Glad I'm not the only one who thinks the Orky needs more love. [e digicons]:grin:[/e] On that note, something that's been bugging me is the Orky's amazing vulnerability to bombers/fighters. Yes, I realize ALL starbases have this weakness, but since the Orky can freely move about its gravity well, I NEVER get it any fighter bays (I always max fighter bays for the Argonev and Transcencia, just so you know, and no, I don't play MP, but still). This shortcoming does not hav
Warlord Mike
Anybody think the Orky's Disintegrator Beams should be improved by the Pulse Beam Upgrade? In my opinion, it makes no sense that it DOESN'T at the moment - in addition, since it's the Vasari's Anti-Structure option, it would really give opponents something to go, "AHH! FF! FF! FF!"
First off, N3rull - AWESOME post, dude. You just about addressed my feelings on the matter. Global changes: - Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%) - Damage taken by Caps from ANTI-HEAVY (LF) increased to 75% (from 50%) - Damage taken by LIGHT ARMOR (LRF) from COMPOSITE (HC) increased to 200% (from 150%) - Damage taken by LIGHT ARMOR (LRF) from CAPITAL (Caps) increased to 100% (from 75%) All of these - I agree
My name is Warlord Mike, and I approve of this review. [e digicons]:thumbsup:[/e] Mass Effect had me hooked the whole way through. I haven't tried the higher difficulties yet, but sounds like I'm gonna be in for a rough ride if I play it again. All the twists and turns the game took always had me going, "Whoa...did NOT see THAT coming." [e digicons]:omg:[/e] I'm not going to write anything else relevent to the plot here (so as not to ruin it for the rest of yas [e
(le sigh) :( There has to be SOMETHING we could do to Target uplink that'd make it more desirable...but, alas, I'm out of ideas. I mean, I WOULD suggest bypass shields, but that would interfere with the new GRG.
[quote who="Deceiver_0" reply="454" id="2498164"] Warlord Mike- I believe LRMS already DO outrange repulse(one of the few things that does), problem is illuminators tear them up so bad. And targeting uplink does increase the range of ships in the area (pretty sure allies too, other friendly boost auras do, i dont see why TU wouldnt) [/quote] Yeah, I...kinda thought they did, already... [e digicons]^_^'[/e] Hmm...Well, what else could we do... <p
[quote who="Deceiver_0" reply="422" id="2495006"]Updated- Support Caps are up there now. Taking a look at DesConnors stats a few posts up, It seems quite ridiculous that the margin between Battleships and Carriers combined hp/shields is only 300-400 in favor of battleships. And between battleships and colonizers its much less. Its no wonder they aren't chosen as primary caps because their small margin of survivability is vastly outweighed by Carriers and Colonizers utility. I would DEFIN
That it does, Chaotic. :) I wouldn't mind the instant Allegiance drop, myself. So, sure, why not? [e digicons]:grin:[/e]
[quote who="Agent of Kharma" reply="316" id="2472497"]Ogrovs and Adjudicators are NOT supplied right. Why on earth is their supply so expensive? Carriers cost about the same supply, but can do the exact same job Ogrovs and Adjudicators do. Furthermore, carriers are far more general, and can kill capships, lrf, HC, and just about anything else, while Ogrovs and Adjudicators can only kill structures. Carriers are FAR, FAR tougher than Ogrovs or Adjudicators, which are li
[quote who="Greyfox2" reply="300" id="2467372"]He means that there is a section of the empire tree on the left that shows ships that are currently jumping. Since jumping ships are a very fluctuating thing, it causes the empire tree to bounce up and down making it difficult to select something using the empire tree. They are suggesting that it be moved to the bottom of the list so that ideally the list jumps up and down less. [_]-Greyfox[/quote] <p
I'm not sure about the Empire tree - I'm not exactly sure what it is you're referring to... [e digicons]^_^'[/e] Fighters? Nah. Leave 'em as-is.
Uh, Deciever? I'm not sure you tallied my votes for magnetic clouds and increased mines... [e digicons]^_^'[/e]
Ah, I return to this topic! Lessee now... Allow starbase deployment in MCs? I'm all for it, personally - if they're one phase-jump choke points, it makes for an annoying threat that'd need to be destroyed.[e digicons]:grin:[/e] Change min. mines @ Ice/Volcanic worlds to 3? Yessir! I can't tell you how many times I've gone to an ice planet and discovered only 2 mines are there. If they're supposed to be crystal- or met
I'd like to throw my hat into the ring for my own little take on this. The mines are indeed lackluster - no more so than that of the TEC. Typically, I like to place my minefields in such a way that there isn't a way to get past it - in other words, planets near stars have a WALL of mines just waiting on standby near the jump from the star. The problem, at least I think, is that the mines themselves just don't have a big enough detect/asplode radius. This s
Huh. The Orky. Let's see here... Nerf Orkulus - Increase build penalty... Nerf Orkulus - Increase... NERF ORKULUS *twitch, murderous glare* HELL NO. Don't you DARE touch my baby...or else. *gives mean look to those who think so* SB Alert? Meh, I guess so. Though I do support JSW's idea of your advisor know your SB is under attack more than warning an SB is being built in one of your wells.
Re-railing back to the shield generators... [quote who="Cykur" reply="134" id="2447767"] Here is my idea for the Shield Generator. Give it an Area of Effect that is fairly large -- about the range of a Repair Platform -- and any orbital structure that takes damage within that AoE must first deplete the health of the "Shield", or possibly share some of the damage to the Shield. When the Shield is depleted, damage goes straight to the structures. It would essentia
One topic that's recently being discussed is the relative uselessness of TEC Shield Generators. I table a motion for discussion. Any seconds?
One thing to keep in mind about Shield Restore - it is channeled, so if you tell it to do anything besides, it'll stop casting. About hating micro - you should speak w/my best friend, who thinks in very much the same terms. :P
Scouts - Balance OR Nerf: I ain't touching that one. Skirmishers: Increase DPS? Not just yes, but HELL yes. Horribly, horribly underpowered... Decrease Supply Cost? Hmm...nah. If you're going to, though, it should only be decreased by 1 - and the Assailant MUST follow suit, as well. Decrease Resource Cost? Maybe just a tad - not by much, though (lower credit limit = 350, ideally 400; lower metal limit = 50
AVG Free Edition and Spybot Search and Destroy are what I use. I'm not sure if that's the best there is, but it's the best I can do for something free.
Personal Input: TEC: Strengths: The Trader Emergency Coalition was formed of...well, traders - as such, their econ is pretty damn powerful. Repair bays can be just phenomenal once fully upgraded, and the mighty Novalith allows you to nuke planets from across the galaxy - although it might take a while for the warheads to get there. The Akkan's reworked colonize, as Darvin noted earlier, means they have a reason to get the Akkan right off the bat. One
Super Mario RPG: Legend of the Seven Stars, is one of those games that must be mentioned at some point. I've come within 3 jumps of getting the Super Jacket - then excitement got to me. [e digicons]X|[/e] Seeing how it's the only MMO I've played, WoW is pretty much it by default. However, I've a lot to learn about the game (I get my ass kicked WAY too easily. Need to look into those power-leveling guides sometime...) For Action RPGs, lessee here... S
[quote who="koda0" reply="231" id="2414286"]The Novalith Cannon? Just a wormhole hooked up to the back of Chuck Norris' toilet. All you have to do is aim, and he'll do the rest.:P Koda0 (^)[/quote] Funny...I thought that was how the Kostura works... [e digicons]:\[/e] There really isn't a good "confused" emote, here... [e digicons]X|[/e] Anyway... One day, our boy Chuck felt a need to get places faster. A simple punch caused the anomaly t
Hmm, what would be good... A couple ideas on my list: Sins of a Solar Empire 2: Situation Critical Eye of the Storm Cease Fire (I like this one best, personally, and builds off the previous 2) The New Threat Stalemate (this is a good one, too) Ideas that would be better for Sins 3 (if we ever get that far), but are also good for Sins 2: Breaking Point (Personal Favorite) <li
When I make a specific grouping for my random maps, then, dammit, I'd BETTER get the groupings where I specify them! I SPECIFICALLY ask the map to have my homeworlds surrounded by at LEAST 1 ice and one asteroid, plus 1-3 others. Longer Names allowed, plzkthx. There's so many names I've tried that are JUST one or two letters too long than what's allowed. If the wave cannons upgrade can't be placed earlier in the tree, then at least bump up the Enforcer's attack str