[quote]and if your 13 with no money and have to buy the stuff by yourself than you can play sins without entrenchment [/quote] hey man just do some chores and ask fro 10 bucks. then explain what you want to spend it on. what the worst that could happen?
Deceiver_0
Certainly very doable. You would have to create just a small shuttle like mesh, give it an ability that only targets capital ships, then give it the behavior that stabase constructor vessels take when hey vanish and the starbase appears, just no starbase of course. Maybe someone should wave down the devs.
[quote]the advent mines dont get placed on the equators plane, so ships wont often enter the critical zone, it being above or below them[/quote] The equator plane is kind of just a 'zone' ships stay in most of the time, and most of the time structures an ships will not be exactly on the equator. I think it would be cool if you could move away from the equator line. Some defenses would have to be altered surely, but having the gravity well be spherical, and havin
[quote]MOVING SHIPS![/quote] ? Either way, the vast majority of game expansion cost $20+ dollars. 10 bucks is cheap for an increase in the dynamic of the game. Plus you can purchase and download it online, takes like 10 minutes and BAM, you've got entrenchment.
[quote]Still, everyone is ofcourse welcome to our little community, it's time to make it the #1 online RTS [/quote] Agreed.
I used to play a space RTS that was a lot like sins. In it you could build a "Fleet Academy" where you could train admirals. The admirals all had different types of buffs, some buffed fleets, some buffed a single ship, some buffed SC, some added another ability to the flagship. and some did both. When you trained an Admiral, it would build a shuttle, that you would then target a specific ship in your fleet. The shuttle would dock with the ship and it would then be the permanent flagship of th
[quote]3. I absolutely hate games that require 'correct' build orders in order to win. This tendancy makes human players just as predictable as AI players. And most RTS games devolve into this. In short, the longer any RTS game is played online, the more predictable and similar the games get. For me, MP gets boring faster than SP does.[/quote] I find the Ai far more predictable than humans. I will predict that in any game you play against the Ai, it will send 3-5 s
[quote]it's useful to get some free HC/carrier in a battle[/quote] or a couple extra subverters to keep your enemy frozen for a little longer.
Azrak, Amish and Darvin pretty much nailed the Varari, but I'll add a few other notes: . Vasari's strength late game is their mobility. Use phase stabilizers to move your fleets quickly from place to place. The vasari superweapon, the Kostura, can also stabilize phase space, allowing you to jump behind enemy lines, its damaging effects also do not effect your ships, but its disabling effect does. Firing a Kostura on a battle in an enemy system can give you time to bring in reinf
a "roid" is a non-dead asteroid. You will almost always start with one within 2 jumps of your HW. They are extremely lightly defended and almost always should be colonized first. Also, don't bother with dead asteroids unless they have some VERY significant tactical position. Having no logistics slots and producing no income, they are a drain on your valuable resources. If they do have a significant position, say as a good choke point, some repair bays and static defenses can help you
I was watching a replay of a game I played JJ in yesterday, and at the end I went over the stats. On the "Empire" tab at the bottom is a stat called "User Actions", on which every one but JJ had a value of 1. JJ had 121. What are user actions? Update: Well I found out three things, A. The search field for the forums works (last time I checked it didnt but that was a awhile ago) B.) User actions are any meaningful action taken in the game (mouse/button clic
[quote]You can tell fighter squadrons to hold position? That's frakking awesome[/quote] In order to get it to work right click the hold position behavior and them move them close to the enemies, dont click attack, or theyll start flying around again.
[quote]make gravity bomb interrupt,[/quote] The only problem with that is making an already powerful ship a lot more powerful I say augment less useful abilities (like interference) to give them more relevance
[quote]The request are not opposite,its about nerfing marza's lvl 6 ability and boosting capships overall.Right now building more then 1 capital ship in first 15 minutes of them game is a madness[/quote] Thats funny cuz I like to build two Marzas back to back right at the beginning. Works pretty well if both of em have raze planet. [quote]I can't comment on Repulse+Mass Disorientation, but Final Protocol is a one time use ability. You lose the starbase.[/quote] You can
Advent are particularly weak with Planet Bombardment, and with that Purge Vessels are a must for quickly removing an opponent, another cap couldn't hurt either. As for your fleet, you have to balance destroying your enemies fleet with destroying his means of production, luckily this is made easier with illuminators multiple beams. If you've got the upperhand you have to make sure you hang on to it, follow that fleet and destroy it, take down those frigate factories and military labs while you
This topic had been beaten into the ground. People requesting a nerf, then other people requesting a buff. Lets just leave a message for the devs and move on. Personally I don't think MB is overpowered, especially since I can't think of a better way to shut down an Illum spammer as TEC. The way I see it is if an Illum spammer wants to charge a lvl 6 Marza without anyway to destroy the Marza or stop it from channelling, his fleet deserves to be destroyed. If you
[quote]It's not worth making more than 2 caps except as advent. Tec and Vasari don't benefit from more than two.[/quote] I beg to differ in the simple fact that more capital ships makes each one less of a focus fire target, especially later in the game with fleets so large they can kill a cap ship super quick. As Vasari and TEC I like to get more support abilities from my 2nd 3rd and 4th cap ship. Skiratra Carriers and Dunovs are great second and third cap ships for theri heal
I'd only attempt it if you're sure you can either protect the starbase or sneak it in. I good idea to help pull it off is to attack an enemy territory while sneaking in a migrator. Pulling your opponents attention away from his hw is a good way to get a starbase constructed before your he can destroy it. If your opponent spots it before its complete you may need to run in and protect it. Failing this rush can make this pretty hazardous for you so be careful.
[quote]I don't think overpowered is fun. I'm sick of using the Egg and Marza over and over myself[/quote] Hound, I know you know you don't HAVE to use these to win. Give yourself a challenge and build a strategy around a lesser used cap, you'll have more fun that way. I've played with you Hound and I know you're really good, so have some fun and try working with a different cap. You don't have to play every game to win the game, sometimes you can just play for fun you know. Just sayin
You take things a little to seriously Decimator. It's just a ridiculous picture. No ones judging any religious beliefs here, or trying to offend anyone. Lighten up! [quote]oh.. and keep it happy people, no getting offended at the pics, LETS HAVE A SENSE OF HUMOR![/quote] its says that right above the picture at the top.
[quote]Just a couple notes[/quote] ah my fault, corrected.
In an effort to extend the length of the average MP team and ffa games, I'm compiled some tips every race can use to counter the Evacuator + Assailant rush that every player will inevitably come across. First some info on the space egg: The Jarrasul Evacuator is the prized possesion of almost all skilled Vasari players for it's superior abilities: Colonize Planet: As a colonizer, the evacuator is very useful. It's tough hull can take the punishment from neutral
[quote]is there a mine limit per GW ala TEC mine placement?[/quote] I beleive the limit is 150 per well.
[quote]wait, when you lay the squadron out to be mines, can you make another squadron and lay them out too? So, besides the cost of the carrier, they cost nothing?[/quote] No, it costs nothing to produce a squadron, but it DOES cost money to deploy the squadron as mines. As a squadron they act as if they were unarmed SC and stick close to the carrier (unless of course you keep they docked). You may fly them to any position in the gravity well and select the button to "deploy" them by
[quote]HC rush is a bad idea.[/quote] I'd say yes if you're really close to an opponent likely to rush. Unless of course you're f-ing amazing. A fifth tier Tech Rush is tough to pull-off, but can hugely beneficial. I would recommend this for situations in which a lower tiered (1-3) rush against you is not an immediate threat. You can pull this off well if there are several ice or volcanic planets between you and your closest enemy, and a decent number of easily claimed