Bobucles

Bobucles

Joined Member # 3116209
8 Posts 250 Replies 9,950 Reputation

In all the games I have tried, the manual handicapping system has NEVER ever worked. When two players go up against each other, how can they know what handicap is "fair", and what wouldn't? With friends it's difficult, if not impossible for cooler heads to prevail. But online, there is a whole community of players. With enough games going around, a player's relative skill can be carefully weighed against the rest. Then a fair and ACCURATE handicap can help level the field between players who are

25 Replies 56,564 Views

It'd be great to have a game made by these self professed "experts". I've scoured plenty of forums, and I have yet to see an "expert" community make changes that they themselves are satisfied with. For example the point defense mod for HW2 started out as a beautiful mod that changed little to vastly improve the look of space combat. Eventually it turned into this horrible mutant where your best fleet was literally hard coded into the build limits. On the WoW Forums the elitists are nothing more

11 Replies 7,666 Views

It's because LRMs are the best generic combat unit around. They are surpassed in combat prowess only by heavy cruisers, which are FAR down the tech tree. Carriers aren't really great for the front lines, or for countering LRMs. They also get countered HARD by flak. Flak frigates can counter LRMs, but they get countered HARD by anything else. So the progression of all purpose combat units goes this way: Light Frigate Long Range Frigate ... ... ... ... Heavy Cruise

12 Replies 25,767 Views

So, you basically want to play a completely different game, right? I suppose you could just try playing different games. The 4x genre has plenty of games where you can customize and build your units from scratch. Certain single player games like Mechwarrior offer the same thing. Those games offer unlimited time to do the customizing. I don't see how you can have a customization warehouse in the game when you should be on the field making strategy. It's not going to be a fun thing to sp

23 Replies 46,112 Views

I have not played the mod, so what are your superweapon options? A good superweapon can help place some pressure on your opponents while you work out a strategy. Are you playing with locked teams? If not, you should try to appease the Vasari player. Doing so will buy you some time to get the TEC player out of the way. Naturally, since you can't do much without losing a planet, just soak up the losses and take the TEC player out. You did fortify your other worlds, right? Keep th

6 Replies 8,338 Views

I don't think you guys looked at the numbers there. In order to even gain these levels, a ship must have done enough damage to wipe out entire fleets. Such a frigate would need to last the entire game in order for there to be ANY benefit. But that brings up another point. If the benefit is SO hard to get for such a minor ship, why even have it at all? Wouldn't you have to decimate ENTIRE fleets in order to get any levels on your frigates? If you are capable of dominating space like that

17 Replies 28,941 Views

It all boils down to your preference and strategy. Broadcast towers are more useful when they are spread out. You also may want to have a powerful shipyard on the front lines, where it is likely needed most. Some planets have bonuses that change the output of some of your buildings. In that case, it's better to get the most out of it.

10 Replies 6,758 Views

The capital city is a unique planet improvement. You can mod it to have an increased number of tactical or logistics slots. This lets you have the homeworld be better defended than the rest. If you max out the facilities and change homeworlds, you won't lose the extra structures you no longer have the capacity for. That would be a sort of bug, but it wouldn't be a cheap option either.

14 Replies 28,076 Views

I don't think you can control the starting level of your ship. However, you can cheat to make it possible. The secret is to make a really weak, invisible militia ship that is guaranteed to die first thing, giving enough experience to reach level 10. Put the hostile militia ship in the same starting system as the caps. Your cap won't start at level 10, but it will be able to 1-shot its way there.

7 Replies 4,935 Views

You lose such a LARGE portion of your investment when you scuttle, I don't see how doing it en masse would be a good idea. Even if you have a bad fleet, isn't it better than no fleet at all?

11 Replies 20,859 Views

[quote]Wouldn't it be easier to simply make a planet type that has more than the usual amount of tactical slots and make [b]this sort of firebase[/b] require that many slots?[/quote]That's actually pretty genius idea. Make moons a neutral facility. That way they're invincible. But, you have them use a negative number of logistics and tactical slots. The negative number should lower the number of slots you are using up, and, in effect, increase your maximum capacity. You can't build anything with

10 Replies 17,566 Views

[quote]As I said, the biggest problem with culture is that it takes far too long to spread in the phase lanes. Essentially, your culture is doing nothing for 10-15 minutes, then it ever-so-slowly starts to build your alliance or erode your opponents.[/quote]Culture starts working as soon as it starts moving towards your planet. If you have extra culture around you'll be fine. Otherwise the closer it gets, the faster you lose allegience (up to a cap).

9 Replies 19,655 Views

Of course culture can be used on the offensive, but think about it. You can only create culture from an established territory. There are no ships to push your culture out, and caps only suppress enemy culture so that you can claim territory. Yes, the Advent have the culture cannon, but that's their specialty. It's my opinion that culture is meant to be defensive in nature. You gain bonuses that are most likely going to be used on your turf. The mechanic for spreading culture favors pla

9 Replies 19,655 Views

[quote]maybe my replies will discourage[/quote]Oh yeah. You're a one man army on a mission to save the internet. Good luck with that. Or you can take some responsibility for your degenerate psychological condition by not reading the posts that inflame you, and thus spare yourself from your rampant forum arson.

22 Replies 28,701 Views

Carriers are also the only ship that can deal full damage on the move. Every other ship must engage in line tactics in order to be effective. If they engage in a chase, there is little opportunity to deal full damage. Unfortunately, carriers also require constant mobility to survive as well, and that means micromanagement. A good carrier squad can devastate systems while never getting caught.

12 Replies 7,012 Views

If it's a free for all, make some allies! Follow the requests that some of the empires give you. After doing a few, you will be given the chance to make a treaty. A few treaties should get them off your back long enough to make a move elsewhere. If you get a full blown alliance, you might even be able to have them defend your wormholes. The computer does make some mistakes that seriously slow down their major assaults. One of them is their use and management of siege frigates. Keep turr

18 Replies 37,614 Views

You also forgot that due to the mitigation system, 5% more health is not really 5% more health. In a typical ship fight, a ship must take a certain amount of damage (450 instant) to achieve max mitigation. Only after that initial hit, does the ship take minimal damage. While I don't have the exact math, that means a ship with 600 health can actually be around twice as tough as a ship with 400 health. When you're dealing with low health ships (especially the disciple), that little bit of enduranc

32 Replies 13,923 Views