Replicators
[quote who="Zarkov" reply="2" id="3452571"] Somewhat related: I see the numbers are white when you are in the positive, and they turn to yellow when it goes negative. But it was somewhat hard to notice the difference on my system at least. Not saying they need to go all the way green and red, but perhaps the differentiation could be increased? [/quote] Or just show a + or - number next to it. Not hard to do, easier to program in
Please display credits per turn next to the Credits without having to hover your mouse over it. Thanks.
[quote who="ozmono" reply="10" id="3451950"] I think that's all any of us know. Apparently they had a disclaimer too as one of the other posters mentioned. So if worse comes to worse it may not even be today. I wouldn't sweet it though, I'll be getting some sleep if it's not out in a few hours personally. [/quote] That's why I wanted an ETA that is more accurate.
[quote who="ozmono" reply="7" id="3451938"] Quoting Replicators, reply 6 Quoting ozmono, reply 4 Quoting Replicators, reply 3 I wish SD would give us an ETA They already have If they stick by it, it's only hours away. No biggie. What time did they say they were releasing it? I think you know the answer to that as well as I do. That's why I had the little wink there.[/quote] ... I only know that it's to
[quote who="ozmono" reply="4" id="3451934"] Quoting Replicators, reply 3 I wish SD would give us an ETA They already have If they stick by it, it's only hours away. No biggie.[/quote] What time did they say they were releasing it?
I wish SD would give us an ETA
The vertical movement of the ships disturbs me... Maybe have a setting that shows a smooth movement? Anyways, the video is rather very limited in actual gameplay.
I have a suggestion after I saw the planet screen. Why not have a simplified, fast paced Risk type game(unit replenishment for defenders, reinforcements for invaders if any) when you invade?
I agree with OP. It would add a nice RPG element to the game with admirals (similar to whats in the total war series). Although, I don't think governing is necessary, however traits that enhance the fleet in different ways, and acquired through actions, quests, etc would be certainly interesting.
[quote who="awuffleablehedgie" reply="4720" id="3444736"] well yes i did say: The new frost fang is really really really strong level 1 or in 2v1 lanes. The 10 damage coming into lane is redic. Esp on Annie with her huge autoattack range. [/quote] Oh, sorry :P Must've been my sleep deprivation. From my experience, Lux support counters annie support hard if you can land your s
[quote who="awuffleablehedgie" reply="4718" id="3444588"] yah Annie is going to be completely absurd and i'll probably be focusing her onto the ban lists. The new frost fang is really really really strong level 1 or in 2v1 lanes. The 10 damage coming into lane is redic. Esp on Annie with her huge autoattack range. That said, i do think that frost fang will be weaker than Relic/Dorans Shield in an outright 2v2 brawl later on. <
For Leona, max W first priority because it impacts your burst as well as your tankiness. Don't forget you can Double AA reset with your Q. AA->Q->AA. Not just AA->Q. You do this by forcing an attack via right click after Q is done. This effectively gets you an extra attack in. Remember you can use exhaust after your stun combos as their adc won't be doing much damage while stunned anyways. Remember also that it is ideal to engage on them when THEY are
Thought of another one. A set of ship parts of primitive shapes(or just a long rectangle) of almost zero thickness, visible in the designer but invisible in game.
No idea what this thread is for, but I was Gold V(didn't try anymore after I got it) last season. ign for ranked stats: cataphrat12 ign for chat: cataphrat1 My main characters in descending order of skill: ---Gold level--- Janna Lux Mid Leona Lux Support ---Silver level--- Nasus (Who isn't good with him) Morgana Wukong Ziggs Karma support</
Unit/Hero/Faction creation/customization Tactical Battles
Let me get this straight... You are gutting the one feature that made your game unique... (unit designer)
A part that can be animated in sync with a particular ship weapon.
[quote who="Azmodean77" reply="29" id="3433519"] I thought steam has linux games now, and the list is growing. [/quote] 480 games available for Linux. A tiny number compared to the rest.
Biggest problem with the steambox imo, is the Linux. It prevents the majority of steam games to be played on the box... Kind of self defeats its own purpose.
What I would like to see implemented: Fleet commanders. They level up with your fleet, specialize in different types of maneuvers and engagements, and you can have multiple per fleet, but only 1 can be active at a time. For example: A commander with a defensive trait, and firing range enhancement skill would have their ships sit back and attempt to stay in max range as possible. This would give fleets a lot more flavor rather than just a "Te
I second the keeping of the ability to sell ships to another faction. Even better if it is expanded upon. It is such an interesting facet that isn't hard to implement nor understand
[quote who="ParagonRenegade" reply="7" id="3424442"] Twilight of the Arnor introduced "Defense Degradation", with your maximum potential blocking of damage being reduced with each blocked point of damage. I frequently lose singular Battleship patrols to large swarms of AI on the higher difficulty; my battleship, a near-impervious dreadnought of death and destruction with 150 attack and 300 defense will lose to a 15-strong fleet of frigates after killing maybe ten at most. <br
[quote who="Lavo_2" reply="2" id="3424293"] Quoting Lucky Jack, reply 1Please explain more. I don't see what it is with this that you see as unbalanced. Seconding.[/quote] For example. If I have a vessel with 5 in beam, 5 in shields and 30 health against 10 ships with 4 in beam, 4 in shields and 20 health, my ship will win. If I have a vessel with 2 in beam, 10 in shields and 30 health against 10 ships with 8 in beam, 1 in
I remember in GalCiv II, no matter how many ships the enemy has in a fleet, so long as my defense value for their damage type exceeds their individual damage, my single large ship can wipe the floor with tens of their small ships. I do believe this is a balance issue, as creating fewer more capable ships is a more dominant strategy than creating many smaller ships. Will this be addressed?