Deceiver_0

Deceiver_0

Joined Member # 3404945
8 Posts 458 Replies 28,272 Reputation

[quote]This is why it seems better to just not colonize them.[/quote] That doesnt make any sense. You're saying its not worth colonizing these planets because.. you HAVE to build on them? You don't. Just get the infrastructure upgrades and leave it. If its not taking money from you then there isnt any reason for you not to, because the benefits of just owning it outweigh the detriments of not. So what if it only earns 1 cred a second after the infra upgrades. Its still benefitting you

22 Replies 9,949 Views

[quote]instead of just playing the one "best" strategy in order to win[/quote] Ideally, there is no such thing as a "one best" (though with the current imbalances there is, but its not 'unbeatable'). When the game has been closer to balance, the best strategists and most knowledgeable of the game would win. I've found multiplayer has taught me to employ lots and lots of different strategies all in the same game, and often what you'll learn from replays of experienced players is how th

438 Replies 1,210,706 Views

[quote]Yes, I don't feel safe online because I think I'm gonna get pulverized within 20 minutes and not learn anything.[/quote] Even of you do get Pulverized there is much to learn from it. Just watch the replay and see what the guy who pulverized you did, then try and duplicate his strategy. You'll learn a lot this way, and most of the experienced players in this game started out doing this. Thats what I did. There were times I was lucky enough to play with JohnJames and a couple of

438 Replies 1,210,706 Views

To combat the jumping tree, turn auto pinning on things off (UI menu I think) and pin them urself. Takes a little getting used to, but it will rid ur tree of extraneous objects that you really don't care about, and cut down on the tree jumping (though wont eliminate it.) I think I'll suggest something to the devs about trying to keep the empire tree still, or at least putting phase jumping units at the bottom of the tree so it wont jump around when ships go into phase space.

18 Replies 65,435 Views

Remember that Logistics slots are incredibly valuable, no matter what the planets allegiance is. Every 4 slots is worth 1 trade port which can boost your income significantly. A desert planet is an economists best friend no matter where it is!

22 Replies 9,949 Views

Blair and Craig, Please look into Dave84311 for intentional game lagging. He intentionally lagged the game for 2 and a half hours. People like this ruin the experience for everyone and are a scourge to our community. MRinkunas and Groucho Marx were also witness to this behavior. This lag took place starting at 4:15pm EST and started soon after my team had gained the upper hand. Here's a screenshot from around 4:20pm <img src="http://i5.photobucket.com/a

9 Replies 13,938 Views

[quote]One that I think needs to be addressed is that, at least for the Marza, when you create a fleet as a unit group, units don't auto-join the Unit Group. It may also apply for the rest of the TEC - it works for Advent and Vasari, though.[/quote] So you're saying when the marza is a fleet leader, units won't auto join the fleet?

566 Replies 1,291,299 Views

[quote]Hmm think I will need to make it increase the population groth rate? Or should I just increase the population increase bonus to 80-100?[/quote] Why not both? Also remember that a HW is not the only planet that can have 100% allegiance, and shield generators would still protect the planets in addition to boosting the income a little. [quote]The only real use of Power Surge is to increase the effectiveness of Disruptive Strikes[/quote] Except that disrupt

566 Replies 1,291,299 Views

[quote]PS. If some one woudl be so kind to help me out by calculating by how much a population increase will increase tax yeilds at the different allegiance level I would realy appreciate it.[/quote] AT 100% Allegiance: 30.4 Population = 1.0 tax/sec 3.04 Population = .1 tax/sec For Divide population by 30.4 and then multiply by allegiance. So increasing population at a planet with 60% allegiance to from 140 to

566 Replies 1,291,299 Views

[quote]but I would like to give the planetary shield generator something of a "must have" feel to it. I'm gonna have to sleep on it...[/quote] I would definitely use the shield generator if it increased tax income. I mean TEC are the race most likey to climb the civics tree (for industrial juggernaut, developement mandate and pervasive economy certainly), grabbing the shield generator along the way would help, especially if I've maxed out all the logistics slots on my planets.

566 Replies 1,291,299 Views

[quote]I got a Bonus. How about having the sheild increase the population of the planet. I mean would you rather live ona planet with a sheild or 1 without a sheild when their is a war going on and planets are being bombed to dust... Plus it would fit with TECs main theme witch is ECO.[/quote] I like this one. Great Idea. It would have to be a pretty large amount to be significant, however, you wouldnt build jsut one. Maybe max out at 80-100 extra population(that is with t

566 Replies 1,291,299 Views

[quote]All these easy changes would certainly make this structure "a must have" for TEC players. Cheap, available early & making planets invulnerable sounds very nice to me. But lets face it, I doubt the devs will do anything about the planetary shields, hell siege frigates have been obsolete for more then a year now...[/quote] I totally agree with you there. It would definitely be a must have if it were cheaper and easier to get. But then it wouldnt be on par with the AM recharge

566 Replies 1,291,299 Views

[quote]I dont doubt the usefulness of the planetary shield,[/quote] Its not that useful. Think about it like this. AM recharger effects all friendly ships with AM.(thats a lot of ships). Nano Jammer effects all enemy ships (again a lot of ships). Planetary shield effects enemy Cap ships and siege frigates.(not a whole lot of ships). If the planetary shield were to make a planet 'invlunerable', it wouldnt be that much better than it is now so whats the point? Even if th

566 Replies 1,291,299 Views

[quote]Make it cheaper then the aux gov for a sb.Then there is incentive to get it.[/quote] It would still be overshadowed by aux government, and lets face it, the thing wasnt that great to begin with. It's an easily destroyed single structure. Plus if you simply made it lower tiered and cheaper, the other two races would still have powerful AM recharger and weapons jammers, and the tec would get a dinky little planet shield that still becomes obsolete later in the game. I think basic

566 Replies 1,291,299 Views

Defensive structures are a lot like starbases in that, they arent very good unless you upgrade them. With all the added stuff in Entrenchment, defensive structures can be quite formidable, but they have to be upgraded. Turrets are fine, the only thing I'd change about them is decrease their build time a bit. Hangars could use an upgrade to squadron capacity on the tech tree, say tier 5 or 6, that way they scale into late game, and can better handle the size of SC swarms that shred defensive s

566 Replies 1,291,299 Views

[quote]magnetic clouds prevent abilities from being used. also why there are no resource extractors there[/quote] Also why they are completely useless, and rather annoying. Something needs to be done to them, either remove them, or give them more of a tactical advantage. The whole ability prevention thing is dumb because no one will fight in one, theres nothing to defend there (unlike plasma storms which often have lots of extractors to defend), they are just a waste of space.

6 Replies 2,633 Views

[quote]Additionally, with Eyes of the Converted researched, any planets reached by the weapon's culture spread can be seen, if only briefly.[/quote] You'd be better off getting Clairvoyance on the Revelation. Its much much cheaper and more effective. Aside from that, the boost to fleet is all you really get instantly from the DE. It is very effective, however, when fired at planets you culture is slowly taking over to speed along the process.

53 Replies 102,268 Views

[quote]bring down a fully upgraded starbase with two or three cannon shots, it's gonna take ALOT more than that.[/quote] The current amount of shots required to bring down an sb is unknown, because the kostura doesnt do a whole lot of damage to them, but what you CAN do is eliminate any support structures and fleet around the SB, making it a piece of cake to destroy with bombers or an Orky. Can't do that with any of the other superweapons.

53 Replies 102,268 Views