs right at empty, but keeps going. (Prevents using Repair Cloud though). Whereas, Missile Batteries will drain the Sova. The maximum batteries that I've seen spawned is 4. Not

27 Replies 23,546 Views

Additional Observations: The level 1 Skirantra Scram Bomb appears to better than the 1.18 Scram Bomb, despite spawning less squads (2.5 squads vs 3). It gains its advantange from spawning the squads quicker. And.. The level 3 BETA Skirantra is even better! The level 3 1.18 Halcyon won those old tests, now it looses badly. My old tests of 1.18 showed: Level 1 Skirantra..Scram Bomb.3 Bombers....280 W L&nbsp

27 Replies 23,546 Views

at level 1: TEC Sova with Missile Batteries. Thats right. (Maybe thats no big surprise). I tested it, a couple ways. No other level 1 Cap ship can beat it (none that I tested) in a 1 on 1 fight, unless you micro your Carrier caps away from the spawned batteries. The AI won't, so it also clears militia faster than any other Cap. I've tested it in 1 on 1 fights. And, also compared the speed at which

27 Replies 23,546 Views

[quote who="Derek06" reply="7" id="2888568"]with the dunov use a bomber rather than a fighter pointless to have a fighter anyway if mag kills all the bombers [/quote] Good point. I reviewed my notes, and it did kill the bombers after a couple activations, but the fighter kept down the bombers after the Dunov was out of anti matter. So I don't know. The Dunov itself is so weak (offensively & defensively), that a fleet is required to take

60 Replies 38,157 Views

[quote who="Pbhead" reply="4" id="2888559"]preety sure he would have tested both ships jumping in. were the carriers kiting? The buffs to phase missle swarm would not have affected the results at all... same with antorak distort gravity. I am quite suprised the marza did so well... that said... Did you notice if incend shells seemed like they still were canceling eachother and not stacking? Edit: you ninjaed me and confirmed my thoughts... tha

60 Replies 38,157 Views

[quote who="Kitkun" reply="1" id="2888546"]Try again with carrier jumping in instead? [/quote] The carrier jumped in too. Both jumped in - to make it equal. Obviously these results would be different if one side was on the offensive and the other was on the defense (ie: 100 more AM). But I wanted them to be fair tests. Not likely to try again real soon, it took hours! I can supply replays if neccessary. Spe

60 Replies 38,157 Views