In origional sins.. in one of the old versions... I did notice that when I had 2 military labs around my desert ship-building planet, the time it took to buid ships seemed to be lower... If i remember correctly the "time to build: xx seconds" was less around that desert than a different planet in the same game with no military labs. I never bothered to mess with it further... and i have not bothered to notice it in 1.17 and entrenchment... (cause in multiplayer your waa
Pbhead
meh. Perhaps I should not have been sarcastic... but The point i was trying to make was that even more neutrals would mean vasari have an even better advantage.... and it would take no more than 5 scouts to capture that neutral frig factory long enough for them to start building a fleet... which would not have to travel 1/2 way accross the map to reach me, like it would if they built thier fleet at their home planet. (say... if the vasari was in an economic position)
oh, ok, you win... instead of 85% normal, using rapid mfg would boost it to 115% normal perhaps?
yes. Look at the space egg of doom before it fracks up a planet... or a advent battle ship before it does cleansing brilliance. I think some other caps have brief charge up times as well.
mmm... I am preety sure my carriers are pumping out strike craft alot slower than only -85% of normal... but a link would be nice.... cause while, yes... it says -43% while under fire... it also can sometimes say only -50% when there... i think it is, no capital ships, and no starbases and you outnumber them?
yay... now vasari can not only get rediculous metal and crystal income... but they can get extra $$$ income, and can use it to build frigs right next to my homeworld! yay! vasari scouts can do wonders already... expecially if they are mircoed... 5 or so scouts can capture all three of those metal extracters at that gas gaint.... and now you need to send a few ships there to clear them out... then a colony ship... and have it regen enough antimatter... by
Kuda0, What i am trying to say... is that currently carriers have a -85% build peneltiy when combat is going on around them... durring the 45 seconds of rapid manfacturing... that build penelity would only be -55% (or, strike craft would build 30% faster if no combat is going on) I really dont think the sova needs a buff that affects all strike craft... think about it... just as it is right now... 6 sqauds... with 30% more attack, and 15% more survivablity... thats the damage
uh.... yes it can? the autocast on Vengeance will target the caster. Just watch the ai... venegance is allways cast on the rapture.
vs the large, uasually overwelming battle fleets that go after planets... no they dont do much... expecially if your enemy is using lmfs... but if you have teched out your defence tree, a fully upgraded starbase+a pji in the back+ few repair bays+ a few hanger bays to provide flack and fighters... a few gauss cannons in front of the starbase just might force those anti-structure ships to either take out the gauss first, or take their fire if they go straight for the starba
I dont think the halcyon needs a boost... Its almost always the second advent capital ship... that ablility make illums 22% more overpowered should not be taken lightly. The vasari could really use a better scramble bombers... and the sova needs to be taken out of that small, smelly, unclean, cage in that dank and dark, basement and given a new, loving and caring home. Making heavy strike craft an AOE might be
Another thing to consider is the map... if your on a map with alot of neutrals and alot of vasari... well... if your not carefull... they are going to have 15 metal and crystal income to your 5... and if your against an advent player... be ready for the almost inevitible illum spam... if your in a isolated postion (you know... when your 3 allies are on the other side of the map, and you got at least 2 fleets bearing down on you) you should prolly consider an akkan as your capital ship... sinc
Military, economic, industrial, and research "focuses" could be 4 seperate sliders... as you slide the silders, say... from 100%,100%,100%,100%... to say... 150%,50%, 100%,100% you would get... (they allways have to add up to 400%... and for balance issues... prolly should not be able to go above 200%)... (now, i am picking things preety much out of the air here, just like my other "government sliders" idea on page 7) ...bonuses and penelties... say... you
When you look at a map of the solar system you ask yourself... "why are the phase lanes curved... and why do the go around the sun and right back to the same planet?" You then suddenly realize why we havent sent a colony ship to mars. When you go to church and ask the pastor "what mod did God use?"
Ya, those are all great... but there are not many past those that you mentioned. Also, very few people like to play multistar maps.. and unfortunatly those that do get off the ground seem to die of people dropping. (I am so sorry Raging Amish, Adama, Chicken, and that other guy!!! :-( ) But I love the small anti-rush bit that multi stars get, and the fact that games tend to take a bit longer... more stratigy, less spamz. (although if you really wanted a
smurfing would be solved if the win loss ratio was for the entire account, and not just the player name? just a stupid idea.
[quote who="EadTaes" reply="22" id="2278618"] And Pbhead I could use that same stupid argivemnt for Rupture with concentration aura why should it do more dmg in range and not when and magicly not do dmg no more when not in range. Same thing. So don't brign me a lame excuse like that. [/quote] HEY... Since you didnt catch the idea with the "it makes sence with advent and vasari" bit... let me expain... The Rapture has a limited range because it is
Darvin3... the super weapons are not totally uncounterable... or at least they are semi-counderable if you are prepared for them. I mean... if your heavly out numbered... like 3v1 and they are spamming superweapons... your screwed... but when things are balanced... and things have just gone into the late game... and then very late game... and if, say building 5 superweapons would hurt the economy of your enemy enough for you to attack... (not to mention the su
phase out hull would work great... except no one uses the maurader :-( (although... between phase out hull and its ablity to get your fleet out quickly in a losing battle is great... its just a really weak cap, and its lv 6 ablity is useless because by the time you bother to get a maruder and then get it to level six... you prolly have your superweapon which does the exact same thing AND pwnts enemy ships... not to mention having to get your maruader there...
Meh.. ok... so halcyon, between its 22% -cool down and its telepush... does not need a boost. And for the sova... I really dont think heavey strike craft should apply to all strike craft within x000 radius of the sova... it really doesnt make any sence as far as tec goes... since how can the sova magicly add armor plating and bigger guns to strike craft around it... (and take it away instantly if the strike craft venture too far away...) For advent it makes sence, due to thi
The sova and the shiratra definately need a boost.... not so sure about the halcyon (except more strike craft) Now... the thing about strike craft being better when stationary... is just wrong... I can understand it being slightly better when they are not fending off other strike craft, or dodging flack... but durring a semi-even battle? stationary strike craft should either get penalties to health and dodging ablitity when they are not moving... or perhaps (now I know flack frig
Ya... I allways thought the sova was preety pathetic... but it has gotten a... slight... buff? When all other carriers are at 85% build rate penelity... a high level sova can kick out 4(at lv 6)-6(at lv 9) sqauds of strike craft instantly... and keep them at full strengh for no less than 45 seconds... which, just might be really helpfull when you notice a migrator jumping towards your homeworld and you want to switch to bombers fast. and its animation is reall
Edit: double post [e digicons]X|[/e]
while we are at it, how about we complain about fighters and bombers... being very non-solid? but then again... its soo fun to watch them fly straight into the sun/planet/capitalship they are trying to shoot. and that the turrets dont rotate... zooming in on a flack frig drives me crazy sometimes. Ya... there are alot of things that are really neat and nice for show... but 1. iron clan is a small company, and 2. all these things take up cpu power... and on
Mitigation seems to be instant... in other words... I don’t think the first wave of attacks sneaks through at 15% mitigation... Kodiaks (with some health research) can survive a lv 1 Big Red Button... they have about 2000 hp+shield... at 15% mitigation... the blast should completely kablooie them... but they survive with red hp and have their mitigation at 57%. <span style="font
Its prolly right in front of me... but I just cant find "bridge Command"... can someone link to it?