you all claim the ankylon is pretty bad... when playing with friends against computer players, even the tough ones, i find jumping the ankylon in first and sending it into the middle of an enemy fleet by level 2 with furious defense, group shield and a health increase and antimatter passives the thing gets the job done, especially if the support fleet comes in. if its not fighting multiple capital ships, the ankylon tears through the frigates and enemy capital ships at about an even rate.
duskguy
[quote who="GoaFan77" reply="305" id="3308781"] Quoting duskguy, reply 303the achievement for space ponies is simply "um...what?" Not sure if you're serious or not, but that achievement has been in Sins since release. So it's clearly not the hint that was added in Rebellion.[/quote] that part of the post wasnt, no. the part about the series of books was however, except that last line about being like ponies
it was mentioned its hidden in the game... space ponies was also referenced, and it made me think... the achievement for space ponies is simply "um...what?" so thats the clue...must be. the eternal enemy is space ponies. the reason the vasari are running is because the ponies are all glittery and sparkly....frightening things really. seriously though, if anyone read the Clone series of books by Steven L Kent... those aliens are powerful and enough
Incomitatus , i will only say, wow. i haven't played in a while and your posts really put things back into perspective for me. especially the first capital ship being the akkan (been going with the sova). however, being someone who likes the sova so much, i have to say, it is FAR from useless. while the the other capital ships
i havent noticed range issues because.... the ship is basically invincible. normal computer enemy, and pirates, about 40 ships in one of my planets without defenses. i sent in a level 2 titan... it lost shields, but decimated all enemies. drove it into a pirate base, right in the middle of all the turrets and let it go to work. by level six, i dont think this ship is destroyable if the person puts their points into the ship correctly. 2 total hull
i would say orgovs may be slightly overpowered, and ma need a slight speed reduction, but honestly i do not feel they are earth shatteringly hard to contend with, though i am a player who builds at least 2 hangers on every world. so i am more of a turtle player than some other players and i do so like my mines. 2 bomber squads and 2 fighter squads can deal with one or two orgovs before they take out your entire planet's structures, but more that one or two torpedo ships, you need what i f
the cat is slapping your hands because she/he is trying to let you know you're pressing the wrong buttons. like a catholic school teacher with a ruler, except this one has claws.
things i wouldn't mind seeing, already on the list would be: 3. Better unit and faction balance across all stages of game 4. Capships max experience level increased 9. Better, less exploitable AI 6. Multiplayer support (better ranking system, in-game voting etc.) and fixes (minudumbs, lags etc.) and something that wasn't mentioned; -veteran status for normal ships. after enough experience, say 50-100(1-2 exp for each ship destroyed in th
honestly, these are good ideas, but what i would really love to see implemented would be veteran status for ships other than capital ships. my example, while not the best would be "command and conquer, kane's wrath" where units, depending on experience in battle would get better at combat. simple way is that what ever experience value the capital ships get, say 10 points for killing a light frigate, all other ships would receive one exp point. at 50 points they will