it seems the ability actually keeps track of ressurections available, I.e., one destroyed level 10 halcyon can't get you 15 level 10 halcyons(pity) only works for YOU not your allies or your enemies.
crashmatusow
[quote]Which also reminds me of the Tunguska Event in Russia 1908. A 5 megaton explosion, no radiation. Probably a comet or astroid air burst.[/quote] the advent were beta testing final judgement. they've buffed it now.
and if it did have a campaign, you'd be right back here bitching about how short it was or the obviously gaping omgwtfweretheythinking plotholes in it.
[quote who="Sqirelmaster" reply="5" id="2149421"] still think the transcencias long range weapons should be beam cannons; long range lasers makes no sense to me. I thought the long range attack was the psionic surge thing? the wierd blue bolts that come out of the bottom and front [/quote] psionic surge is its heavy attack (like orky's disintegrators or argonev's beam cannons)
anyone know whats up with the lack of collision detection on transcencias? can post pics if needed, but its pretty self explanatory.
correct & correct again. plasmas have a deeper bass sound. big lasers are purple, small ones are light blue. still think the transcencias long range weapons should be beam cannons; long range lasers makes no sense to me.
halcyon, with full detail-bump-extras-bloom-highlight
meh. i think advent should have laserz. i mean, wth is this humane smash 'em all instantly, peaceful death crap?
impulse is far better at managing updates than a simple patcher program.
actually, i'd say that if you had a horde of bombers descend on something, they'd melt right through the debris. then again, not that that kind of attack leaves debress unless their hulls are made of dust.
and whats so great about homing mines (require sacrifice of carrier/squadrons)? hell, what do you have to complain about? at least it lets you deploy mines in hostile wells.
heres a hint. level 2 of mass disorientation has a range of 12000 :P ppl need to learn how to use & abuse SB's. they're not ships.
work on the major balance between the 3 races; ie, TEC use their economy against the other 2. Vasari use their mobility+phase missiles. advent use their shields and (i presume) are supposed to use their culture, too. however, this isn't realy feasible right now(there is no way to effect culture in neutral/hostile areas). its has little influence, even though its a major part of the advent.
i find it quite interesting that religions seem to be the groups most intolerant on this planet. i mean, you have: one bunch of communists, one bunch of nazis, one mafia per town, but you go to some tiny-arsed western farmer town in the US and you get like 5+ christian churches there.
what makes you think that any race isn't going to have a problem with so fortified a grav well? you say the attackers can spam assault cruisers....well, guess what: 1. his fleet is going to have plenty of SC 2. SB has frontal shield and will run over the assault cruisers, and then eat them. Same dilemma. i'd say make good use of support cruisers to thrash his fleet. vasari-suberter-lockdown; advent-repulse to push ships away and then run to a tenable corner of the gravwell; tec-u
mines arent an offensive tool. if you want a mine that flys towards its target, buy an assailant. the intent is to have a convenient method to hostiley desploy mines, while either running or just do it off the side in the enemy's gravwell so it interrupts their fleet activities. carriers attract to much attention.
each ship drops a set amount of large and small debris pieces on destruction. don't know how much is restored per piece.
[quote]Of course, this would only work if it ignored shield mitigation and/or armour.[/quote] shield mitigation, yes...armor, no. i think theres a flawed assumption here that ruiners are actually supposed to do something besides lay mines. it isn't. its the vasari means for laying explosive and gravity mines. they just chose to do it with a cruiser. less fleet supply spent on your minelayer than, say, the advent, but then again less flexible too. and advent homing mine
seems everyone wants pirates to be able to pull some godly desperate last trick out of their sleeves. they are scum of the galaxy. they use salvaged ships. they do not have any kind of non-monetary backing from any nation.
hmm..pretty sure the shower still works right. final judgement is def. bugged though.
make the brute a salvaged Kol, i.e.: no beams on the front(replace with autocannons?), only has flakburst, no squadrons(make the launch bays look damaged?)
its more than 8 average damage shows figures in cooldown, but not duration Kol's beams have a 4 second fire time paired with a 14 second cooldown. (4/14*128) you're getting about 36 DPS. at level 10 you have a +27% to weapon cooldown and 45% bonus to damage, which brings it to about 73 DPS according to my calculations. by comparison, Advent's radiance's front beams do 60 DPS to start with. (105*4/7)=60 again getting 
of course it all changes for advent. 60% mitigation + shields on beam turrets= sick!
oh uh..duh...yes. per core. as in as much speed as possible on one core. RAM helps, but only up to a point(sins can only use 2GB). and i'd like to know if the OP is using a 32-bit or 64-bit OS. and trust me, a 2 GHz core is not up to late game sins entirely without a performance hit.(assuming you are talking about running around 2000 supply fleets) is that ATI Radeon HD 2400? i'd say its the last thing t
advent mines are a whole 'nother ballgame