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.
igncom1
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?
Do drones actually shoot at aircraft? I have seen some talk that they can but I can't find any in game indication telling me that they can. If so, I had no idea that this was even possible!
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.
More then once I have seen the Leonidas sweep it's main weapon across an army, killing dozens of cruisers in a single attack. So I wouldn't call it exclusively a Dreadnaught hunter myself.
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!
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.<
Depends how you define dead. There is still dev development going on, so there is still stuff to look forward to.
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
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
Would love to read more!
That does make me ask. Why are T4's called juggernauts and not battleships? Or carriers? Or any kind of ship type that would make sense with frigates/cruisers/dreadnoughts?
The map? I suppose the usual response would be to ask: How is your unit production?
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
"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
Personally Id like to have a spy agency rather then like 6 guys in an entire galaxy.
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?
I have never liked how components changed in size when the ship did, but the opportunity to have smaller ships last is good. What about more diverse fleet wide boosts so we could have capital ships boosting a large group of corvettes and such?
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.
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
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
It's a shame you can't get the huskarl shields for AOE2 to deflect most of the arrow damage.
Losing is fun too...
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.
Then keep a better watch?