Major Stress

Major Stress

Joined Member # 2517982
29 Posts 2,416 Replies 32,412 Reputation

You pretty much hit the mark with the rest. One addendum id like to add is make artifacts only spawn on dead worlds. This will give a reason to colonize, and defend them other than just to make a choke point. I LOVE that "Last Stand" Idea. It will also help you (and the broken AI) if Insurgency is researched. At least the AI will have a fighting chance, and the game wont abruptly end before you siege the AI's Homeworld.

69 Replies 17,053 Views

I'm not against unit limits. I am against a ridiculously low unit limits. The logistics limits at this point seem to be ridiculously low to me IMO. I know all about the SupCom spammage (or as someone affectionately called the game "Shift-Clicking Progress Bars"). I dont think that that kind of spam you are talking about will happen here if we up the logistics limit slightly, or give a dead roid 1 point in logistics (enough for a research or broadcast). Only thing i can suggest is try it and see

25 Replies 19,598 Views

Gah! another that wants to mess with the scale. Its fine the way it is leave it alone! If he thought 60 minutes into the game was dull, and boring he obviously was not playing it with pirates enabled. Lets hear him say that 60 minutes in the game with a 30k bounty on his head

13 Replies 6,136 Views

Any and all jump research is useless right now so dont waste your crystal researching it. The lack of crystal makes things interesting. I just hope a map doesnt spawn where there are no ice worlds at all. Perhaps the "black market" should be renamed galactic exchange. It makes me feel like im dealing with the pirates lol. The probe is only useful if you scout ahead of an invasion. Sometimes i kamakazi a scout into a heavily fortified system just to see what is there, and see i

16 Replies 25,049 Views

Thanks for the all the info lordkosc ill give this a try. I agree that tactical slots seem pretty balanced so there is no need to modify those. While the limited logistics did help prevent AI broadcast center spam, Many are in agreement that it is too restrictive for the player. Just right click the files, and use the "open with" dialog, and chose notepad. Make sure you uncheck always open with this program before you open it.

25 Replies 19,598 Views

While i agree there should be at least some limited anti strike craft defense on cruisers, and cap ships. The main issue is to fix the fighters AI so they will attack enemy bombers/fighters on sight. Thats for another topic. If you combine Kodiaks, and Colbalts, and a Command Cruiser all 3 together are almost unstoppable unless you counter them with lrm's/bombers. I havnt seen intercept put into any use at all. IMO if it does boost speed it is counter productive for me because i like to

82 Replies 30,504 Views

LRM's are HP weak indeed, but the missiles, and its range make up for that weakness. In mass (at least 10 in a fleet) they are very effective vs the 30+ ship psycho pir8 attacks. It almost seems like the LRMS are the counter to the pir8 corsairs. because they mow em down with ease.

595 Replies 419,301 Views

The reason why no research is needed for cap ships is because the dev's want them built early so they can fully level up by the end game. To a point i dont agree with that. You can still research a ship, build it, and still have it in your fleets in plenty of time to fight enough battles to level them up. Plus by researching some cap ships it will make the smaller ships even more important, because you will have to rely on them longer. Not all of the caps need to be researched IMO. Heres what i

179 Replies 35,928 Views

Ok a couple of things that are bugging me some of them are leftovers from beta 1. 1st I'm really starting to dislike the light carriers. Mainly because the AI spams the hell out of them. Which brings back the issue from beta 1 of fighters not attacking the bombers. I tried to counter with my own light CV spam. Low and behold i watched 1/2 of my planetary defenses get wasted because the stupid fighters went after the carriers, and other cap ships instead of the bombers. I had to manually

595 Replies 419,301 Views

Next thing you know everything will be upsized so much only 5 planets will fit on the map The scales are fine the way they are. Leave em alone. I am in agreement about the separate yard for cruisers, and cap ships at least the Kol and Marza should need to be researched before you can build them since according to the lore the Kol is "supposed" to be the newest ship design TEC has.

17 Replies 8,541 Views

Trade ports were a major part of your economy in beta 1. However with beta 2's logistics limit i've never built more than 3. I suppose the same would go for refinery's as well. Ill give that a try since most of my credits come from selling metal on the BM.

26 Replies 14,725 Views

I dont see the issue here. Most of the cruisers have a special ability which the frigs do not, because they are meant for a support role not as ships of the line. The exception being the Kodiak, I agree with schem that the Kodiak's main purpose is to absorb damage while the blob of cobalts lay the smackdown. I still build tons of cobalts long after kodiaks are researched. You have a repair ship whos purpose is pretty self explanatory. If you are bringing that repair ship into front line

82 Replies 30,504 Views

Blair said the pirates are getting a nerf. So we will have to wait for a patch. I dont mind rampaging pirates so much ive pretty much learned how to deal with them. The problem is the AI cant deal with them. 9 of 10 times the pirates will wipe out your opponents long before you get a chance to. Insurgency only makes it worse. I agree there should be a pirate AI setting. They are quite challenging as they are to be honest (more of a challenge than your opponents), and hardcore p

26 Replies 14,725 Views

Land based nuclear explosions are so powerful because of the atmospheric shockwave it creates. In space there would be no shockwave just the initial blast, and radiation. If you propel an object fast enough it could penetrate almost anything, and thats the theory behind railguns. Who needs shields when you can just chrome plate your ships reflecting any beam fired at it off. So

47 Replies 22,529 Views

With the replay function still busted it will be hard to tell what actually happened. I played another game, and i held off on researching insurgency until after the AI researched it. During the end game it was the pirates that were the only serious threat to me. I had to fortify every system i owned or risk losing it, because they spawn randomly at any given system. Meanwhile my fleets were fighting both the AI's defenses and the pirates that spawned from my insurgency research. I have yet to s

25 Replies 30,544 Views

It seems once researched it is all automatic, and spells doom for the AI for they will suffer the same relentless pirate attacks that you would if you had a 15000+ bounty on your head. The AI had at least 10 systems out of a 20 system map under their control when i finished researching insurgency (i was in firm control of 10 myself). When i started attacking there was at least a 30+ ship pirate fleet in each system i attacked. I managed to take 2 of the 10 systems (fighting both the AI's defense

25 Replies 30,544 Views

The irony of all this is that the way the pirates behave is exactly the way i wish my AI opponents behaved. Aggressive, Relentless, and Group Jump in with a nice mixed fleet of caps, and frigs. The Normal AI still has a bad habit of suiciding 1 ship at a time by not group jumping if they even attack at all. BTW the "Insurgency" research spawns none other than Psycho Rampaging Pirates! I found out the hard way with no marauders checked. The good thing is they dont attack your systems. On

25 Replies 30,544 Views

Most researched= any, and all weapon, and HP upgrades plus anything that helps your economy. IMO even if they have very little effect its better than nothing at all. Least researched= Jump distance, It is pointless because there are no jump range limits. Long jump, again it is pointless see above. I research all else because even the slightest buff helps, and you know the AI is researching it all. Like the jump immunity. How many enemy scouts breezed right though your systems

595 Replies 419,301 Views

heh try fighting 30 corsairs plus a support fleet of jolly roger flying frigs (damn i wish i had a screen of that fight) There should be a YARR! whisper i use 1, or 2 big fleets, and spam planetary defenses since they cost no upkeep anymore. Use the max tactical slots. That alone will defeat most pir8 fleets unless you are like me, and accumulate a 15000 credit bounty on your head hence all the

25 Replies 30,544 Views

The AI still whispers stupid things after you ally with them like "your destruction is inevitable", and "I suggest you evacuate planet (insert name) NOW! The one that gets me is when both of us are fighting another AI at the same planet i get "Why am i here, and your not?!" I think the AI taunts still need a little work

14 Replies 9,573 Views

Hiring the Pirates as Mercenaries to join your fleets isnt a bad idea. RTS's like Total War use mercenaries to help bolster ranks. It could work well in the early game, but in the late game when you have researched most of your tech the pirate mercenaries would not be worth the cost.

26 Replies 14,725 Views

I like the scope, and scale of the game. You are not confined to just 1 single map. With the new logistics system of beta 2 now every world on the map becomes important, and of strategic value. Rush tactics dont work, and thats a good thing IMO. Them pesky Psycho Rampaging Pirates! Each now ship has a role, and function that benefits an entire fleet. The scouts are now SCOUTS, and you can use em as such. All seems pretty balanced Razing a planet <img src="ht

154 Replies 337,082 Views

It makes alot more sense about the logistics caps now that you mention the specialized planets. To a new player that concept might slip by them. Perhaps a mention, and emphasis in the final games tutorial might help with that. Can someone confirm for me if the "Psycho rampaging pirates" strength is equally proportionate to the bounty's against you? or is it determined by how well your infrastructure is set up, or how big your empire is? I'm having a harder time dealing with the pirates

595 Replies 419,301 Views

IMO beta 2 is a 100% improvement over beta 1 (it should be because beta 1 was a system compatibility beta). Ive only played beta 2 for a few hrs on easy so far, and this time easy is much more of a challenge than hard was in beta 1. Im playing a 40 planet single star 3 AI FFA, flags, bounty's, and Pirates! (Yarr!) I haven't got to building major cap ships yet, and ill go into that later. A few good things i noticed right from the get go. You can toggle on/off the skybox environ

595 Replies 419,301 Views