[quote]Here are the default avitars from the game...[/quote] Nice pictures. Thanks. Diplomacy has some cool new avatars too!
SageWon
[quote]Kitkun's description is 100% correct[/quote] Ok, thanks, to both of you. Yes, it is confusing. The remnants from prior patchs does add to the confusion. So I guess the damage isn't applied directly, or must pass thru mitigation first? I must be mistaken there too. Because when I test it, I don't see 1200 damage applied! But mitigation could also explain why the approximately 900 damage I saw seemed to vary somewhat. Any
[quote who="N3rull" reply="1" id="2519718"]Hm. Nanites do 30 DPS, over ten seconds it gives 300 damage... [/quote] Where do you get those numbers? It used to be 30 DPS over twenty seconds, so 600 damage. Now its 25 DPS over 25 seconds, so 625 damage for level 1. 875 for level 2 now. (And 1125 for level 3). He said he was using two Eggs, one at least lvl 2. So it is possible they were killing the&n
Alright! I was thrilled to see some new maps, and I like them! The 5 person symetrical Nemesis FFA is great idea. But one homeworld is getting shorted. The top right terran home doesn't have a phase lane to the central Volcano, like all the other homes do. The map is obviously meant to be balanced, or symetrical, but that missing link gives that one homeworld a slight disadvantage. (Note. a quick way to see a map layout is: star
[quote]Nah, the whole thing lasts ten seconds. 2 to charge, 8 to complete.[/quote] But, but the in-game description says: "Duration: 8" "Waves: 6" And it sure looks like 6 pulses come back to the Desolator while in use. And it looks like about 900 of damage to both hull & shield ( 6 X150). But it looks like about -160 of antimatter removed, and +120 restored
[quote who="Kitkun" reply="16" id="2517671"]Looking at the buff files, Disintigration does: Target: 150 hull damage/sec, 150 shield damage/sec, 20 antimatter drained/sec. The Vulkoras: 120 hull restored/sec, 120 shields restored/sec, 15 antimatter restored/sec. Lasts 8 seconds. Takes 2 seconds to charge. So, 1200 hull damage, 1200 shield damage, 160 antimatter drained, 960 hull healed, 960 shield healed, 120 AM restored, and this t
[quote who="Magnnus" reply="4" id="2515228"]I'm assuming cruel and vicious cheat. Is this assumption correct? [/quote] Yeah, they cheat too. IMO, they get an almost ridiculous multiple of our 'income' (taxes & resources). Vicious gets 5 times, and cruel gets 4 times our 'income'! Just start a game with each of the AIs, quit after a few seconds, then look at the "Total From" graphs for income, metal and crystal - the third ones down f
[quote] My conclusion is that this is not a strategy game because there is only 1 viable strat - rush.[/quote] Unfortunately, I'd have to agree. The econ techs are just not substantial enough. The game would be much more strategic if: economic, cultural, artifact and planet upgrades were cheaper and/or more significant. Not to mention if chokepoints really worked, and all that you could do with map layout.
I've heard that you have better odds of finding them at the Pirate Base! I don't know if it true tho. Take over the base, colonize it, and then explore them. GL.
SP vs MP plays quite differently. There is almost no comparison. A good SP player, who can defeat multiple hards & unfairs, will be stunned by how differently they must play to be successfull at MP! And visa versa. Its because the SP hard & unfair AI cheats. Thus its it all about overcoming thier substantial economic advantage (unless you rush a really close enemy). Economic focus is much more important, rather than military and fleet.&nb
[quote]I've read all the post that relate to the end-of-game statistic "Gredits lost to planet underdevelopment." The first thing I do the second that I capture or colonize a planet to max out the "Civilian Infrastructure." I always may sure I have to the credits to do this. Yet and still, at the end of every game (vs AI), I always have a super steep line here, and the AI players have virtually flat lines. I also research the planet improving techs as soon a
[quote]Who doesn't use this order?[/quote] Like N3rull, I too, almost always go nanites first, and level up to colonization, or send in a colony frigate to colonize the roid, since there is no real benefit to using the Egg to colonize. And/or purchase level 2 as I jump to the next. The frigate is then ready and waiting, if you need it to starbase something. 1. Nanites 2. Colonization 3. Nanites... &
I think it is strictly random, and the odds for falling into the Eco slot are less than you would suspect. I can say that I've played hundreds of games too, under a middle of the alphabet name, and I also rarely get the eco slot. Lets say there is a 1 in 5 chance on a 5v5, and only a portion of those games actually spawn with 3 allies side by side. Say 1 in 2. Combined, doesn't that mean a 1 in 10 chance? So the odds of getting there m
Yeah, you got it right. Here's an old post that covers the same topic , and lists the amount of experience available from each item.
Bumping this post, because of other discussion about buffing Battleships & Support Caps. It is interesting how online strategy has evolved, from single cap starts to dual cap starts, (and then scuttle the cap ship factory). The 1.18 patch buffs to Carrier Caps, (and the need to counter buffed LFs with Scout rushs), made it so that it is worthwhile getting a second cap. Dual caps makes it harder to level them up because experience is being spr
[quote]Deceiver, your story is impressive, but I doubt that this doesnt happen often enough to justify the marauder' s existance.[/quote] Yeah, you rarely level a support cap to level 6. Its difficult to level a single cap to level 6, much less a dual cap start, with later supporting caps! Too little experience gets spread across too many (more) expensive ships. I still think we should be able buy level 5 (or even 6). Add a second stage t
[quote who="Darvin3" reply="24" id="2507592"] LRF are not an optimal target for capitals Who ever talked about capitals countering LRF? I'm talking about LRF countering capitals and I thought you were too. [/quote] [quote who="DesConnor" reply="12" id="2504359"]Capital ships and starbases are not a counter for LRF from what I understand.. whether they should be made so is the subject of a current debate... [/q
[quote who="Darvin3" reply="41" id="2501060"]... Fortunately, Vasari turrets don't get a range upgrade, so staying out of range is very viable most of the time. [/quote] All this talk about TEC turrets being "clearly" superior, mostly because of range! I also just don't buy it. And after a little research , I find it is wrong. TEC turrets start out with less r
[quote]You could also add bombers against structures and starbases, thats a counter, even if Entrenchment has a few structure upgrades to allow them to fight back. [/quote] Yes, the table is meant to show bombers as a counter for structures and starbases. But maybe thats not clearly shown, partly due to the limitations of the crude graphics. That's also partly the problem of trying to show all relationships. I edited that post to note and show that. In
Thanks Des, for looking up the changelog changes specific to damage type. The Colored Damage Chart is very outdated and doesn't include ANY of the changes that you listed. But the colored top portion is relatively correct, and the color coded armor vs damage makes it easy to follow. <a href="http://spreadsheets.google.com/pub?key=p7xc_snd9Cc
[quote who="Darvin3" reply="17" id="2506658"] Now, heavies and bombers are both effective counters to capital ships, and I don't see that listed anywhere. Furthermore, LRF are not a particular counter to starbases any more than other units. [/quote] Yeah, I agree. I didn't mean to say that LRF were good against starbases. I edited the diagram to help remove that perception. I list Heavies (HCs) as being good against All. I don't know if that is
OK, here is a more complete list/diagram of all important types. It might now be so crowded that it is hard to follow, But it should be correct. I didn't include hangers, superweapons etc. because I believe they all fall under the broad category of Structures. I don't know what mines are best against? And I guess mine's attack varies by race. Anyone know? Maybe check the entity files? And from what I understand, the
[quote who="Commander_Exile" reply="8" id="2504193"] Anyone know where a list of Artifacts and their abilities is? ... -Exile(\/) [/quote] Exile, here is a picture of all 12 Entrenchment artifacts. And a link to the Wikia artifact page . [quote]Well, the phase drive one, (May be more than one, idk) gives st
[quote]Scramble bombers sucks because it will only give you a couple additional bombers. Picture late game when you have 20 transporters. You really want to spend antimatter to have a couple extra bombers? The other thing is, it competes with repair cloud for antimatter. This is why I choose microphasing aura every time I have to choose something beside repair cloud - it doesn't use any antimatter. [/quote] Like others, I also believe that Scramble Bombers
[quote who="Commander_Exile" reply="9" id="2504293"] I'm gonna draw up a complete counter-list diagram at some point... -Exile(\/) [/quote] There used to be a fancy diagram for TEC counters, that I printed out long ago. But the link wouldn't work, when I tryed it earlier. It was at IroncladGames.com. I don't know if anyone still has it. And... there is an old post, with another link that doesn't work now, that computed the raw damage against eac