im gonna mention this again as I have in other threads: flaks. There doesnt need to be any ship limit or complex solution, when there already exists a solution of making sure to scout the enemy and see what his doing and if his massing LRM [b]DONT START SPAMMING LIGHT FRIGATES[/b] and make a force of flaks that consist of at least 40%-50% of his LRM's.
archpsi
you could make it into a borg-pirate mod, by changing the textures of the pirate vessels you get to use at start (not all pirates) to have green/glow streaks across them and maybe each time a vessel is assimilated, you spawn a new vessel of the appropriate type with green streaks :). the story behind the mod would be something like: A borg scout (had to be really low mass) with a new device was able to make a phase space rift and enter the dimension where the tec exist. It was
heres my above reply in decent format. if the player surrenders the empire stops doing most things and any ships that had orders will stop following the orders and just guard their systems or do whatever the auto-action is (explore). if the player quits all of the last orders given by the player will be done (like send ship y to system x, building what was queued..etc), but the a.i will never issue new commands and most things will eventually just revert to guarding systems..et
[code="c++"]if the player surrenders the empire stops doing most things and any ships that had orders will stop following the orders and just guard their systems or do whatever the auto-action is (explore). if the player quits all of the last orders given by the player will be done (like send ship y to system x, building what was queued..etc), but the a.i will never issue new commands and most things will eventually just revert to guarding systems..etc. if you quit/surrender a game and pre
nope allied ships are put in the left bar.
theres a few balanced maps, but many of the scenario maps are not balanced at all (at least for ffa, when it claims they are for ffa in the description), and random does not always start as astax claims it does, you can start with 2 asteroids and a decent planet 2 jumps away, while the enemy starts with 2 planets within one jump away on medium+ random maps. basically many scenario maps and random medium+ sized maps are balanced so that half the players start in weak spots and the other
just to make some things clear. disruptive strikes is a passive ability, with 35% chance to trigger, its not an active ability. phase missiles: the damage of the vasari battlecruiser at level 6 that comes from phase missiles is less than that of two assailants when power surge is up or less than one assailant when power surge is not.
[link="https://forums.sinsofasolarempire.com/?forumid=404&aid=176858"]WWW Link[/link]
some statistics about the range: the debuff is applied in a range of 2000 around the target, the 150 damage is dealt to ships within 1000 range around whatever has the debuff and dies. what I meant about spreading is that he moves many in that area away, while keeping those who were not in the debuff still in their position and then he can decide what to do. the player doesnt have to start spreading out each individual ship..etc and in many cases can just move them back (even if its a w
[quote] Also.. the vasari BS is by far the best at dealing with pure frigate spam thanks to it's level 6 ability, cleansing brilliance doesn't come close As proven Here [/quote] I wish it usually worked like that, in my exper
defender has 4 arcs, not 6.
[quote] The KORTULs will drain all the antimatter from their primary target, slow its firing rate down by 30%, and debuff it with nanites to ALMOST negate its massive shield bonus[/quote] few corrections about disruptive strikes: it doesnt drain (means your draining from it and giving to yourself) anti-matter, it depletes anti-matter from the enemy. it doesnt decrease enemy weapons by 30%, decreases their abilities cooldown by 30%. however your comparison is quite g
Im not going to spoil the fun of the others, so just search for anti-LRM threads, its quite obvious (one is even titled ___ the anti-LRM?)
as long as its an appropriate target. many newer players make the mistake of focus firing on my tank cap in the first battle in 1v1, so before its shields go down it becomes my ~10 ships+cap vs enemy cap and his ~10 dead ships.
[quote] The TEC may have the best superweapon, but none of their ships or planetary weapons is the best of their class. The Sova Carrier can come close to matching it's counterparts, the Halcyon and Skirantra, but the strikecraft it carries are inferior to their Vasari/Advent counterparts. [/quote] I think kol and mezra do quite fine in comparison to the capitals battlecruisers/dreadnoughts of the other two races.
[quote] They might be only good at DAMAGING lrm's, fighters, bombers. But they are good at tanking anything. AND lrm's and squadrans are the deadliest units in the game against most unit types, including your cap ships. If you neutralize bombers and lrms your cap ships can do clean up. [/quote] when I meant not spamming [b]only[/b] flaks, I meant just that. I was saying why not to make a fleet composed of 100% flaks and implying that they only do decent damage vs the things I
[quote] The other guy. Had two TEC cap ships and 80 LRMs. My Illums I thought would help but they didnt do crap. So I ask the guy hey man did you build anything else or you just like LRMs he says yeah he built a few TEC planet bombarders?? forget the name. So WTF man what beats a TEC LRM and why do ppl build a fleet of nothing but those? [/quote] most likely your fleet had a large ratio of disciples and illums and only a small ratio of defenders and the
the dps displayed ingame is off by 0% to ~20% to the true dps, otherwise the charts are quite good.
you can do it via the empire management tree, make sure units are shown as stacked, then it shows you units by type with a number (up to 10 per icon) and you can easily select which units you want as one fleet and which you want as the other. the icons when stacked look like the bottom left of this picture. [img]http://img160.imageshack.us/img160/5439/example2qr0.jpg[/img]
what about the replicators, we need them.
you can then click on the enemy unit in the empire tree and it will take you quite close to it, even if it is obscured by the planet/massive swarm of ships, you can tell where it is.
-deleted, already mentioned.
[quote] Well, 4 Vasari sieges would be 9.2, 4 sieges from Advent or Tec would only be 8.0 [/quote] ye I was just giving him the largest plausible number in early game with 4 siege frigates of any race.
[quote] Lets see, siege frigates do 2 dps to planets, so 4 of them would be 8 dps frigates do far more than 8 dps, but even if thats the case most planets are not w/in 2 or 3 minutes jump of major production areas or of a decent sized fleet. oh, and early game I tend not to have 20 or so spare frigates floating around my empire doing absolutely nothing. [/quote] 4 siege frigates do 9.2 dps, but I dont see that as far more than
hopefully PJI's will be more significant in 1.03.