igncom1

igncom1

Joined Member # 3398374
4 Posts 65 Replies 11,510 Reputation

To be fair, the beam is more like a gatling shot then a single stream. It fires many shots a second along the same path so that it looks like a beam but in reality it isn't. But I suppose it's mostly anecdotal as my Leos always get them selves into trouble chasing enemy juggernauts as the AI back peddles when outmatched. What is the best way of healing them by the way? I stuck one of mine by a couple of healing stations and it seemed to take an age to recover.

11 Replies 124,411 Views

That seems very arbitrary and a little unclear. There doesn't seem to be any tool tip that indicates this in the game. Could it say on the drone 'weapon' if a drone does or does not shoot at air or something like that? As I really feel like that is important information for the player to know. Is there a reason why drone hive drones are able to shoot air but not other drones?

5 Replies 43,177 Views

Personally I see it from the perspective that with their units like frigates come in groups rather then individuals and that their cruisers are a little worse but cheaper and quicker to build. But yeah, PHC with medics can easily build a steamroller that can paste over the neutrals very easily. I do feel like it's a bit dramatic to say that it's kicking the corpse, the sides are very balanced in my opinion with options and choices for most situations that can occur.

23 Replies 225,716 Views

Isn't the eye just the same unit that the PHC have? I'm not personally a fan as I kinda liked the more divergent units each side have, with the PHC currently having the only juggernaut sized dread killer and the Substrate having the massive juggernaut sized drone carrier. But that's just me. Fantastic looking models! I just wish I had a PC that could turn the graphics up higher!

11 Replies 124,411 Views

The subs are swarm-y and disposable compared to the PHC self sustaining steamrollers are they not? If anything it could be cool to have units that upon death regen shields of allies. Really play on that disposable nature of your swarm. Self sustain via attacking and all that. I personally find that, as of the last patch, the substrate are better at swarming the maps points then the PHC due to their very flexible production. Mass frigate into mass cruiser at the drop of a hat.<

23 Replies 225,716 Views

In the latest campaign, what was the deal with that combat AI (Samuel?) made? And why exactly did it go aggro so quickly? Is that in someday connected to all this? He built the AI, had it load up on resources to make it smarter and such and equipped it with the latest and greatest war-machine, the juggernaut. The AI could call down reinforcement units, like dreads and his personal command jugg from orbit!?!? which kinda negates the need to build as many forces on site if you c

3 Replies 40,994 Views

I like my radar and radar upgrades! There is no better feeling then blanketing the map in the safe blue radar coverage and make it easy to see incoming aircraft and keeping a track of large enemy armies. In the game, Warzone 2100 you have many kinds of sensors. The basic sensor is vital to utilising the full range of your artillery. CB sensors or counter-battery sensors can detect and target enemy artillery at a greater range then the normal sensor and allows your artillery to

15 Replies 73,146 Views

Today I learned that Sub mobile artillery can actually shoot at units! I didn't know they had a second weapon. I knew they could kill units accidentally when shooting buildings, but not deliberately! The PHC mobile artillery has a anti-unit grenade launcher that should do the trick OP against any pesky enemy's, otherwise your static artillery post will bombard enemy's quite nicely as of my last game in the opt-in patch! Otherwise before the opt-in patch they

25 Replies 180,072 Views

"Events have always been one of my favorite aspects of the game. You will be playing along thinking you have the game wrapped up and wham, “the Jagged Knife” pops up and half the galaxy is suddenly at war with you. Events of all kinds – simple to crazy and game-changing – are some of the most fun elements of Galactic Civilizations to design." That is the sole reason I cannot play with

18 Replies 123,595 Views

I am torn on this. What about a system where players can only trade tech for tech, and this would be comparing the cost of the techs themselves, possibly allowing players to pay some of their turns tech points to cover the difference between 2 techs that don't have the same cost. So like a 130 RP tech for a 100 RP tech, with a fund of an extra 30 RP to the player to cover the difference?

18 Replies 88,385 Views

I think it could be interesting to have the campaign from 2 different approaches: Homeworld style: The stuff you do in one mission affects the next, more population means more colony-ships in the next area, techs are limited but the ones you research are saved and fully researched for the next mission, possibly even ships that have levelled up could be transferred to give players a starting fleet and an opportunity to keep the action up from the go.

20 Replies 80,009 Views

I feel like tactics like being the "Arcians?" and going full glass cannon were very gimmicky, along with going glass cannons in general just makes me feel bad for fighting the AI who can't stop me because I know what I am doing. If we can iron out stuff like that so that the best ships are properly thought out and are less missile buses (Not to remove them entirely, but to give reasons to use them along side more balanced ships) and more space ironclads I will be ha

411 Replies 1,959,492 Views

If I might make a suggestion that is based on mechanics from Endless space? Why not have new colony's slowly build up the influence thy emit over a small period of time? Making them more susceptible to enemy home-worlds when they are first colonized, but over like 10 turns they return to their default influence generation? That way players would have to be more cautions when colonizing near high influence areas due to rebellion problems, givin

52 Replies 93,957 Views

I do however find that the high initiative daggers allow for some repetitive attacks, and it also allows you to quickly travel the battlefield. I would imagine that daggers stack well with a defensive unit, giving you more weight capacity for shields and such. Hell with houses you could get a huge number of moves when using daggers, great for hunting down archers and magi.

27 Replies 83,404 Views