Wrath89

Wrath89

Joined Member # 4452402
14 Posts 287 Replies 13,398 Reputation

[quote who="RiddleKing" reply="31" id="3014575"]THERE IS NO INFORMATION IN THE MANUEL THAT SAYS IF U MOVE GUARDIANS WHEN THERE SHIELD PROJECTING THEY CANCEL THEM DOING SO.[/quote] It doesn't explain what channeling is in the manual? Sigh.

47 Replies 130,540 Views

I dunno if that's enough time for the devs to fix the bugs found by the players playing the beta... but the release date's their decision.

64 Replies 159,061 Views

[quote who="Coridane" reply="21" id="3014544"]Wow, all of your logistic slots? What about military and civic labs or orbital refineries? In my new campaign, I'm trying to have a military lab, civic lab, trade port, and shield generator per planet with refineries in wells that contain a high number of resource drops.[/quote] After I have the bare minimum amount of logistics slots used for research labs, frigate factories, and culture centers, I fill every remaining logistics slot w

51 Replies 159,251 Views

[quote who="Arcalite" reply="37" id="3014519"]The enemy is probably from another dimension or something like that, at least thats how i interpreted the sins intro movie. Some vasari experimental teleport lab flicks a switch, blows up, then you see a kortul on the run followed by what looks like a diagram of the vasari moving from planet to planet with each planet falling dark as the unknown enemy arrives a short time after the vasari remnants leave, indicated by the planet turning red in the

49 Replies 96,072 Views

[quote who="SemazRalan" reply="2" id="3014284"]Give the community the dump analyzer, we'll find the issues.[/quote] This. Developers need to understand that they can sometimes count on the community to do some of the grunt work!

5 Replies 3,434 Views

[quote who="Coridane" reply="18" id="3014318"]I learned a lot from this campaign. I ended up taking the fight to them and my last stand was around one of their planets, engaging multiple fleets, but they crushed me. Next campaign, I'll do a better job of fortifying my planets. I think I also need to create more smaller fleets for defensive purposes, as one of my friends suggested. I tend to rely on a single, super force.[/quote] A fortified starbase on one of your worlds

51 Replies 159,251 Views

[quote who="dbkita" reply="11" id="3014119"]As a Vasari near the end of the game, I aim for roughly 100+ bomber squads at maybe an 8:1 bomber to fighter ratio with 30-40 flak. Rest of my fleet is 12-13 caps heavy on the Skirantra (though a couple of high level eggs are very devastating when used in tandem), 20 subverters, maybe a few overseers to help heal caps, and a boatload of assailants. I no longer even bother building enforcers or skirmishers. The former are fodder for bombers and the l

51 Replies 159,251 Views

[quote who="SemazRalan" reply="18" id="3014283"]6 Hour SOASE MP matches are just too damn long to set aside for anyone with a life.[/quote] Games rarely take longer than an hour to be decided, at which point the losing side very often surrenders so they can get on with their life or play a different match.

53 Replies 45,373 Views

[quote who="Darvin3" reply="4" id="3014043"]Back in Entrenchment you stood a chance by getting a starbase operational right away, but without immediate feed that just can't happen in time.[/quote] How did that work? Unless it was an Orkulus, couldn't the attackers just fight/bomb from outside the range of the SB? And even if it was an Orkulus, it's not that effective against large single targets like capital ships.

14 Replies 11,065 Views

He's saying that he thinks flak should counter bombers better, I think. And if that's what he's saying then I definitely agree. Late-game massed bomber squadrons in particular are too effective IMO.

38 Replies 59,780 Views

Thanks a lot for uploading this. I definitely learned a few things. * kbroke - Advent was somewhat trapped in a pocket by Exterminate - TEC. kb colonized the key roid giving him a way out, but didn't make any attempts to build ships or defend it. Starting with a Progen and a Halcyon hurt him a lot - if he had built frigate factories on the roid ASAP and spammed Disciples he probably could have overwhelmed Exterminate, who had civic labs and did a whole lot of civic research, di

8 Replies 36,517 Views

[quote who="Coridane" reply="4" id="3013795"]I think someone mentioned this in the starbase post and I meant to reply to it, but I'll reply to it now: I was unaware that Hoshiko's could repair structures. I assumed they were only ship to ship. So they can also repair structures (turrets, extractors, labs, ports, etc.)?[/quote] Anything with a repair ability can repair anything else friendly with hull points, as long as it's within range. [quote]I think I got greedy

51 Replies 159,251 Views

With a triple Sova-rush like the one you mention, it's more difficult, especially so if the two players both have Embargo. Doable? I don't know, it depends on the skill level of the players involved. While your 30 LF or so will do quite a lot of damage against enemy caps, if the enemy retreats their Sovas in time / repairs and if both aggressor players build supporting LRM you'll probably be dead, simply because you can't produce ships fast enough to keep up with the enemy&#39

14 Replies 11,065 Views

I'm assuming you're talking about the very dangerous level 2 Embargo-Sova rush strategy that seems so common in 5s nowadays. Scout manually and quickly. If you see a Sova coming, don't build a second cap, just use your first one; maybe scrap your cap factory for a bit of extra funds that you'll need. If you're Advent, built a lot of Disciples ASAP. Build another frigate factory on your HW to produce faster. 20 to 30 Disciples, properly micromanaged, should

14 Replies 11,065 Views

[quote who="Ryat" reply="1" id="3013721"]LRMs do good against caps but cruisers are the anti-LRMs you might say.[/quote] Heavy cruisers are the only real good anti-LRM unit... that, and flak. but the AI doesn't know how to do that.

51 Replies 159,251 Views

Do your best to keep your starbase alive no matter the cost. If that means sending flak frigates into the area to act as meat shields, so be it. Make sure to have a few Hoshikos around your SB at all times as well. I, for one, always avoid building starbases in neutral gravity wells like Gas Giants because they're difficult to repair effectively. In a neutral well, they can be repaired at most at a rate of 20 hull/sec: but if you have a SB on your own world with repair platforms y

51 Replies 159,251 Views

[quote] Will there be more enjoyable achievements to gain and with the tutorial be improved? Answer: Yes on both counts (way to sneak in two questions, btw). We’re looking to add a number of new achievements suggested by the community and also update the tutorials for the new content.[/quote] I hope the tutorials are completely reworked, and that they aren't just modified to include the new cont

11 Replies 92,765 Views

[quote who="CirdanNarya" reply="7" id="3013700"]According to the product page when you pre-order Rebellion, the release date is December 1st. https://store.stardock.com/product.aspx?productid=ESD-SDE-W011[/quote] [e digicons]k1[/e] And if that's the case that means they'll probably need to release the beta VERY soon if they want to have enough time to fix bugs and implement suggestions from the beta testers.

64 Replies 159,061 Views

[quote who="Halfamigo" reply="14" id="3013607"]2)I agree. Every time I find myself in a duel between my fleet and an enemy fleet of equal or superior power I hit the menu button then issue orders to my ships on who to shoot first (Caps and healers) and order my healers to stop fighting and save my Caps from blowing up. Seriously this pausing can be a feature for single player games against the AI. Maybe an elected few seconds pause for MP.[/quote] This is already possible. The P

41 Replies 122,202 Views

[quote who="toyboyrobot" reply="5" id="3013672"]I was asking because i would like to preorder rebellion, the thing is just that i cant find it at the impulse (gamestop) client. it's strange to me that it is not there since impulse was a thing created by stardock (am i right there?) and now it seems theres not really a good connection between those two things anymore. and i think its not too hard if you work on a project to say 'it should be ready for launch around the first quarter of

64 Replies 159,061 Views

[quote who="the_Monk" reply="18" id="3013578"] While I played the game for a while...watching the nerf-bat strike homerun after homerun on this and that unit is what ultimately turned me away from the game was that it seemed to be impossible for the DEVS to balance things in such a way as to mitigate the use of unit-spam (whatever was considered the new "OP unit" before being hit by the nerf-bat) as a viable WIN strategy. If games can't mitigate that, then I'm out. I

38 Replies 59,780 Views