By the way, apparently Progen colonize took a nerf but someone forgot to include that in the list. It's now 15/30/45 discount per level, with duration 360/480/600
Darvin3
[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.
[quote]Colonize planet upgrade cost reduction decreased from 20%/40%/60% to 15%/30%/45%[/quote] Wow... that was much needed, but to be honest I didn't see it coming. That said... no more free artifact hunting?
[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[
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.
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
[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
[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
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.
There's no word on the subject, but seeing as Entrenchment didn't have a manual I'm doubtful.
[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...
The patch is pretty much finalized. If anything on that list gets changed, it means it'll get delayed.
[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
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.
[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
[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
Dereferencing a massive amount of memory. It's normal, happens in lots of different titles (ever played a script-heavy Warcraft III map? Same deal)
[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
[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. <
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
[quote]If you corner a cap it will do the same, to and fro until it's gone. And it will nearly always jump to the same point in the gravity well so you can have ships sitting there waiting.[/quote] Sadly the AI more often than not will just leave its cap to die in battle rather than running it away. Really quite sad.
And this is one of the many reasons I don't use fleets -_- More trouble than they're worth.
.... mines would be SO FRICKEN WORTHLESS if flak frigates could reveal them.
[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
They're watching. Not always posting, but they're watching.