Bombers are best (but that has been said a couple of times now). The Vasari and Advent disable support cruisers also work quite well. Each one can keep one Kodiak disabled but they cost less and take less supply. So you can keep his Kodiaks quiet while finishing off his flak and then launch your bombers to kill off the Kodiaks.
MegaVolt
But stuff like weapon damage increase isn't lowered, right? A few research fields grey out when you lose a station, those are unusable then. As far as I know (please correct me if I'm wrong here) the ones that do not grey out stay active (which includes weapon upgrades for example).
Yes, there is a chart here somewhere explaining what works good against which other units. Don't have the link here right now ... Basically: LRM > light frigates > FLAK > LRM. Add in fighters (carriers) which also beat LRM but get eaten by FLAK so that it's usually not worth getting them early as LRM counter. LRM + FLAK usually works better then LRM + fighters. Mitigation is a simple damage reduction, that is always active (no matter if shields are depleted or not) and can only
[quote]funny thread.complaining about elitism, but then proclaiming that your way to play is the right way, denouncing clans (besides your own clan of course), labeling all competitive players as cheating assholes etc etc, just to make us understand that YOU are the best and everybody with a differing opinion is an idiot.And a game that has truly benefitet from competitive gaming ? StarCraft, maybe !?[/quote] QFT. And being competitive and being a dick is not the same. Competitive p
auto focus-fire
Thats a good point. Having research stations generate science points would be awesome. Then of cause the money-cost of the tech should be minimal. That way one can chose to either go the route of mass tech (lots of science points to spend) or economy (more money for ships).
About trade ports: Even if they don't have other planets to trade with you get the money. Try it out: Only 1 trade port in your home system, no other port. It will have trade ships sitting idle but still generating money. No diminishing returns - ever.
Yep, AI planets are usually not well developed. In addition to that I usually see the AI do nothing but spam MASSES of light frigates. For those they have to upgrade their fleet cap quite early - which means even less money (and no even remotely useful fighting force either since they don't build advanced ships). Especially in research the AI does basically nothing.
Yes, it does summon sentinels. And carriers (which can build fighters). So the anti fighter component is more then fulfilled. And it does not need to be set on autocast. 10 phase gates on the 1 to 0 hotkeys and you can phase in supplies anytime you want if a part of your fleet dies. And it still leaves room to rebuild eventually lost capital ships an to add supply cruisers to the mix. Oh and phase gates can do a lot more then warp in stuff. They are more then just useful on the
How exactly does it work? How often does it spawn troops and how are the planets the troops spawn on chosen?
I do not agree. In fact I find the AI to be way too easy. They seriously lack in fleet composition (mass light frigates and nothing else ... what?!) and in lategame power (lots and lots of undeveloped planets - nice in the beginning to have some fighting forces but not effective later in the game).
Whats a neutral mining spot in the habitable zone? I know the neutral asteroids that can be captured for resource extraction in the systems one can not colonize but I never saw such an asteroid in a system that could be colonized.
Until the fighters resolve their suicidal combat the bombers get in free shots. Even with 50% damage they still do good DPS against heavy armor. Unlike fighters, which have a low base damage and get 25% against most units so that they are useless against anything else then very light / light, the bomber has a high base damage (about twice the fighters). It is possible without any problems at all to single-strafe a carrier with each bomber pass. 50% of incredibly much damage still is a lot of
Javelin LRM range is a lot bigger then the Illuminators If he wants to fly to the LRM to kill these he will stand right next to the Kodiacs with his Illuminators. Kodiaks deal wonderful damage to Illums so they die fast. In addition to that, the side beams will fire at the Kodiacs and only the front beam will kill Javelins - so the Kodiacs can tank reasonably well. And either the Kodiacs or the Javelins can have Malice on them since they are positioned so far apart - not the whole fleet will tak
1. Be aggressive early on with LRM to not allow mass Illums. 2. Strike craft hit'n'run (you didn't mention Defense Vessels anywhere). Fighters will tear through the Illuminators. 3. A well-balanced fleet with Kodiacs, Flak Frigates and Javalin LRM with splash upgrade. LRM can stay back, Kodiaks take the beating while the Mothership eats the missiles. After it is down, Kodiacs and LRM will make spacedust out of massed Illuminators. But it is true, Malice is an incredibly powerful
A balanced force of all ships is usually best. A few Enforcers at the front, Assailants for damage in the back, support cruisers and either Sentinels or fighters to defend against strike craft. If the enemy spams one ship type (like: LRM only) then of cause the counter has to be spammed (like: Sentinels only). In the early game a mix of Sentinels and Assailants works great. As for weapon tech: Phase missiles are by far the best weapon tech in the game and they make all the i
Yes, as I said you can shoot through the Guardian wall with Assilants (or Javelins as TEC, that will just take a little longer because of shields). However, this takes time. And in that time the strike craft is killing off your frigates. And the Advent can simply jump away his carrier fleet before the last Guardian goes down, replace the 4-5 guardians and jump in again while you took over a dozen frigate / cruiser losses in the meantime - or even lost a capital to his bombers! T
PeskyFly: The "Replicate Forces" ships are NOT permanent. They auto-destruct after about 2 minutes. That - sadly - makes the skill completely useless for carriers since they need that time to build their fighters in the first place. But it is still nice to have three additional Enforcers in the heat of the battle. About the strike craft: TEC strike craft lack the firepower of Vasari or Advent so they are out. Advent have superior numbers but less damage. In the early game they a
I also payed the small euro price for the digital version. For GC2: DA I ordered the disc but there was no tax on it (I live in Germany).
I don't see TV shows as "piracy". If it aired on TV it should be completely free for download. It' stupid to try to restrict its availability after it got aired for the whole world to see.
Can anybody confirm this? That would make getting a second capital early quite good (I usually don't since frigates do more damage for their population point - which only changes for very high level capital ships).
SDC is so much superior to steam, why would people ask to have Sins available on the less user-friendly system? I do not understand ... Yes, steam is great mostly because of the great games it delivers (HL2, its episodes and of cause the by far best shooter-like game of this year, Portal). But as distribution system it is way too restrictive - much more then SDC for example. The other way around would be great: Having more games available on SDC without the need for CDs or bein
I partly agree with the OP. True, the basic setup of all races is the same. Same ship types, same research types. The differences here are really minor. However I find it very interesting how these minor differences have a huge impact on gameplay. Trade tech tier 4 instead of tear 2, doesn't seem like a big difference at first. But in a multiplayer game when the enemy is pushing towards you those two research tiers will cost you the money equivalent of a dozen frigates which
Minefields would be awesome. They could fill the role on which the phase jump inhibitors fail ;)
There really should be an option to toggle this via hotkey ingame. I find the auto-focus useful at times but also VERY annoying most of the time (especially when it auto-focuses some strike craft flying around and my orders get all screwed up because the camera moved when I tried to get my ships to focus fire). Please include a hotkey for this in 1.03 !