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Teun-A-Roonius
The mechanic is basically the problem people have been complaining about for years and most likely will for years to come. Good players are able to fend off any raid without too much trouble in the first place, so that isn't really the problem. The problem is that the system turns into a last minute clikfest, as mentioned in the OP. Possible solution would be to distribute pirate raid forces equally over all players with bounty on their heads (the overall force of the raid would have to b
[quote who="Timmaigh" reply="11" id="3151940"]Yes, it was 1vs1 and i did not had any pacts with AI. I do not think thats even possible on 1vs1, or?....[/quote]Nope, that is not possible. The AI will turn against you when you are the only player left that is able to oppose it.
[quote who="SithLordAJ" reply="8" id="3151935"] Quoting Teun-A-Roonius, reply 5Are you high? Are you offering?[/quote]Well... I happen to have some nederwiet here which I am happy to share with you in case you are planning to come to Holland!
[quote who="ShadowSlayer56" reply="5" id="3151795"]maybe it could effect ships jumping in as well?[/quote]That would be way too overpowered. It already is a very good tech. I say leave it the way it is. It is a great tech for that tier.
Wouldn't be a bad feature IMO.
[quote who="axxo2" reply="45" id="3151387"]Got inspired! check it out![/quote]Very nice. The only thing that might improve it is a realistic background. But the avatar itself looks very cool! [e digicons]:thumbsup:[/e]
[quote who="SithLordAJ" reply="4" id="3151340"]I say that the advent have discovered 'interns'. They use their telekinetic powers to drive the ship non-stop, the only limitation being the need for a small exhaust port for the extreme heat being generated from their overworked minds. There are actually laser turrets, but there are interns stationed near them are adept at illusions which make it appear as though there is no turret The hexagonal hull pattern helps t
[quote who="MayallCommunion" reply="148" id="3151238"]I truly do not see how an ability that pushed units back so your fleet can escape, and cuts off phase lanes would be useless.[/quote]Except for being able to retreat your fleet more easily it wouldn't have much use IMO. If the other frigates are in weapon range they don't even have to go for the Guardians first if the enemy isn't retreating from the battle, while the whole point of Repulsion if to prevent the enemy frigates to
[quote who="Khezef" reply="11" id="3151232"]i always wondered why they dont launch torpedoes at other ships, caps move slow enough...[/quote]Cause that would make them even more effective than they already are (it would also make the LRF's a bit useless later during the game).
They do anti-very heavy damage if I recall correctly. At this point corvettes are best countered by flak frigates and massive fighter spam. Though any AoE abilities are very helpful as well (the Ankylons' Disruption Matrix ability for example is a great corvette annihilator). Corvettes are best used as LRM (Illuminators excluded because of their sidebanks)-, LF -and HC killers (those have a hard time focusing their firepower on the corvettes without excessive microing). Though you
[quote who="wbino" reply="6" id="3151218"]But why would yow want to no which ai your playing?[/quote]Well it is helpful for reporting AI issues (knowing whoich AI types cause which strange behavior is going to help the dev's a lot more than encountering weird behavior on random AI's and not being able to tell the dev's what sort of AI you were playing with).
[quote who="GoldenLegion" reply="1" id="3151194"]Until the game comes out, maybe?[/quote]Which is at this point June 12, 2012.
[quote who="Timmaigh" reply="8" id="3151166"]Obviously, the Ankylon and Vasari Rebel Kultorask are going to be toughest to take down, Ankylon thanks to it self-repair and Kultorask thanks to its nano-leech powers, the difference will be situational usefulness of the NanoLeech ability, i mean it will work against large fleet and surpass utility of Ankylons Selfrepair, but against static defenses it would be worthless, while Ankylons abilities wont. Firepower-wise the Ragnarov will p
[quote who="stein220" reply="9" id="3151162"]Actually I believe ogrovs have Very Light armor which flak counters. you'd just have to micro them in close. However, as you stated fighters are best and corvettes now too as someone else stated.[/quote]Yet taking them out the old fashioned way with a bunch of LRF's isn't a bad call.
I think the dev's are aware of #1. #2,3 & 5 are very likely by design. #4 does need to be fixed though, but I'm sure the dev's will put in the correct icons before officially releasing the Vasari. #6 is very interesting and should be looked into. Great catch! #7 has always been that way. It is better decribed as a graphical overlook rather than a bug, since the ability itself works fine. #8 is also interesting and #9 should be fixed as well (tho
You know... If Repulsion would be nerfed so that it doesn't push all frigate types out of weapon range except for the LRF's it basically becomes completely useless. So what exactly do you propose Mayall? At this point the only viable counter (when playing as Advent yourself) is to spam bombers on the Guardians (or use Repulsion yourself). The other races have enough possible counters to Repulsion (look at page 2 of this thread, at Sage's reply).
[quote who="Lavo_2" reply="25" id="3150868"]Quoting GoaFan77 No modder could have made ships that looked as good as the titans though. I gotta disagree with you on that.[/quote]Have to say it doesn't look as good as the TEC Ankylon though...
[quote who="Mr Haze" reply="2" id="3150758"]What are you asking for exactly, to be able to turn the HUD off? If so, you already can, ctrl+shift+z.[/quote]No, he means that the camera will focus on random ships / strike craft up close when in cinematic mode, and by pressing a key the camera will jump to another ship / fighter. Here's a video that demonstrates how the cinematic system for Star Wars: Empire At War worked: [video]http://www.youtube.com/watch?v=jf50AyUBNKI[/vid
[quote who="GoldenLegion" reply="88" id="3150752"]next week? well , I guess there is only one more thing to do.[/quote]Goodbye then... [e digicons]:([/e]
[quote who="heroes265" reply="38" id="3149966"]Name of VRT is Kultoras[/quote]Actually, its Kultorask, but I forgive you for forgetting the last letter. [e digicons]:P[/e]
DirectX 9 (and any other version of DirectX) generally comes packed with any game that uses it, no matter on which kind of operating system you play. You don't have to worry about not being able to accuire the correct DirectX version for your game if you upgrade to a newer OS. Besides, older DirectX packages are also available for download on the web.
[quote who="The_Regicide" reply="71" id="3150467"]So, umm... The Pirates have been around since the TEC, so by your logic, it makes sense for them to get better ships than the TEC... even though most of their ships are old repurposed and weaponized TEC ships?[/quote]He probably means that because after saving a lot of credits for a very long time the Pirates would have been able to bribe the other faction(s) of the galaxy in order to obtain better technology and ships. Mind you I like
[quote who="Fyrstar2002" reply="14" id="3150456"]Kols, hangar defenses, flaks, fighters, titans, what more do you need?[/quote]...Burst Rockets? [e digicons]:P[/e]
[quote quoting="post"]EDIT 2 [Graphic Bug]: explosions from Pulse Beams only occur on the first few shots, but not the later ones in a given volley[/quote]Yes the same happens with the Plasma volleys on Adjudicators (only the first hit actually triggers an explosion). On those it has been present for a very long time. Looks a bit stupid... [quote]EDIT 5 [Bug]: the researchable that allows the Vorastra to serve as a fleet beacon doesn't work. I believe this is known.[/quot