[quote]stationnary bombers, did anyone managed to try this agaisnt sb or anything [/quote] I tried using stationary bombers, and noticed only little difference in the speed in which they did damage. Stationary was faster, but be careful as they'll be fish in a barrel for fighters, but will live a lot longer against flak.
Deceiver_0
[quote]I'm sure they read this stuff, but if I were them I wouldn't want to address all of these changes either. There are so many changes in these lists that it is plain silly...just a couple tweaks to ships or game mechanics can have a huge impact to the way the game is played -- if all of these changes were made at once, we would have to relearn the game.[/quote] They do read this thread and others, and yes there are alot of proposed changes, but the most popular ones are the only
He meant the upgrade for the Orkulus to do Anti Structure damage being purchasable, similar effects could be applied to Carrier Caps to do flak damage in a Mod.
Aye it is yellow, just above the ping button. It has the shape of an infinite sign with a little polygon ontop of it. I belive there is also a hotkey that turns it on and off, but I cant remember what it is.
[quote]Actually I used this tactic but in reverse.[/quote] I did the same thing the other day. 2v2 all Vasari, I dropped an Orky 1 jump away from my nearest enemies HW in an asteroid belt, it was alone and had been damaged from an ealry battle when my enemies ally jumped in with 10 carriers full of fighters. My Orky gave chase, but the carriers started circling the well, and the fighters were slowly wearing it down. I sent in 15 LFs to head them off, the he jumped in two LVL3 space eg
[quote who="Astax" reply="4" id="2321056"]Deceiver it is very simple when u use the empire tree. Here is a hint: The fake illums are always at the end of the list.[/quote] Sigh, you didnt read the previous posts did you. [quote]Problem with option 1) 70 ships is A LOT to shift click on to begin with. Secondly, the ships aren't represented with 'proximity' to your fleet on the empire tree, so theres a good chance you could accidentally send your ships to attack a
[quote]In that manner you can just micro to kill the real ones.[/quote] Please please, I dare you to try an micro kill 70 illums with 70 fake ones running around.
[quote]If Carrier X costs 2000 cred and supports 2 squads, I say make the carrier 1000 cred and the squads 500 a piece, or perhaps the carrier 1500, and the squads 250 a piece. [/quote] No no no. Squads this expensive wil end up like the LF, unused because they are too easy to destroy for their cost. For a pay per squad carrier to work, it would have to be somewhere around 95% cost of carrier, 5% cost of squad. Plus without free squads, the overall price of the carrier would n
[quote]Not trying to insult your intelligence, but maybe your fleet wasn't as strong as you thought it was.[/quote] Didnt think you were, but I mean my fleet was the same if not better than his, my entire fleet was destoryed, he lost 20-30 ships after destroying mine AND ubers fleet. Also, at no point in the battle were my "numbers" greater than his, which if my illusions work functioning correctly would not have happened, Im not really sure what happened there. And I do know about th
[quote]Deceiver_0: The illusion thing is only mildly useful. Abiltiy would have to be replaced so that the ships cannot be so easily distinguished for it to be useful. Hell I know they can eat side beams, but thats only marginalyl useful. [/quote] So are you saying that in a battle with over 140 illuminators flying around, you can easily tell which ones are real and which ones arent? The empire tree is useful to an extent in deciphering this, but you're given 2 options. option 1: uns
[quote]Wait, we wanna upgrade both the Advent and Vasari mines but not TEC?!? Or did I miss their proposed change somewhere? [/quote] Above the advent boost is an reduction to TEC mine build time, which currently takes a ludacrisly long time to construct, manily because contructors have to place each mine separately, but cutting down on their actual construction time will help this along.
Im not debating the fact that with all the stuff he had, and hes superior micro we would have lost, I am debating the fact that he only lost 20-30 real ships in the whole battle. MY fleet consisted of 100 illuminators, 7 guardians, 13 carriers (with fighters) a Prog and a revelation. lvl3 health & shields lvl2 weapons. And if illusion doesnt take AM, why couldnt my fleet of 100 lums double in size? any thoughts on that? He did have a fully upped SB with (im guessin
[quote]Yes, I use the singlelayer speed option all the time. But I have a crossover cable between my LAN machines. Lag is not an issue. Why is adjusting the speed not an option? At the worst, have an "allow speed adjustion during game" option before the start, that all players can vote on.[/quote] The LAn Multiplayer settings are based on Ironclad Online settings for games, on ICO speeding up and slowing down the game would have disastrous lag and desync consequences, and gameplay wou
Its not. Press the Pause/break button on the keyboard to pause (if you dont have one you may need to reassign the key via the options menu). If you turn on autosave, each player will periodically autosave at the exact same time, allowing you to easily access the last autosave and reload the game if someone gets disconnected. Also, anytime a player saves the game, it creates a save of the same name on all the other players machines. You can adjust the speed of the games
Aye, I'm aware they are, but you can't micro side beams to attack the right target. I didn't mention in this particular battle I was also Advent, and abusing guardians and illums, difference is I had to take 2 jumps to get to the battle and my Illums didnt have the AM to illusion when I got there, so pretty much he and I spent several minutes repulsing eachother around, but in the end he won because I wasnt able to kill many of his damage dealers, while every shot of his was slamming into rea
[quote]Returning Armada is never used. Imo, RA should be changed so that each individual phase stabilizer can only support a limited number of fleet supply points worth of ships. This way the ships you receive are free, but only unlimited as they get destroyed. Also, you can't use them to build up a fleet from scratch as they would only be good for reinforcements with this change. What do you think of this suggestion? Also, making them unable to give you ships that haven't been researched may
Agreed, it would work only if SC were dirt cheap, but I can't say I really trust the devs to do it right, as they don't have the best record for switching AM to Resources.
[quote]LFs would be weakened even more, since their anti-antimatter abilities are just about useless against Carriers.[/quote] I believe the only LF ability that effects carriers is the Disciples steal antimatter. Since squad production isnt an activatable ability, I don't think Sabotage Reactor or Interference effect them (which they should), I could be wrong though I've never tested it, but I'm 90% positive they don't. Just another reason why LFs really suck. [quote]No other
Did you scuttle all your labs? Cuz your research tab is greyed out as if you didn't have any.
[quote who="Volt_Cruelerz" reply="13" id="2319844"]Second? The best offensive AoE's are (but not necessarily in this order): MB, FB, Tele Push, AEAura, Malice, and Cleansing Brilliance (if you want to call it that...)[/quote] I didnt say offensive, I just said in the game(and meant in Entrenchment), which the big red button holds the title of most deadly. Oh and Meteor storm has to fit in there somewhere.
[quote]Making strikecraft cost cash is almost a necessity.[/quote] This could fix things. But then again, on the examples you gave- Returning Armada and Mines, what happened to them? No one uses them anymore. Could this happen to carriers if SC cost money? It's possible. The only way to keep them useful is to make SC dirt cheap (like interceptors in Starcraft). But then again, in starcraft there were no Hard counters for interceptors, no abilities that could kill them all with
Eventhough I know I should, I don't stare at empire tree when battling, I'd rather watch all the cool stuff going on, and manage my ships movement. Plus a lot of the time I have the tree stacked, making it difficult to tell if all my ships are under fire or just the ones on top of the stacks. I recall a time this fellow came at me with 80+ lrms and a lvl7 Marza. I had he fleet outmatched and my Revelation selected and ready and was moving it aournd and away from the lrms that wanted to ff it
[quote]but least it would give them another role.[/quote] Another role that.. doesnt make a difference. So what's the point? They're the only minelayer that has no other role, so shouldn't they be awesome at minelaying, or have awesome mines?
I don't really think the Ruiner is the problem, i think mines are. Ruiners aren't meant to go charging into battle wiht your fleet, which is probably why they have no weapons. I see no reason to give them squadron, as 1 squadron won't make much of a difference and would make them more like drone hosts, and it would be ridiculous to make more than a couple of ruiners. Ruiners are better than constructors as they can go anywhere, but they aren't better than drone hosts who DO have squadrons and
Yeah Marza is great, just needs something so your opponent can watch his fleet being destroyed, instead of being "uh, whered my fleet just go?" Cuz right now you have to be pretty close to the action to see it.