Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,842 Replies 1,395 Reputation

[quote]Why is the loading ramp on the Marza always open?[/quote] All TEC capital ships (with the exception of the Kol) are retrofits of existing civilian models. The Marza is an asteroid-breaker. Could be that the loading bay was retrofitted for other purposes, and it's no longer a loading bay. The Marza does support strike craft after level 5, so that may be its makeshift hanger.

13 Replies 18,754 Views

[quote]Hes right, at lvl 3 with a 20 second cool down, the Skirantra would be able to put out 15 additional bomber Squads into the well in a minute and 40 seconds.Thats pretty significant.[/quote] 15 extra squads? Where are you getting that from. Their lifespan is still 120 seconds, and the cooldown (at level 3) is 20 seconds. That's six extra squads, not fifteen. That's kinda pathetic, seeing as the new Halcyon ability gives you three extra squads for [i]free[

376 Replies 760,790 Views

Heh, I guess you have some updating ahead of you. Probably we'll have to re-evaluate the star ratings across the board. Since most capital ships in the game got buffed, this has raised the bar as to what "average" actually is.

100 Replies 377,189 Views

Too bad; I'd have loved to have seen a Sova-siege strategy. In any case, I think the Sova is definitely far more respectable now. Also, I looked up some stats last night and... well... I'd [i]highly[/i] recommend buying your first hull point upgrade in a Vasari vs Vasari game now. Level 1 nanos now kills assailants in a single shot (used to leave them within an inch of their life, now it kills because it deals 25 more damage over its lifespan). Now, I could be wrong

189 Replies 265,273 Views

[quote]just go above or below the mines. z-axis control for the win. Most people don't take the time to place their mines in a 3d manner.[/quote] And this is why all mines need to "home" in Z-axis. Honestly I consider this (and most other Z-axis usages) a form of abuse. The game is [i]theoretically[/i] 3D, but in practice it's played mostly in two dimensions, while the third is automated for pa

36 Replies 59,388 Views

[quote]3. Is there a noticeable benefit to loading trade ports or refineries on a planet or a roid that has 4 resources? meaning, if I have an ice planet that has 4 crystals, is it a good idea to just slather it with trade ports or is there a point of diminishing returns? 2? 3? More?[/quote] Trade ports are unaffected by resource rocks. They do not interfere with each other, and two trade ports equals twice as much money. However, the best way to build new

9 Replies 3,413 Views

Just mentioning the Antorak, eh? Almost every capital ship in the game got a buff. Marza, Progen, and Egg are the only caps that didn't get buffs (will have to do a quick check - level 1 nanos might have been buffed). This patch is definitely the capital ship patch.

107 Replies 284,249 Views

[quote]Scramble Bombers now has some use, because it's cooldown and AM regeneration is so much cheaper. I could actually see it having some use when clearing out neutral planets, because an additional Bomber every half minute does help crush Kodiaks. Though it still is probably the worst Capital ship ability in the game.[/quote] If you need to kill militia, get a Jerrasul (or possibly Kortul). If you need to siege planets, get a Vulkoras (or possibly raise a Jerrasul...

189 Replies 265,273 Views

[quote]as for the mines you barely need anything and there is no need to suit a tactical need[/quote] Thank you. If you aren't going to attack until you have a massive fleet, of course bombers are your best bet and you have no need for assault cruisers. I often attack when I may only have five or six carriers, all of which devoted to fighters to counter LRF. Assault cruisers are [i]necessary[/i] to get the job done early game or with smaller and less decisive

36 Replies 59,388 Views

I completely agree with RA and Ovi. Pretty much everything I wanted to say. Oh wait, three points: * I'm amazed LRM experience has remained the same. These guys are 4 command units, they should kick out a suitable amount of experience to accommodate the fact that they are such small spammable units. * Kinda disappointed with the siege frigate change. Was hoping their damage would stay the same and we'd get some tough armour on these guys.

376 Replies 760,790 Views

[quote]Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.[/quote] Hey, my suggestion made it through ^_^ This will make the ability equally useful for low level as well as high level Halcyons. I don't see it replacing the push/amplification combo, but if I ever pick up a second Halcyon I might seriously consider push/anima since I already have amplification. I like all the TEC changes; far

189 Replies 265,273 Views

[quote]yet bombers are sooo good at anti structure,[/quote] This isn't even comparable. To counter a starbase, you need at least 10 squads of bombers, more like 20 if you want to do it quickly. If it's got backup, you may need upwards of 50 squads to get the job done reliably. If mines aren't protected, a single scout and flak combo will actually clean it up quite quickly. In case A, 100 command of units can clear up any starbase, that's a little excessive (p

36 Replies 59,388 Views

[quote]scouts fleeted with flak will wipe clean any minefield, no need for a dedicated minesweeper[/quote] Basically what I just said. Having a dedicated minesweeper would be just plain overkill. As has already been said, scouts "reveal" mines so all your other units can attack them. Flaks kill mines viciously quickly. Scouts + flaks = dead mines. Not only is there no need for a miracle unit when this combo does the job so well, it

36 Replies 59,388 Views

[quote]but the way it uses them is often times pretty clever. it attacks barely defended worlds, sneaks past point defenses and gets out when the job is done[/quote] As I said, it's clever the first time, but the second time you're waiting for them and then it becomes just plain stupid. This is a trick that only works once; if the enemy is anticipating it the strategy [i]just doesn't work[/i] because the cost of countering it is maybe one tenth of the cost of enacting it. <

63 Replies 97,605 Views

Okay, here's my plan: [b]Stage 1: Submssions[/b] Accept up to 10 submissions from individual map-makers (up to 100 submissions total, at which point we'll have to cut the number of eligible submissions). Once we're ready and have enough content, we'll proceed to stage 2. [b]Stage 2: Comprehensive Release[/b] We'll release our huge list of maps and have an open debate on the forums regarding which ones are best suited to multiplayer. N

49 Replies 38,290 Views

[quote]a question though, how will playing online affect my internet/bandwidth usage??[/quote] I can't give you solid figures, but I can tell you that a trip to youtube will use a lot more bandwidth. The information being passed around is probably in the order of a couple hundred bytes every second. Without setting up a packet sniffer and actually measuring incoming/outgoing traffic for the game I can't tell you for sure though. [quote]also, when i was testing out

7 Replies 9,252 Views