Deceiver_0

Deceiver_0

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

[quote who="EadTaes" reply="20" id="2317387"]It means they will be more mien to kill from 1 scource int hat time amount. Makes them more pottent as an offensive weaposn wince more are deployed from the same about of ships as before. Curently you have 4 ruiners deploying 10 mine with a 30 second activation. So you have 40 mines to kill before they go boom on your fleet. If you add mroe mine say 15 per deployment you have 4 ruiners deployign 15 mines each, so 60 mines tota

566 Replies 1,291,090 Views

[quote]Making mines a pottent weapon for offence witch is something that needs to be avoided.[/quote] The thing in place to prevent offensive deployment is the delay all mines have before they phase out and become active, leaving them vulnerable to attack when they are first deployed. It couldn't possibly be a matter of 'amount' as Advent can deploy multiple squadrons within seconds and Vasari can have multiple ruiners deploying, yet we don't see mines being used offensively.

566 Replies 1,291,090 Views

[quote]I'm not god, so what I think is best for the game isn't fact, it's my opinion, but I do know that something has to be done. Hopefully sooner rather than later.[/quote] At least your opinions are some of the most logical I've seen on the forums. Great post. I think I'll link to it on the PSCF. It has been a little while since the last patch came out. I have my fingers crossed that the Devs are occupying at least half of their time pouring over the balance issues brought

111 Replies 358,373 Views

[quote]Not to mention using a slot of strikecraft for mine laying drones takes away a squad of fighters or bombers.[/quote] This is true, but is negligible as they can simply be switched to something more useful. Ruiners do lay mines faster, but if you were to take 3 drone hosts with 3 mines squads each, you can lay down 90 mines faster than 3 ruiners can, at the expense of some antimatter. The whole point is though that drones have mine laying in addition to their normal function, so

566 Replies 1,291,090 Views

[quote]Sorry about the inconvenience.[/quote] No problem dude, gave me the oppurtunity to drop some knowledge. [e digicons]:rofl:[/e] oh and n3rull, you have a valid point with the ruiner being pretty useless after its served it purpose, however I think a very easy and small fix can help it out a bit. All mines have an initial vulnerbaility once they are deployed, there is a few seconds in which they cannot activate and are not phased out so anything can shoot at them

566 Replies 1,291,090 Views

[quote]As for the new mine changes I say yay, nay, yay, nay, nay, yay, yay, yay, nay.[/quote] Juletron I'm curious as to why you say nay to fixing homing mines. Personally i think it sucks that a passing scout on autoexplore can ruin the placement of several squadrons of homming mines, that cost about as much as a HC for each deployment. Especially when the scout can out run them half the time. So essentially a single 200 credit unit can make the mines absolutely useless in seconds on

566 Replies 1,291,090 Views

[quote]f you build it when everyone's T2, you just shot yourself in the face, cause they're gonna colonize the map as you're marvelling at your giant octopus.[/quote] That is unless that giant octupus is deployed anywhere containing enemy key structures like labs. Or when you lose th bulk of your early game fleet trying to destroy one. and credit cost means nothing in team games, when all you have to do is say "feed for SB" and then have the means to cripple your nearest opponent. I r

167 Replies 73,301 Views

Big red button- Refers to the Ability of TEC Starbases to self destruct and deal maasive amounts of damage to anything around them. Prog/Progen- Also refers to the Progenitor Mothership Halc/Halo- Refers to the Halcyon Carrier "In the pocket"- this term is used when someone is surrounded by allies on either side, and thus has no immediate threats and should always concentrate on economy to feed the players around them. "Map f**ked/screwed"- Mo

17 Replies 58,417 Views

[quote]oh and deceicer the orky is teir 2 cus the vasari are supposed to be very mobile and aggresive this is the way the devs wanted it.[/quote] The Base itself is very mobile and aggressive, so I think the low tier is a little overkill. Surely the devs wanted it this way, but I take issue with the fact that and Orkulus can be contructed before the thing its designed to destroy, and before anything thats designed to destroy it. And yes I am aware that there are several ships whose co

167 Replies 73,301 Views

Juletron brings up an important point. During the developement of Entrenchments, I have no doubt in my mind that they considered invisible mines at some point, and decided against it for a damn good reason. So I don't think thats the solution for mines the way they currently function. Plus if we were to request that kind of fix, that would mean a lot of extra work coding and debugging for them. Simple fixes are what really need to be requested, based on the variety of small things suggested h

566 Replies 1,291,090 Views

I think the biggest complaint on Vas starbase construction is that early in the game, its still builds quite rapidly but take quite a few ships to destroy, often more than anyone has at that point. Later in the game they aren't quite as menacing because of fleet sizes. One thing I am curious about is why it is a tier 2 tech. Every other races starbase AND assault cruisers are tier 3, why isn't the Orky? This tends to allow the Orkulus rush to occur, when an opponent barely has a fleet

167 Replies 73,301 Views

[quote]The Kostura shot does not freeze your own fleet, Deceiver. I use the things to support my battles frequently, and I assure you - it's just the enemy that's affected. If it did freeze your own fleet, it would be 95% useless.[/quote] Perhaps it was patched a some point, but I recall the last time I fired a Kostura on my own fleet, all my ships were disabled, but took no damage.

31 Replies 80,882 Views

[quote]Actually, I wouldn't mind a raise in cost if they were completely stealthed.[/quote] I may be wrong, but I seem to remember a thread not to long ago where a couple of people attempted to mod some invisible ships, and had some serious problem solving issues with it. I don't remember if they actually succeeded, but it may be a tough concept to include. A price hike would definitely be warranted if they were invisible until detected, but that may be asking a little too much of the

566 Replies 1,291,090 Views

Good idea mindseye, its true mines need a little help. I try and use them as much as I can, but I never get around to it unless I've got a huge econ, but the trade off then is I have a crap load of planets to try and protect. And your right it is a gamble, the game doesnt come with a whole lot of chokepoints (especially on Random maps), so you luck out if you have a good one, but chances are your enemies will find a way around it. A 25% reduction in cost may help, but I also think you should

566 Replies 1,291,090 Views

Hawk is right, I haven't seen many of the DT guys and the better BIA guys in awhile, but have run into some nasty nasty smurfs. I don't know whos smurf belongs to who, but I'm already starting to figure out which smurfs are definitely DT or high skill BIA.

1,090 Replies 1,832,590 Views

Amish is right, illums will tear up lrms. To make them even more effective against them, send your illums right up close so their sidebeams can take out multiple targets. Stick your money in illums and you'll be in good shape.

10 Replies 4,549 Views

[quote]Clarification - Vasari Starbase[/quote] Would you still then be able to upgrade its build speed so it builds normal? Seems like thats the way it should be anyway. And I agree Random-Any really really sucks. and I also agree with you that lrfs should be more like archers. I always thought that the back bones of peoples fleet should start out being light frigs and then heavy cruisers. I wonder what the game would be like if lrf and lf roles were reversed, ie lrfs were to

167 Replies 73,301 Views

[quote]At what stage to you rebuild your cap factory to produce new caps? ie, when you have at least 40 illums and 10+ carriers + flak?(I sell mine after building the prog for the logistics slot and cash, is this wrong or simply depends on situation?)[/quote] For me, I dont scuttle the cap ship factory as Advent unless i know tha im not oing to build another. Instead Ill usually upgrade logistics fo extra slots. The reason why is that Cap ship factories are expensive and having to bui

9 Replies 12,865 Views

Aye, plus we've seen that Starbases can distort phase space, causing damage to enemy units and not your own or your allies. The real point is we can only theorize how anything works in this game, but the truth is the Devs weren't holding "logic" as their primary goal when making any aspect of the game, so why bother attempting to apply it for the sake of "why this should be like this instead of this". I can name a handful of things in this game that make no sense logically right off t

31 Replies 80,882 Views