CoBBQ

CoBBQ

Joined Member # 1290126
0 Posts 44 Replies 665 Reputation

As superweapons are pretty much useless due to Starbase and recent techs that turns a bombed planet into a boon, would it be prudent and neat that these cannons be able to fire a smaller projectile that damages starbases in enemy wells? In the future, we may find some ridicoulous situation where a group of five TEC loyalist players able to build ten Argonovs around a planet or twenty in a star to create a chokepoint, a really stupid plan but impossible

3 Replies 6,621 Views

Do not know why Vasari Loyalist lore requires phase jumping Starbases. As both the Vasari loyalist and rebels are leaving the area, it makes more sense for the rebels to have them as they are taking along Tec and Advent allies with them rather than the loyalist who are commited to sacrificing the enemy for resources.

12 Replies 14,979 Views

[quote who="Nichtganz" reply="13" id="3156871"]Changing it to be based off population would make absolute zero sense, you are harvesting resources not people. The resource amount should change base on planet type, right now you get the same amount for all colonizable entities. And like i said following this change you should be able to settle planets in hostile culture so you can strip them.[/quote] It makes perfect sesne as the number is not total popula

22 Replies 16,710 Views

[quote who="Pat_22_" reply="29" id="3154250"]Interstellar whirlpool that swallows galaxies? Damn. You can't kill that with a gun. There goes my "all three races ally to fight off whatever it is that's after the Vasari" theory.[/quote] Not quite true, the legend states Charybdis swallowed water along with anything in the area three times a day and spat it back out. The Vasari "Charybdis" experiment created a whi

79 Replies 177,139 Views

[quote who="Volt_Cruelerz" reply="17" id="3154157"]Both: It strikes me as odd that they get Assailants at tier 1 but corvettes at tier 2. I guess this just contributes to how unique they are. Unfortunately though, this also inhibits their early game growth. Unlike other races that can get ice/volcanic colonization+corvettes in three labs, they have to have four.[/quote] I'm glad to see some kind of inhibitation. Imagine a Vasari Loyalist in

79 Replies 177,139 Views

A couple bugs I have notiuced in my last playthrough: 1.) Vasari rebels with their SB jumping ability have had their phase missiles keep tracking enemy ships to other planets after they have jumped outsystem. 2.) Fleet size are stuck to default even if small or large fleet is selected in gaem options.

6 Replies 9,290 Views

Jumoing in a second Orkulus after the first is destroyed is inadvisable as the fleet that destroyed the first one will still be there. Your idea does have merit due to the fact that the Vasari rebels can "shell game" their SB where a Orkulus built with economy in mind can switch with a Orklus built for defence with some clever tricks.

15 Replies 20,289 Views

This post is created for effectiveness of Titans on the battlefield and if the cost can be countered by their primary weaknesses. SInce there are posts in other threads of no skill spamming and mulitple capships dying to low level Titans. As it is, if you factor in the research, titan foundry and the building of the Titan, it cost: 14300 CR, 2000 M, and 1495 C and factor in the 2 capship levels and extra research lab: 17652 CR, 2175 M, and 187

2 Replies 5,926 Views

Under Fleet Control, fourth button on the bottom that has a hand symbol, the engagment range button with the circle symbol helps keep the reapir ships from going into the fray if you set it to red which is hold position.

3 Replies 2,239 Views

[quote who="Darkstare" reply="22" id="2970094"]Now that v1.3 patch is out, I will just sit down and wait what excuse will they invent to uphold Rebellion Screenshots. [/quote] Just be careful, Ironclad can call someone on your end and keep asking if whatever project you're suppose to do is getting done.

38 Replies 66,620 Views

As an Advent player, I disagree that the Illum needs any buffs. The main problem of the Advent is their economy where their crystal heavy ship cost requires over 3 Civilian labs to even get trade ports or increased crystal mining. If you start in an area with no Ice planets or neutral rescources, you're pretty much limited as the metal to crystal conversion is too steep.

32 Replies 33,681 Views

[quote who="Seleuceia" reply="69" id="2950669"]HC rushing is okay for Advent since they have a crappy LRF[/quote] But they can field a good numbers of bombers along with Malice or Telekinetic Push that kills HC real quick. The Radiance is useless early game as the Advent since you want to avoid taking action to the enemy until you get a battelball built in order to deal the maximum damage as possible. They are better later during the middle game as fleet b

102 Replies 178,935 Views

Well, if they do not put the right limit for Titans, we can complain all day and night until the developers change it.

20 Replies 15,897 Views

[quote who="Greyfox2" reply="58" id="2946189"] I am not a big fan of having this used against me either. Whether it is OP or I have yet to come up with a solid way to deal with is yet to be seen. I have only had it used a time or 2 recently. It seems worse against advent considering illums dont do as well against single targets and its easier for vas to deal with using bomber spam and/or SB. [_]-Greyfox [/quote] Eh, put a s

153 Replies 374,419 Views

The best way is to join a game and after you lose (more like having your bones picked), watch the match you played by going into single player then watch game and look for the game under Multiplayer autorecorded games.

2 Replies 2,949 Views