Probably - but it would be good if it were easier to disable engines in that case. Leech missiles I think are the only thing that does?PrivateHudson wrote:Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced.
Search found 121 matches
- Wed Jan 06, 2021 10:58 am
- Forum: General Forum
- Topic: Military transports are too strong
- Replies: 23
- Views: 136934
Re: Military transports are too strong
- Wed Jul 15, 2020 8:16 pm
- Forum: Testing
- Topic: 4k Resolution
- Replies: 22
- Views: 97601
Re: 4k Resolution
Great report - I observe the same cursor behaviour on fleet destinations too.
Otherwise, seems to be working at this resolution for me too.
Otherwise, seems to be working at this resolution for me too.
- Fri Jun 19, 2020 4:14 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3494372
Re: Suggest - Features and Improvements
I wonder if ships larger than heavy cruiser should require more infrastructure to build. If Battlecruisers etc. needed 3 or 4 construction modules instead of 2, you'd be much more limited on where you could build them. That might make fleets a bit more 'natural' looking (mostly heavy cruisers) until ...
- Thu May 28, 2020 9:16 am
- Forum: General Forum
- Topic: Please Tell Us: When
- Replies: 5
- Views: 15529
Re: Please Tell Us: When
I do love the artwork in this game. I think part of it is that it's so cohesive, yet distinct for each race.
Looking forward to the DLC, however long it takes.
Looking forward to the DLC, however long it takes.

- Tue Apr 14, 2020 8:44 am
- Forum: General Forum
- Topic: Viscid
- Replies: 26
- Views: 62348
Re: Viscid
Uh oh.
- Tue Oct 29, 2019 7:38 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 1634793
Re: Testing Economic Balance Changes
For what it's worth, those were my exact concerns when I read the above discussion. I think the eventual conclusion you've reached is the correct one.
- Thu Aug 01, 2019 9:44 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3494372
Re: Suggest - Features and Improvements
Removing the only counter to a weapon (interception for a missile) is the most drastic, unbalancing thing you can do.
I agree, but I'm not sure energy torpedoes function much like a missile. They are more like a beam in every respect (ammunition, range, arc, direct fire rather than projectile ...
I agree, but I'm not sure energy torpedoes function much like a missile. They are more like a beam in every respect (ammunition, range, arc, direct fire rather than projectile ...
- Thu Aug 01, 2019 12:38 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3494372
Re: Suggest - Features and Improvements
Good call.PrivateHudson wrote:+1. Again on the topic of outsmarting MoO 2.zolobolo wrote:What if energy torpedoes could not be countered by PD?
- Wed Jul 31, 2019 8:35 am
- Forum: General Forum
- Topic: Troop Transport/Assault Shuttles - way to set default loadout?
- Replies: 20
- Views: 41162
Re: Troop Transport/Assault Shuttles - way to set default loadout?
That sounds a pretty nice improvement.
- Sun Jul 28, 2019 1:23 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3494372
Re: Suggest - Features and Improvements
That certainly would be a great UI element.
- Mon Jul 22, 2019 9:15 pm
- Forum: General Forum
- Topic: Troop Transport/Assault Shuttles - way to set default loadout?
- Replies: 20
- Views: 41162
Re: Troop Transport/Assault Shuttles - way to set default loadout?
I really don't think the humans deserve another handicap!
For what it's worth, the human assault transport when loaded with marines (and ideally cloaking) is one of their few advantages compared to other races. Their ships are inferior to anything you can capture, so I usually build assault ...
For what it's worth, the human assault transport when loaded with marines (and ideally cloaking) is one of their few advantages compared to other races. Their ships are inferior to anything you can capture, so I usually build assault ...
- Tue Jul 16, 2019 4:07 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 1634793
Re: Testing Economic Balance Changes
One possible tweak here is to make the AI's tendency to cut and run if they're feeling outgunned dependent on whether or not the player is going to see the combat they're engaged in. That's a bit of an "underhanded" adjustment, but, I think it could be a good change. I think it's good that the AI ...
- Thu Jul 04, 2019 12:49 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 1634793
Re: Testing Economic Balance Changes
I admit I'm sad about the art/game-play discrepancy too.
I also suspect missiles are too strong compared to torpedoes.
I also suspect missiles are too strong compared to torpedoes.
- Wed Jul 03, 2019 9:58 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 1634793
Re: Testing Economic Balance Changes
There are OP concepts, but there are so many and enought combination of them to balance each other out. Yes there are huge differences in power level but every faction has access to at least one of these, and if not, they can steal/get it form the others. Even the larger ship numbers reduce the ...
- Wed Jul 03, 2019 9:57 pm
- Forum: Testing
- Topic: Testing Economic Balance Changes
- Replies: 268
- Views: 1634793
Re: Testing Economic Balance Changes
In practice, no one seems to be "exploiting" this mechanic, but, it's worth noting that there is a sense in which I've already pushed refit costs lower than I probably should have.
Probably because coin to labour conversion is pretty lousy! But I think you are right to tidy the maths up before ...