Bioware said that Mass Effect wouldn't be released for the PC either, but lo and behold, it wasn't long before the PC version was announced. I guess they thought that PC gamers would drop 300 dollars for an XBox 360 just to play that one game. When it didn't happen, they scrambled post-haste to get it to PC.
JamesP81
Looks pretty cool to me. Can't wait to play it!
[quote]et, what if you don't know they are going to use that strategy and you find out too late? What then?[/quote] You die. Spectacularly. Been there, done that, got the scars to prove it. If you suspect your opponent is rushing RA, you'd better pile on him hard and fast.
[quote]Anyone have any counter to the Novalith prototype? What if a player drills down this track fast, half way through the game they have five cannons blasting planets off the map. How can you fight this in a single star map? In my last game, my game partner (thankful for me) had 8 Novalith cannons. No one stood a chance. His edge fleet was decent enough to hold off the invading forces.[/quote] If an enemy gets to where he has 8 cannons, you're probably screwed. However, the response
[quote]Thoughts on an effective counter for TEC and Vasari?[/quote] Ambush is probably the best tactic. Subverters as the enemy drops out of phase space if you're Vasari, Dunov battlecruisers with EMP charge if you're TEC with a squadron of Cobalts to back them up. If you're good at micro managing LRMs, they can actually outrange repulsion, but you'll need plenty of flak and fighters to protect them from the enemy carriers. Problem with the LRM strat is that your opponent can use the
Is it possible to add a completely new armor type to the game? I added entries for a new armor type, which I'm calling 'Escort' to the gameplay constants file, but the my mod stopped loading, so I've clearly done something wrong. My intent is to make this new armor type take damage in an identical fashion that heavy armor does in the stock game. Then I'm going to make anti-very-heavy do full damage to heavy armor type. This will give players the option of using bo
[quote]Akkan - ION bolt is a very good skill and definately not a waste of antimatter. It not only useful for chasing but also required for stopping combos like malice/brilliance and keeping the enemy cap ship out of battle during a critical time.[/quote] Good point, since Cleansing Brilliance can actually be interrupted during it's charge up. Good timing can save you a hell of a lot of pain there.
[quote]Gauss Rail Gun: Pretty straight forward. It's a cannon that does damage. The problem is it's a very high antimatter cost and the damage has to go through mitigation shields, meaning the 800 damage level 3 gun really does about 400 damage, maybe 300 if the ship is damaged enough. Don't leave this on autocast, and don't use this ability too much because it's a waste of antimatter.[/quote] It's not a waste of anti matter, but you do have to be careful with it. You can fire
[quote]None of these are really bad imo, but I think the Dunov is underappreciated.[/quote] Couldn't agree more. The more I use the Dunov, the more I appreciate it. When you're facing a Vasari opponent who's got a load of Subverters and Overseers, it's nice to just remove their anti matter with the area effect EMP weapon the Dunov gets. For TEC, running two Dunovs together works good, as does Kol / Dunov and, if you like 3 caps, Kol, Dunov, and Sova with interceptors for bomber defen
By the late game, I tend to have lots of LRMs and a small cadre of heavy cruisers as the main portions of my fleet. The heavy cruisers go in and soak up some fire while the LRMs lay down heavy fire from afar. I also like to have lots of robotics cruisers with demolition bots upgrade. Demo bots disable an enemy ships weapons for pretty good period of time (it's either 45 seconds or 60 seconds, can't remember offhand which). Since they're cheaper than heavy cruisers, you can get a lot of them
[quote]One more Q - I line my Cap. Ship in the middle of the battle. It stays there for a bit then heads of after a flak or siege ship across the map. How do I keep ships inplace where I put them?[/quote] Theres a menu that lets you control the tactics of a ship to some degree. Can't remember the name of the menu, but the icon is of a finger pointing to the left. In that menu there is a button that lets you control engagement range. It has three settings: gravity well, local area, an
[quote]I've seen people mentioning defeats of large AI teams. So what did you do? What map, and what tactics?[/quote] It helps if you have no more than two chokepoints to defend. If you're in a spot where you're defending more than that, you're pretty much screwed, IMO.
I think this only changes how many fighters there are per squadron for a certain unit, not how many squadrons. Then again, I can still accomplish the same thing just by rigging up a tech to research that will double the carrier's squadron size. That might be the best answer. Thanks for the info.
Can it even be done? I was wondering if there is a way I could alter how ships choose targets when left to their own devices.
For example, say I wanted to add a technology in my mod that, once researched, would bump the number of squadrons on cruiser carrier from 1 to 2. Is there a modifier that will allow this?
I am given to understand that the original intent behind shield mitigation was to reduce the tendency towards focus firing in real time genre games. While I think most would agree that shield mitigation as implemented hasn't done that to the degree the devs would like, it has slowed the pace of battles which I think is a great thing in and of itself. However, I was considering how the rules on shield mitigation might be altered to more thoroughly discourage focus firing and somethin
[quote]But usually, more ships outperform better ships for the cost, so that should be kept in mind.[/quote] I think this is far more true of weapons upgrades than of armor, although it's true for both. The trick is waiting until you have a big enough fleet that a weapons upgrade increases your fleet's DPS more than buying ships with that money. Armor upgrades are more useful because a weapon upgrade will only help certain ships, whereas armor upgrades help everything.
[quote](Its annoying because MP can be dam good with the right people but I think the whole ego play sillyness doesnt help either)[/quote] That's one part of it. Clearly, no one wants to play with an ass (and no, I will not be naming names. Or clans). But I also have trouble finding time to play. Been working too much overtime, you know.
[quote]I abandoned the many caps idea long ago.[/quote] The only time I get more than two caps is if I'm winning and I want more for fun, or if I'm playing Advent. Except on very large maps where you're going to have multiple large fleets, you don't need more than two (three if Advent). I'd rather have two highly leveled caps than a swarm of poorly leveled ones. For TEC, two Dunovs in concert works well, as does a Dunov and a Kol, or Kol and Marza. On the occasion that I do get a th
[quote]I'd like to see an "attack type..." option. For example, I'd like to select a fleet of cobalts and tell them to keep attacking transport frigates until there are none left.[/quote] Absolutely. Other than balance issues, I think this is the single biggest improvement that could be made. The example that comes to mind for me is Hoshikos with demolition bots. Left to their own devices, my Hoshikos tend to use demo bots on poor targets. Demo bots temporarily disable weapons, so y
You're not totally wrong. Bombers are good destroying structures and fighters are good for shooting down other fighters and bombers, but that isn't the extent of it. Fighters are good vs other fighters and bombers and they are also good against long range frigates (TEC Javelis, Advent Illuminator, Vasari Assailant). Fighters are also good against scouts and civilian ships (constructors, trade ships, etc). Bombers are good against structures, as I mentioned before, but they ar
I think Sovas should carry more birds. Six squadrons is the maximum. I could build six light carriers for less credits than a Sova costs, and then not even have to level them up. Battleships carry a scary amount of weaponry compared to frigates and cruisers; carriers ought to house a scary number of squadrons compared to light carriers.
[quote]Perhaps it's better to give the carriers 2 squadrons, 60%-70% in size than they current squadron size?[/quote] That would work, but you'd need to adjust the number of squads the capital ship carriers can haul.
[quote]When it comes to carriers, I would like to see them able to hold more than one squadron per carrier. As mentioned above, they are too expensive to be a viable option for an early game counter. However, if you had two squadrons per carrier then you would have double to number of squadrons at your disposal. Just throw in some lrm's to deal with flak frigates and this could potentially be a nice counter.[/quote] I whipped up a mod where they could field two squadrons and it was pret
[quote]The problem right now is that carriers are too weak. They are expensive and not very effective. If they were fixed so that they were once more an effective long range frig counter (fighters), and more powerful vs HC (bombers), this would complete the balance imo and promote diverse fleet composition.[/quote] There are two things that have to happen for this to come about. First of all, something has to be done about fighter overkill. Ships don't have this problem as they are ab