And it has a 5 activation limit DRM via Tages......woo hoo........ even with Steam. Like that makes any sense.
mbar8
Ah. The devil is in the details. Thanks.
In this linked post Light Frigate vs Long Range Frigate Strategy Click on the link to user name -Ue_Mercury It will take you to the profile of user Citizen I tried to [ctrl][F5] and switched browsers but it keeps going to Citizen. Even the Karma does.
Make a demo and I'll try it. Wow. Much more buzz about this game than I thought there would be.
@P5yy Well I'll be dipped!!! THANK YOU!! [e digicons]:grin:[/e] Thanks to your tips I actually got an LF fleet to beat an LRM fleet. 3 carriers with 11 LF vs 3 carriers with 14 LRMs. I ended up losing 2 LFs but I think that was only because I got cocky and turned my fleet to attack the 4 remaining LRMs. I kited my carriers one way and my LF the other. It took some micro but with some practice I hope I can get better at it.
[quote who="SageWon" reply="6" id="2179595"] Whip, you keep bringing this up. Don't you realize that they will most-likely always be incompatible. There are too many major differences: trade routes, superweapons, flak/carriers, not to mention starbases. How would a vanilla player fare against an Entrenchment player that could deploy starbases? Impossible. [/quote] Perhaps there would be a way to seamlessly see both types o
[quote who="Cykur" reply="12" id="2179487"] All things being equal, LRM will shred LF, even if you manage to get things a bit in your favor from skillful micro. This whole thread about "Light Frigate" strategies is missing the point -- you don't set your fleet composition despite what your opponent is doing, you set out to implement a fleet strategy in answer to what your opponent is doing. A light frigate strategy is not going to work in the face of an
[quote who="ChrisDavis" reply="24" id="2178810"]Give me researsh for a ship to be able to steal star ships and capital ships and let me be able to steal other races buildings so i can have a little of say tec ships and advent frigits[/quote] That sounds really interesting and doable in a micro expansion. I would love to see something like stealing bases and ships or maybe add mixed factions of Vasari + TEC, Vasari + Advent, TEC + Advent, ext.... Just drea
[quote who="P5yy" reply="8" id="2178215"]LF strategy can work... Understand that LFs sitting still firing at LRFs sitting still..theres only going to be one winner. So Start circling LFs. Move the targeted LF , then use the other LFs behind it do cheeky kills on LRFs chasing the forward LF. [/quote] I tried this last night but failed badly. My microing skills probably need more work. I could not get the LF that I wanted to use as bait to move quickly enough to ki
Thank you all for your replys. It confirms what I had been experiencing that focusing on LFs will get you killed in MP unless you have overwhelming numbers. I was hoping to hear from EadTaes too. The only early counter to LRMs is The Raging Scout Spam It does work. 2 scouts beat 1 LRM. If you go 2 scouts to 1 LRM the scouts will win and only lose half their numbers.
[quote who="Annatar11" reply="1" id="2177790"]It's worth noting that the archives created this way are specific to the OS on which they were created. So, if you made an archive on Vista, you can't install from it on XP, and vice versa. The Impulse Anywhere archives should be independent of OS and can be installed on either.[/quote] Hmm. Good to know.
[quote who="-Ue_Mercury" reply="2" id="2177714"] LF are great fleet support in the end game WITH their researched abilities. I don't know what your talking about LFs being strong against cruisers other than the support cruisers because HC walk over LF like nothing even with noticible numerical advantages.[/quote] You're right and I should clarify. LF are good against cruisers but not Heavy Cruisers. LF are given a 50% boost in firepower against heavy armor only and th
@Darvin3 Okay. LF fleets are more of a rush strategy then. That would make more sense. The "winnable" fleets I had come up with always lost all LF and at least one light carrier. It works but I'd be better off with LRMs and carriers. I can see kiting the LFs but then why even have LFs in that situation. The only full win was a 7 carrier spam againt a 25 LRM spam but that's rather obvious. A carrier spam can be countered with only 5 flak frigates. It will lose one flak and 5
I've seen a couple of posts where people have said they favor light frigates over long range frigates in multiplayer. Even going as far as to say they hardly ever research LRF anymore. I certainly see the value of LF over cruisers as they are very strong against them even before their antimatter steel/sabotage/interference is researched. The problem I have is I can't really come up with a plan that can keep the LFs in a fleet alive against LRMs. I've tried different combos of LF plus light ca
Fighters. If you want to protect a starbase from anti structure ships youe need fighters.
It's called Point Blank. Build Mazra, go next door and destroy. Build second Mazra when able. You win and get the achievement. My guess is turn quick start off so as not to get the scouts. One thing to note. Start one crystal extractor and one metal extractor right away at your home world. You start earning metal and crystal even before construction starts on the extractors. Cool huh?!?
I am hoping for an expansion that adds one or two additional races or factions of existing races with different tech mixes.
[quote]It seems to me that this ship is a pile of junk compared to other ships without missile barrage (its the first ship to go, every time in any large CPU ffa game, whereas Kol battleships just seem to dominate in comparison)[/quote] Funny. For me it seems it's the Kol that is always first to go. Anyway I think what it does is shoot 20 volleys that each have 150 damage per unit. Take the Mazra into the pirate base with missle barrage. Don't auto cast. Wait for them to gather into t
Tick tock tick tock. Waiting for the Impulse release. The ultimate version that is.
[quote]So, I've seen it said several times on the forums to turtle in and limit initial expansion. It seems like whoever has the most planets has the most resources and will be able to survive longer. So, how many planets is considered "modest" for expansion's sake? Rather, what's the (in your experience) minimum number of planets/asteroids to gain before starting entrenchment?[/quote] I try to pick the area I would like to control. I expand my boarder to about 1 or 2 jumps, fortify t
Also Darvin3 made a good point that all resources are infinite in Sins. They do not run dry so it only makes sense to raise the upkeep and leave it there. EvilroN is right too. You need the infrastructure to even begin to make the ships and that costs resources too.
Nexus is available on Steam for $9.99
[quote]I couldn't imagine playing on all settings slow, and the prospect of a 100+ hour game is frightening...[/quote] Ha. It was madding at times. I wanted the extra time to be able to think and stratigize but I don't think I will play on slow again. Especially research.
Good to know. If you get into a battle while researching a fleet upgrade. Don't get into a negative fleet supply if you want your ships to get replaced.
I expected I would be able to research the next two fleet upgrades and queue the factories to build the ships. I thought as the fleet upgrades became available, ships would begin to build. What I had was 64 HC queued to build (10 fleet supply each) and 2 fleet upgrades researching. Each upgrade would add 320 fleet supply. My fleet supply was a negative 640. But when the first upgrade was researched then the fleet supply became -320. I expected at least some ships would begin to