Upgrading Meteor Storm and Disorientation to the second level doesn't do anything except increase antimatter. In fact, the infocard still says level 1 after upgrading to level 2 so I would say that the second upgrade didn't take effect at all but the antimatter does increase so it does something - just not nearly all its supposed to.
LHDAllaxul
[quote who="love9sick" reply="25" id="2077062"]can I get this at a store. I am still running on 1.05. I hate stupid shit like Impulse. I already have STEAM running and that pisses me off as it is. [/quote] I hate Steam as well. Loved Half-life way back when, haven't played it since I bought the collection and found out had to use Steam. Tossed it into the garbage and they lost a fan and customer I loved Bioware games from the start, even
Synergy makes a beam cannon give other nearby beam cannons 250 shield points and a 13% bonus to damage - but not itself. These max out at 1000 shields and 50% dmg output when you have a group of 5+ cross buffing each other. This only affects other beam cannons - would be insane if it ramped up starbase firepower 50%. The hanger upgrade puts 750 shield points and a shield regen speed buff of 4 per second onto all nearby structures as well as itself. So if you group
"...the Transcendia can max out weapons, armor, meteor, and get a rank of mass disorient." The second level of meteor actually does something other than just add antimatter?
-Meteor Storm damage reduced from 600/900 to 500/750. Damage is a flat 500 at both levels. Infocard stays at 500 and I tested on some pirates (the exact same ships both times - just let them heal up) and upgrading meteor storm to second level doesn't increase dmg, only antimatter.
They also seem to be fairly high on the target list for the AI so they soak up some damage that might have destroyed more expensive ships - namely the rest the fleet since the batteries only cost antimatter.
Limited slots is a great idea so a player has to think and choose what type of starbase to build where: full combat, full economy or a mix. However as it stands now at 8 slots that's not enough to fully upgrade any races weapons, hull, strikecraft, and combat abilities that use antimatter. If I've got a starbase holding back the hostile hordes 'o doom at my empires back door I'd really like to be able to max out (or at least come darn close) all the combat abilities I can c
Yes it was 15% dmg bonus but when the other superweapons got their secondary effects (phase stabilizer and max population reduction) it was buffed to 25%. Thats a lot of extra damage output. With a 6% shield mitigation bonus and denial of whatever effects the enemy culture gives them that's a nice defense boost as well. An empire crusher? No. Something that really helps out in a big fight? Oh hell ya...
... at least that's what I've found so far in the one game I've been played since beta 2 release. Anyone else seen any hull damage? I'm playing Advent (love their style) against 5 hard AI (2 Vasari, 2 TEC, 1 other Advent) on a random map and so far I'm really impressed (and having a blast) with the beta changes. However I've been watching closely when the meteor shower hits and so far I haven't seen any hull damage at all despite eagerly looking for it since my starba
Resource focus only affects the gravity well in which the trade port is built I believe. So I switch them to focus in systems with 3-4 asteroids and leave the 1-2 asteroids systems on credit earning mode. The resource effect is cumulative as well so no reasons to use just one if you're hurting for metal or crystal.
Now that's a dedicated and determined construction crew.
From what I've seen the meteors do damage to shields but not hull at this point - not sure if this is intended or not. Mass Disorientation however seems to work even better than the description and is incredibly powerful - I'm impressed. Seeing all those enemy ships just spinning around without a clue is very cool and seriously messes up a fleets offensive and defensive abilities. So many attacks and abilities need line of sight and its tough to get that whe
Nope, it does 150x20 dmg to every enemy target - ships and structures both within its absolutely huge area of effect. It is an extremely powerful ability to say the least. Although with shield mitigation cutting some of each waves damage in increasing amounts as it ramps up it isn't nearly as powerful as it would be if it did 3k in one shot, not even close.
[quote] - The self-repair ability doesn't work at all. I can click the button but nothing happens except the ability cooldown triggering. - I haven't tried the forward deflector shield ability, but I'm pretty sure that it's overkill. Is it that likely that you'll get attacked by a fleet that can't be survived with 4 armor upgrades and a repair system, but can be overcome through 4 armor ugprades, a repair system, and a shield abil
Yes, I would say that would be a very nice change. Also the mine deployment ability for the new Vasari ship as well, queue up a bunch of those and forgetting about them makes for a seriously cluttered system. Most of all though the self-destruct ability on TEC starbases being set to autocast is just seriously wrong...
Yeah, as much as I like seeing the effort to make each races style more unique the TEC model does seem by far the least problematic. Using that as a base for all races and then researching upgrades that fit in with each races area of expertise seems like the least radical rework of the entire mine idea.
No, an Advent mine squadron is just another type of strike craft until its deploy ability is used. The problem at the moment is that deploy is set to autocast enabled by default so the squad typically decides to turn into homing mines in fairly useless places as you've seen. When the mine squad is being produced, select it and turn the autocast off. Then when its done being built you can put it where you want your homing mines and trigger the change manually. Repeat
Aye, serious kudos on the AI upgrades. For those of us who only play single player its sweet.
1800 credits + 275 metal at 4.5 credits average value + 150 crystal at 4.5 as well = 3712 credits total cost basically to earn 0.8 credits a second. So it takes something like 4500 seconds (75 minutes) to pay for itself and start making money? If I actually got that right I've heard better deals - some oceanfront property in Nevada comes to mind...
Agreed, they aren't really necessary as things stand now in the beta. The Advent equivalent on the other hand is insane since it has no limit to the number of structures it can target. Got a full set of tactical structures with new enhancements right up the 35 pt limit plus a nice starbase? A half dozen adjucators and its all gone. If the point of Entrenchment is to beef up static defenses to the point where it takes a significant attack to overcome them so we don'
Yes you can go past your supply limit. In a very long game vs 7 AI set to hard I used a pair of them to steal at least 2, usually 4 enemy carriers every fight. At the very end I was at negative four hundred and something supply points and had a heck of a collection of Advent, Vasari, and Terran carriers that was very powerful pretty much by accident.
I've found that turning off auto attack for the overseers helps a fair bit - and I don't bother researching the other stuff. If they have *nothing* else to do except hang around the back of the fleet and throw armour at damaged ships I see a nice jump in ships that survive tough fights, cap ships in particular without any micro. Far more than enough to offset the loss of their laughable attack power.
I like them quite a bit. I never use them as the only cap ship in a fleet for all the reasons you have pointed out. However, past that they seem to do very well. As amazing as volatile nanites is(are?) - it does not stack with itself while all the Desolator abilities do. I'd much rather come up against 3 Devastators than 1 Devastator and 2 Desolators. It's a whole (fleet) being greater than the sum of its parts type of thing.
[quote]Doesn't an increased research cost help offset the fact that you have more research labs as the game goes on...especially on larger maps?[/quote] Started a Huge map playing the Korath with tech set to fast to help counter the bug. Tech Victory at turn 1 was roughly 24000 pts. Later on it jumped to 68000. Then 118000. Then 123000. And so on. Now a few months into year 3 its closing in on 160000 pts. This needs to be fixed, the AI can't handle the changing costs and
[quote]I see your Korx and raise you my Iconians...[/quote] Indeed, they really need help in the late game.