You should be able to take on instances of 3v1, either through attrition or otherwise. There's no way an AI will beat a competent player 1v1 in a complicated game.
soase_player
Ion bolt is good for catching stragglers, but if it's your akkan vs. an enemy kol or something, you're going to be the one that's running. Having a power that can help mop up an already won battle, isn't nearly as valuable as having a power that can help win a battle. Also, re: targeting uplink and flak frigates, does anyone really have trouble taking down fighters with flaks? They make mince meat out of fighters to begin with, I wouldn't really miss an extra 12% accuracy or whatever i
Use quote function? I have no idea who the last 4 posters are referring to. Anyways, what I said was that these starcraft-type qualities [b]DO[/b] become valuable on small maps. I suppose when you scale the maps and # of players up by enough, that becomes irrelevant. But in 1v1's and 2v2's, and on small/medium maps, they're invaluable.
[quote]I'll never understand why the Akkan's ion bolt was nerfed. It was borderline useless in the first place (only good for knocking ships out of phase jump), and now they upped the recharge to the point where you might not even be able to do that consecutively. Colonize is a novelty skill, and the uplink ability is half-useless as there's no accuracy in the game. Sometimes I just wonder what they were thinking.Also... Dunov, bad? Shield recharge? Cheaper abilities? Antimatter burn + AoE damag
I'll never understand why the Akkan's ion bolt was nerfed. It was borderline useless in the first place (only good for knocking ships out of phase jump), and now they upped the recharge to the point where you might not even be able to do that consecutively. Colonize is a novelty skill, and the uplink ability is half-useless as there's no accuracy in the game. Sometimes I just wonder what they were thinking. Also... Dunov, bad? Shield recharge? Cheaper abilities? Antimatter burn + AoE da
TC is right, the empire tree is totally crap and bugged out when it comes to targeting enemies. In the end, clicking on the main screen yourself is the way to go when it comes to micromanagement.
Well I figure I should add something to the conversation. The reason I think most players aren't as good as they could be, is because this game probably doesn't appeal to the starcraft-type players. And whether you'd like to admit it or not, even if this game is only remotely similar to mainstream RTS games, the same skills that players pick up playing games like SC are invaluable in any real-time strategy game. Stuff like constant and thorough scouting, expansion, very quick & aggressi
lol, this thread is full of epeen, failure and ownage. Good read :D
Speaking of which, what does the +8 civ upgrade do exactly? And what's so special about TEC trade ports?
You don't really get -that- much more cash so it doesn't make things much easier. TEC is a good choice because having dual Dunovs will go a long way towards making sure you don't lose any cap ships. Once you start building up experience on your ships, it should be a cake walk. Advent have several good abilities, and I don't particularly like the Vasari cap ships.
The only thing I dislike about scout frigates is their incredible speed. They outpace all other frigates, they outrun the turning speed of gun platforms, and the only thing that can take them down is several fighters. As mentioned, with their special abilities, they can do a lot of damage to units or planets that aren't being protected by a fleet, and with their speed, it's impossible to keep up with them. I'm not sure why I haven't used the TEC scouts more often, but the few times I h
Doesn't aggressive AI just spam cobalts? How challenging is that? I think the defensive AI spams the support vessel (repair cruiser), which is pretty bad too. The research AI probably offers the most challenge, with the most variety in unit selection.
Well make a suggestion as to what you think should cost more than what :|
[quote]Invent trade, culture, ice and volcanic colonization and forget about civilian tree for a longer while.[/quote] Heh, that's funny, the self-proclaimed "Trader Emergency Coalition" needs to research trade ports before being able to build them. Anyways, I'd spend most of my early efforts on expanding as fast as possible. As fast as possible being, making sure your arse is covered from potential attacks, and making sure you're upgrading your planet infrastructure so as not
I defense of the diplomacy system, you only need to do 4 missions in a row to ally with a particular player and get planet vision, so that's relatively easy compared to most other 4x games where you have to 'build a relationship' before becoming allies. Also, you lose 8% with each failed mission, and they're usually 15 minutes each... so you can only choose to do 1 in 4 missions to keep it at 100%, meaning one mission per hour. 1 per hour isn't too bad.
Competitive play isn't just 1v1 small map.
[quote]But you'd still be wasting a large portion of your total DPS. If your fleet can do--for example--100 damage per second and you split up their fire, you're going to be doing about 85% (100% - 15%) of that DPS to targets. If the whole fleet is targeting one ships, you'll be doing about 35% (100% - 65%) of that DPS. A hundred ships would still do more damage against a target than one ship, obviously, but they'd do less overall than if they spread their fire out.If you waste most of your D
The LRM beats the heavy cruiser in DPS per unit cost though, right? If so, the system at least makes sense: you're deciding between dps per fleet points and dps per cost, and all of the other units are pretty much niche units to cover specific tasks.
If it's a large map, you can probably skip on early scouting. Build a few light frigates that you'll need either way, and use them to clear planets faster and scout one planet ahead each time.
Having just LRMs and nothing else is a pretty poor strategy considering you can supplement them with other frigates for much better effect. You probably mean a fleet made up of a lot of LRMs, in which case, what's really so bad about it? Light frigates can't make up the bulk of your fleet because they suck (I'm sure you've played vs. AI's light frigate spam, and it never even wins one battle), heavy frigates are too expensive, supply-consuming and late-game, flaks are niche units, same
Siege frigates cost too much supply and resources. Mostly a TEC player, I go with the Marza Dreadnought and upgrade the planet bombardment ability as a second priority. Does a heck of a lot of damage and saves me from having to spend so much supply cap, resources and micromanagement time on siege frigates. Then I just fill out my fleet with a few siege frigates in reserve, wherever supply cap permits it.
I've gotta agree. While I understand why the guy is pissed, going into a 10-man FFA in a huge galaxy is pretty much guaranteed to eat up many, many hours. The only time I play 10-man FFA is if it's one average-sized solar system where the game is more of a deathmatch than a huge galaxy-wide slogfest.
[quote]I believe that I was in that game - if so, I was a victim of your deception. The game should have been over in about 1.5 or 2 hours, but because of the lies, it went on almost endlessly and was really one of the most frustrating and boring games I had played. What, 4-5 hours later, the host finally quit and destroyed the game for everyone. It was really a huge waste of time. To sum things up for everyone, we formed an alliance against some clan guys and the host, primarily because the
Nah, they do no such thing. I'm having a hard time understanding why people like flak frigates, since in my limited experience of using them, they barely do any damage to anything other than fighters/bombers, which my own cap ships' fighters are more than capable of dealing with. Pretty useless unit unless someone is stupid enough to spam carriers exclusively... so, pretty useless unit overall.
Everything loses an equal amount of antimatter when phase jumping. You might actually have to wait more with the colonizing cap ship, since it's probably using its abilities on top of phase jumping, while the colony ship just sits one planet back waiting for the enemy ships to be cleared out.