Deceiver_0

Deceiver_0

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

[quote]Increase duration of Gravity Mines(Vasari)? They have a duration? Screw that, make 'em permanent![/quote] Duration of the mines effects. [quote]Increase Distortion Field activation range?: ...What? This needs to be explained a little.[/quote] The distance from the target that distorion field can be activated, IE: The distance at which it can phase jump towards the target. Increasing the distance would allow them to phase jump through the repulsion and

566 Replies 1,291,208 Views

The things about dropping allegiance and losing planets/population to the DE and Nova is that, by the time those weapons show up in a game, the majority of players incomes comes from trade and not taxes, so unless your targeting the enemy HW with Novas or DE, the loss of income at any other target is negligible. The Kostura is the only superweapon that can really put the hurt on someones economy by destroying the multitudes of trade structures around any planet.

53 Replies 102,256 Views

[quote]By the way how do you quote other posts in this forum? clicking the "quote" button below a post simply does nothing for me.[/quote] Try highlighting the text and then clicking quote, just like I did above. Or you can just copy and paste the text and put "quote" and "/quote" at the beginning and end surrounded by brackets.

21 Replies 6,926 Views

I often use 'fleets' so that new ships adopt specific behaviors when they join the rest of the group. For example: I have my fleet in a enemy well with heavily defended structures all in a ball. To prevent new ships coming into the well from wandering over to attack the defense ball, I'll select my cap ship and create a fleet and then set the cap ship to 'hold position'. All incoming craft will join the fleet and hold position, and I wont have to tell each one to do so.

13 Replies 26,611 Views

[quote]The Z-axis just needs to be removed completely[/quote] Not all of it. I like being able to line my ships up in a wall. And I like my fighters/bombers being able to fly up and down. I also like that my cap ships and my orky can wiggle out of situations where theyre surrounded or blocked by going up or down. Putting a definitive top on gravwells would be nice though. Really though I wish gravwells were spherical rather than cylindrical or conical (not sure exactly what th

78 Replies 56,108 Views

[quote]As I said before, if this was on the Kol, it would be awesome. A level 10 Kol with FH and IS would plow through enemy fleets. DoT's and splash damage. Awesome. On a Kol, it would increase DPS by 24, here it just increases it by 6... At level 10, that is about a 15% boost to the Kol and a 3% on the Marza. That is why... I just don't like it on a ship that doesn't get much bang for the buck out of this...[/quote] Good point. Doesnt have much place on the Marza with Radiati

32 Replies 18,540 Views

[quote]ctually you can build the turret, let it kill everything but the LRF, then come in with a few scouts to clean them up. One or two LRF will take like ten minutes to actually kill a single turret. [/quote] Right, or you can just wait til they start atacking one and build another right next to them. They aren't smart enough to move.

21 Replies 6,926 Views

A few tips for outsmarting the rather dumb AI: 1) AI will always attack defenses. Be sure and build-em around all your border worlds. AI is particularly fond of sending a bunch of siege frigates to take poorly defended planets on your borders. Be sure and upgrade emergency facilities and put up turrets all around the planet to kill em. Hangars with fighters are particularly effective at killing these guys. Hangars with fighters are also great at taking down enemy

8 Replies 4,678 Views

The Revelation Battlecruiser projects a giant image of Chuck Norris about to roundhouse kick the planet to 'Provoke Hysteria'. Once a Space egg got stuck up Chuck Norris's nostril when he was demonstrating how to do a planet suck.

375 Replies 1,027,153 Views

I've noticed this extreme Z-axis movement often occurs when two planets are too close together or a phase lane crosses above or below a planets gravity well, and is a silly bug. However, turrets and SBs do fire along the z-axis to counteract this. So I'm not sure what happened in your case. You said his fleet "nibbled" at your starbase, what did you mean by that? I know assailants can increase their range, but I'm not sure if that increase puts them out of range of the Sbs weapons completely.

78 Replies 56,108 Views

[quote]And Deceiver, I think he's talking about the premade maps, not the random maps.[/quote] Right but the OP is talking about all the maps, and so was I. Oh, and yeah the militia thing does really suck. BUT I know an easy way around it, even if you've got 3 hcs and a bunch of other ships at a desert/terran 1 jump from your hw. Send a scout ahead. All the militia will fruitlessly chase after it, as you just run it away. Send in your cap to kill off the siege frigates

21 Replies 6,926 Views

I'll tell you why everyone is frustrated. It used to be the Devs would let us know what they were up to, comment on issues people would bring up, and release patches addressing theses issues. It's been almost 2 months since the last patch came out and we haven't heard a peep from the Devs about what they're working on. The 1.03 patch did address some bugs, but ignored the biggest issues of the game to date, which I agree with Raging are Illums, repulse and enforcers. So it feels like we haven

44 Replies 114,570 Views

[quote]In other words, Rad Bomb is better.[/quote] That is it does more damage yes. But it also soaks up a lot of AM, if you'd rather save your AM for Raze Planet and Missille Barrage, I'd recommend simply boosting the dps with incendiary shells.

32 Replies 18,540 Views

[quote]The maps aren't the problem, it's the inherently random nature of the game. The number of extractors and militia are randomly generated for each planet at the start of the game, and slight variations in the map's layout can greatly affect the balance. [/quote] This is most prevalent on Random Maps,hence the randomness. Other maps have certain aspects of them set, such as extractors and militia.

21 Replies 6,926 Views

[quote]perseverance is not 360 degrees...would be nice, but advent cap ships would be damn near uninteruptable 24/7[/quote] Perserverance is also a channeled ability and a tier 6 tech. 360 degree firing arc would be good for this guys abilities. They aren't stackable and are likely to be interrupted before they complete the whole ability, so a big boost to their ease of use would be desirable.

167 Replies 73,309 Views

[quote]Fair enough. It doesn't need to be a 360 degree ark, but the current point and shoot's gotta go. I don't think you can adjust the turning speed without affecting the speed/acceleration of the ship, but that's just a guess on my part.[/quote] Agreed, 360 is too much, increase the arc/turn speed, but don't make it omnidirectional. Had a long debate with n3rull over this one. You wanna make it par with hohos, 360 makes it significantly better since its instant and stacks.

167 Replies 73,309 Views

[quote]Actually, Keep an eye out. I'm going to put out a mod with a lot of the fixes I feel this game needs. I'll explain them all in the post. Mainly, I'll be bringing LRFS into line, and giving lf's a role in the game without making them overpowered. I'll also take a stab at balancing just about everything, including flak vs. fighters.[/quote] Dude, send me a message on the forums or something when you get that working I wanna take a look at it, maybe play it with ya. And you should

47 Replies 42,214 Views