1) don't know 2) doesn't matter; their firing arc is 360 degrees, so they really have no "facing angle" 3) typically your first point should be defense, but after that it totally depends on the situation.
Darvin3
[quote] You're assuming that everyone plays short games?[/quote] Even if you are playing long games, you won't reach that point for many hours. Moreover, once you have that kind of cash, money stops being a big deal altogether. Six hour games are rare; even if you do play on a huge map, the outcome is often a forgone conclusion by the time you have enough money to spam starbases like mad. Moreover, you won't survive to the late game if you don't play well early on.
Normally I hate music videos, but that one wasn't particularly bad (although I thought the ending was a little jumpy with one explosion after another)
[quote]You do have a point as the Adjucator and Orgov are already there[/quote] The artillery cruisers don't have any inherent advantage against structures, despite what their name may imply. As mentioned, these are area-of-effect cruisers, a role that only starbases really fulfill currently.
Because Advent usually brings out their second and third caps earlier than other factions, I don't feel that scuttling your capital shipyard is a good move. Works for Vasari and TEC who often delay their second cap until after their first is level 6, but I don't think it's as applicable to Advent. First things first: scout scout scout. Find out what your position is like before you start investing cash into labs. What immediate planets are available to you for expans
[quote]I generally place a starbase at every planet I am on once I have researached it[/quote] Starbases are [i]massive[/i] investments. If you can afford to build starbases on all your planets, you're either obscenely rich or you're not spending your cash. In the former case, you've already won the game, so why are you bothering putting up defenses in your back-end worlds? In the latter case, you're sacrificing your fleet's strength, and a well planned enemy assault
[quote]Oh how I wish the emoticons were working now... There is no way I can express how awesome those are!!![/quote] I've actually been playing around with the concept of these units for about two weeks now, and have been considering posting them for the past few days. I quite like them, too. As for your suggestion over the Jakosul's ability, the problem I see is that the enforcer and skirmisher are both very short range front-line units while the J
Short and simple: I think the game could use an "area-of-effect" attack cruiser with some form of an uncapped damage attack. It would outrange repulsion (thus acting as a counter to the battleball) and be less effective against mobile units like light frigates. It would make it harder for LRF and flaks to stay in a tight group and cover each other from fighters and light frigates respectively. It would also help capital ships scale better into the late game, since huge swarm
Admittedly a unit like this would be a great fix to the guardian, and it would also make it more difficult to focus fire en-mass without being vulnerable to one of those things, which would be an indirect buff to reintigration. That's more something for an expansion for a patch at any rate, and we did go off topic anyways. Not much more to be said on the main topic at hand. Enforcers don't need a fundamental overhaul, just better overall performance. Higher dam
Just a few ideas: TEC Torwick Artillery Cruiser (tech level 4) Abilities: Incendiary Grenade: fires a single explosive round which deals large amounts of damage over the target area of effect. Has long range, but also has a minimum range. The projectile takes time to reach its target destination, and therefore is less effective against moving enemies. This special ability has a minimum range as well as a maximum range. Sho
LRM, flak, and hoshikos typically make up an early game army. Carriers are not uncommon, and in moderation light frigates have their purpose but are seldom seen in significant numbers after early colonization. Surprisingly, scouts are often used as a combat unit in the early game, although they are somewhat situational. Kodiaks are absolutely awesome, but the trick is phasing them into your army. Cielos are good, but rarely seen (too high in the tech tree and oversha
[quote] Perhaps have it carry light weapons but have an ability that is a long range version of Rad Bomb.[/quote] Yes, you could make its area of effect attack a special ability and then give it a base attack. However, the problem with a base attack is that then chances are a player has to keep them in a separate control group and on "hold ground" behavior so they don't go running into a melee to use said attack! [QUOTE]Demolition Cruiserr? Then you could add a sec
[quote]Well, I was thinking about a LRC (long range cruiser) but that would be so overpowered, that it wouldn't even be funny... I am thinking though that a second heavy cruiser might be good... Perhaps you could call it an "assault cruiser." You could give it planet bombing as well as good anti-ship weapons.[/quote] Frankly, I think if a new unit type is to be added it should be an "area-of-effect" attack cruiser. Extremely poor damage against single targets, but ag
As far as the TEC starbase goes (and for most cases, Advent as well), it depends completely on whether you're up against AI's or humans. The AI will mindless throw its army against your starbase, whereas a player is more likely to try to move around it without engaging it directly. This fundamental difference in approach means that how you use your starbase is difference. Against the AI it's a bulwark that stops their advance. Putting it close to the edge of your gra
[quote]How so? Battle.net doesn't let you on without a valid cd key. If there's no LAN support in the game at all, there's no magical pirate switch to enable LAN.[/quote] You think the only way to acquire a working CD-key is to buy the game? There are people who have hundreds of illicit but working CD-keys for various games. You need some level of sophistication to do this, which is why for most games it's not worth your time. Currently, the vast majority of the peop
[quote]I'm sure something like that could be created and then circulated, especially if it had a couple of really popular maps (like big game hunters [e digicons];)[/e] ) Raging[/quote] You know, I agree. Because ICO doesn't have any support for custom map transfer, I think we do need a fan-based approach where someone puts together regular (and large) content packs that would be circulated en-mass. There [i]are[/i] people creating fantastic maps out there, but we need to
[quote]who designs a game these days and DOESN'T include LAN play?[/quote] My thoughts exactly; this is a huge disappointment, and nothing short of a slap in the face to many of their fans. [quote]I guess it's a good way to discourage piracy.[/quote] Quite the opposite. Now the [i]only[/i] way to play LAN without buying multiple copies is to pirate or get third party hacks.
Vulkoras could certainly use a damage buff, and an additional wave cannon attack would help it out, but it wouldn't change my opinion of the wave cannon upgrade. You never have enough capital ships to merit actually sinking money into those upgrades solely for their sake.
Aside from the more advanced scripting options that we can always dream about, there are some basic changes that should be done to the editor. Control over resource nodes and militia is something very basic we cannot do right now. I also feel a "random uncolonizable non-magnetic" category is necessary because magnetic clouds block starbases, making them substantially different from any other gravity well. We also have very crude control over starting planets. If you ma
[quote]if you want it to equal to advent 19 damage then it would be 22.8[/quote] I'm saying it should be better than Advent, because Advent gets its attack upgrades earlier, and has more upgrades in the late game. The only advantages Vasari have in this instance is earlier armour upgrades and reintigration. This is why I say 25, which (if normalized) would put it at 20.8 damage, only a two points above Advent. If Advent has a single extra attack upgrade, they're [i]s
[quote]Well then, I'd say they owe us some SP.[/quote] I'd like to see a GalaxyForge on steroids that can really do a lot of things. In fact, I have my own little wish list of updates for the program (both minor and major)
[quote]V v A no ups 10 A V v A lvl 3 15 A V v A full ups 16 A V v T no ups 8 T V v T lvl 3 &nb
[quote]How much scripting can you do with the editor?[/quote] Basically nothing.
[quote]Your first ship ought to be a Kol (unless on a tiny map) which can easily devastate militias...[/quote] Kol, Marza, and Akkan are all perfectly valid choices for first cap for TEC. All have great damage output, all are quite tough, and all have great abilities. Unlike Advent and Vasari, there is no definitive "right answer" for TEC's first capital ship. For second capital ship, anything goes. Dunov is great, situationally Sova can be wonderful, and rou
It affects any Advent weapon [i]except[/i] for planetary bombardment. Plasma, lasers, and beams are all energy weapons, but planet bombardment is not. It also does not affect strike craft.