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by Mischief Maker 08/01/2004, 10:52am PDT |
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FABIO wrote:
I think standoffs are going to be what eventually ruins this game for me. They're by far the most effective weapon in the game, but unfortunately they're also the most boring, on both the receiving and giving ends. Forget a high AI difficulty level, if you really want a ramp up in challenge then just impose a self-regulating rule and never research fighters and standoffs. If you don't want the difficulty completely broken in your favor, don't ever ever use the shield-ignoring assault pods artifact. The computer only uses shields, never armor. With this artifact any enemy ship that gets close to you is instantly yours.
Well geez. They're boring, so just don't research the fuckers. You're limited to 1-3 weapon families as it is, stick with the fun ones. Personally, I think AI opponents who use standoffs are at a huge disadvantage and they're usually the first ones I wipe out. Back at the STUN forums, people say that waves are the completely overpowered unfair weapons.
I also don't agree that fighters are unstoppable, they're erratic in their attack patterns, they're vulnerable to point defense which weakens them, and you have to drain your crew to keep them at full fighting strength. They're a fine secondary weapon.
P.S.- Torpedos are completely fucking useless.
Not true. Their range is longer than a ship killer beam.
To MM- Wtf is up with pirate ships? Half the games I play the pirate ships are toughter than most enemy ships. One game I was an age and a half ahead of everyone else in technology, yet pirate ships were sporting shit that was light years ahead of my enemies. How does this happen?
It's a game mechanic, not a bug. One of the advanced spy missions is "Arm enemy pirates." Your enemies are funneling money to the pirates in your system to keep your ships tied up in police work while they catch up in tech. The solution? Train more security personnel on your colonies to catch their spies. |
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