Wingflier

Wingflier

Joined Last seen Member # 3873149
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Hey guys I'm a bit confused about Guardians forgive me for the noob question. I notice that when I have multiple Guardians in a battle, they sometimes all activate their aoe shields at once, which confuses me because I don't understand how this mechanic can work. I know with one, 33% of the damage your units take goes against the Guardian's shield reserves, but what happens when you have multiple aoe shields up at once? Is it A) The Guardian with the highest a

3 Replies 2,101 Views

[quote]It's logical that the psy adepts would only be able to push these objects with a limited force.[/quote]You are assuming that "psychic power" is limited or hindered by such things as mass or weight, which since "psychic power" doesn't exist, could theoretically be such a force that the rules of matter and momentum do not apply to it. Any amount of "psychic force" applied to anything could theoretically have the same effect, regardless of size or weight. edit: But ala

47 Replies 42,095 Views

[quote who="Darvin3" reply="45" id="2431576"] The reason I said Light Frigs counter Siege Frigs is because the in-game description says they do, sorry for that mistake. I don't know why this hasn't been corrected. The actual "counter" is scouts and fighters, but in practice siege frigates are very fragile and anything in reasonable numbers will clean them up very quickly. However, at 75% normal damage against capital ships, LFs are still twice as effective (15

191 Replies 225,628 Views

So after playing a game today, I noticed that my credit income was higher than anybody else's, even though I had not even built an eco lab all game. There were 4 people (2v2) and I did a rush strategy on one of my opponent's bases. I expected my credit income to be lower than everybody else's because I hadn't upgraded anything, but it looks like the majority of my income came from (according to the stat screen) "other sources". Some of the other options were from planet in

13 Replies 11,387 Views

[quote]First of all, siege frigates aren't countered by light frigates (though in practice they're so fragile that anything that has a gun can easily kill them). Secondly, disable/repair cruisers are typically just placed in the same category as support cruisers for this purpose.[/quote]Forgive me, I was just going by this chart that I found in the Strategy forums: http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=1 The reason I said Light Frigs counter Sieg

191 Replies 225,628 Views

Hmm okay, I'll start keeping track of who it targets. I highly suspect that it may be like 52500 said, that the last person with the bounty gets targetted again and again until someone else is finally given the bounty, after which that person will become the new target, until something is done. Hopefully we can reach some sort of meaningful conclusion.

16 Replies 10,412 Views

I'm obviously somewhat new at this, and it's not meant to be a whine thread, but let's look at it from a logical perspective: Light Frigs counter - Flak Frigs, Siege Frigs, Carrier Cruiser, Support Cruisers, and Disable/Repair Cruisers. You just countered 5 different ships by building the most basic ship in the game, which everyone has access too naturally. Long-Range Frigs counter - Light Frigs. 1 thing. Are you kidding me? Even if Vasari's LRF's were

191 Replies 225,628 Views

I'm not saying that the pirates are impossible to handle, only that there's really no benefit to being attacked by them, other than possibly having a capital ship in the area that could get a level or two from it. I usually always have my forces on the frontline though, and I don't have the time or resources to devote to defending against a frustrating pirate raid (which nobody even paid for) which isn't going to benefit me at all. It isn't a question of whether I can handle it

16 Replies 10,412 Views

Forgive me if I seem like I'm complaining allegiance, I don't mean for it to come out that way. I'm just new and trying to discover and understand the game. I actually love the game if I didn't like it I wouldn't waste my time figuring it out. I'll try to sound less "negative" from now on.

16 Replies 10,412 Views

I wanted to start by saying I love the idea of Pirates and the bounty system. Having said that, I've noticed some inexplicable pirate behavior that is starting to seem troublesome to me. It seems as though (correct me if I'm wrong), if no bounty is placed on anybody, the Pirates automatically attack the first player in the list...EVERYTIME. Since I host my own games, that player always happens to be me, and that puts me at a hugely unfair advantage against my opponent(s)

16 Replies 10,412 Views

The problem is that early game, you are going to have a hard time making that many caps without hurting yourself in some other way. Capital Ships, while great for a variety of reasons, don't have a very high DPS without a supporting fleet, and so in general, if your opponent rushes you early and you are rushin Cap Ships, you're going to get crushed. I am a rushing type of player so I guess it doesn't make sense to me that someone would be able to build that many Cap Ships withou

23 Replies 7,407 Views

I was using Vanilla Sins, and no, I wasn't aware that it was a channeling ability, that wasn't listed anywhere in the description. Is Marauder's skill no longer channeling in Entrenchment?

7 Replies 20,598 Views

[quote]If skirmishers are meant to be pathetic, then why aren't assailants or flak or scouts super strong? A major disadvatage muct be balanced with a major advantage at the same stage in the game. Anything else is not balanced.[/quote] I find that I completely agree with this statement. If you are weak from one aspect in your early game, you should be strong or at least mediocre in others. Vasari somehow seems to be weak in all of their early game aspects, with few redeem

191 Replies 225,628 Views

Well I just did some research and I guess I regress on my first points, even for Vasari, the cost of building a Star Base is greater than an entire capital ship. If you do end up destroying it, your opponent takes a huge hit in resources and is vulnerable to counter attack. Also, 1v1 against a level 1 capital ship (if the base hasn't been upgraded at all), it barely wins the battle. Now obviously, no opponent is going to be stupid enough to drop a SB into an enemy grav well

20 Replies 18,668 Views

Allegiance, I understand your point about Phase Stabilizers, but you seem to be on a different subject than us. Phase Stabilizers are a late game tech, and a pretty expensive one at that. Skirmishers are your early game unit, which you often depend on to get you to late game, where you would be able to build Phase Stabilizers etc. I don't mind Vasari having a small disadvantage in the LF department for balance reasons, but the difference seems far from small. Becau

191 Replies 225,628 Views

It seems a little overpowered too me but then again the range is relatively small I guess (at least without upgrades) and it also costs a lot of money to make. My opponent ended up trying to make two of them, and I didn't realize how many resources he lost in the process when I took them out before they were even finished. The only issue is that it took 3 capital ships focus firing it to even get it to die faster then it built, which is incredible because that's a lot of f

20 Replies 18,668 Views

Okay I just bought Entrenchment today and played my first game online. I won, which makes me very happy, but some really interesting things happened (interesting is probably too nice of a word for it). The enemy started building Star Bases on my planets. What the hell? Can somebody explain to me how this is remotely balanced? This will be the first building you can build on an enemy planet, WITHOUT a constructor, and which is a hugely powerful defensive struc

20 Replies 18,668 Views

Okay are you kidding me? Has anyone even looked at the crappy stats of the Vasari Skirmishers? They are by far the most inferior light frigate of the three races, their weapons basically have to be upgraded on their own (everything else uses missiles), and they take up 7 unit slots? There's no way this is balanced. These units are really in need of some help to be on par with the other two races. I can understand if they are supposed to be a little inf

191 Replies 225,628 Views

As the topic says, I've found two pretty major bugs with the Vasari Phase Stabilizers. Sorry for posting it here but I don't see a "bug" forum. The Phase Stabilizers work, but in a couple situations, they will not work correctly. If you build a Phase Stabilizer on the planet that your military ships are currently on, they will NOT use it until you leave the planet and come back again after it's built. There is some kind of bug that prevents the ships from recognizing

7 Replies 20,598 Views

As the title says, I'm at a loss of how to increase the game speed in a multiplayer game. The default keys are = and -, but those seem to be disabled or not working somehow. Has anybody else had any luck with this? Is there a way to turn it on? Thanks guys. Wing

10 Replies 34,192 Views

Thanks a lot for all the reponses guys. Yesterday my friend and I started doing some of the things you suggested and it really worked! Like Darvin said, a combination of countering units is needed to be most effective. You can't just mass all of one thing (like Skirmishers for example) because then you are too specialized and easily countered yourself. I found that a healthy amount of flak frigates, 3 cap ships, fighters of my own, and LRFs for assissinatin

12 Replies 9,354 Views