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Messages - Moonshine Fox

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1006
AI War / Re: AI War Beta 5.076 "Clusters Of Pain" Released!
« on: September 02, 2012, 09:29:36 AM »
Wait a minute...if my logic circuits aren't failing me...doesn't this meant that if the spawn threshold is set low enough the Dark Spire will be in a perpetual snowball? 4 guardians die, prompting a Dark Spire spawn...the spawn itself is either killed, or destroys more ships, prompting a new spawn, and another, and another. All you really need to do is to trigger a spawn somewhere deep in AI space and watch the Dark Spire consume the galaxy? O_O

1007
AI War / Re: My thoughts on current balance
« on: September 02, 2012, 09:26:46 AM »
I have not read the whole thread (who has the time ;) ). But one minor thing people missed in the beginning about the spire starships, they are not affected by gravity, this means they are actually pretty valuable if your enemy is a grav driller.

Sadly, the reason for this is a bit unknown. Some spire ships are immune to gravity effects, others are not. Dunno if it is thematic or game balance.

(I was surprised that the tier 1 spire campaign starships didn't ignore gravity effects).
...now I feel stupid. I did not know this! Perhaps this should be a theme?

1008
Off Topic / What are you voting for on Greenlight?
« on: September 02, 2012, 08:10:39 AM »
Greenlight is such a horrible hodgepodge of steaming piles of crap, ripoffs, obvious fakes and fanservice games. Mixed in amongst them are a few pearls. I'm curious what pearls you have found.

Mine are, so far:

- Project Giana
- Project Zomboid
- Auralux

1009
Off Topic / Re: Project Giana (Also Greenlight discussion)
« on: September 02, 2012, 08:01:28 AM »
Well, I'm not sure whether to be laughing or cringing about that one that i just stumbled across. The page died of reporting already, but for a few minutes someone had monster girl quest 2 in the list. (Don't search for it, nsfw)
O_o

1010
Off Topic / XCOM: Enemy Unknown (2012)
« on: September 02, 2012, 07:58:42 AM »
Webpage

I've been carefully enthused by this project ever since it was announced. I've cheered, I've cried and I've raged as more info has been released (squad limit, one base etc etc), but the closer to release it comes, the more excited I get. This livestream has me literally salivating. It looks like they've managed to keep all the tension, excitment and danger of the original in a new suit. The only things, at this point, that has me feeling apprehensive is that aliens seem to be static and "spawn" when detected, but the devs speaking of it seems to indicate that they are indeed there, doing their stuff "in the dark". So that might just be my scepticism. The other thing is that the map sizes seem to be rather small, but perhaps they have only showed off the small maps yet.

I won't even talk about the "other" XCOM, because quite frankly, it doesn't even deserve mentioning :/

How do you feel about this? Is it a guaranteed purchase? Preorder? "Won't touch it with a 10ft pole"?

1011
AI War / Re: Would you like MK V units to be more "special"
« on: September 02, 2012, 07:10:52 AM »
Well, they should logically do more damage and have more hitpoints than a MKIV cap, naturally. But a special ability? Not sure that is necessary. In fact, they already have: They're immune to Ion Cannons (aside from the elusive MkV cannon), nukes, emp and a throng of other powerful abilites. MkV simply just shrug this off. Isn't that enough of an ability?

1012
AI War / Re: Does anybody use the Spire Mini-Ram?
« on: September 02, 2012, 07:08:31 AM »
Eyebots are one of my favourite units. They're honestly far better at "raiding" than Raiders, due to their forcefield immunity. They're also quite scary to face in bulk when the AI uses them.

1013
AI War / Re: Poll: Should AI homeworlds be buffed? If so, How?
« on: September 02, 2012, 07:06:48 AM »
The patch that massively buffed core guard posts and put homeworlds on permanent mini-alert was only released six weeks ago.  Plus, special forces will now rally to defend a homeworld as of a patch released three days ago.  The buffs to starship stats in that same patch might buff homeworlds a smidgin too, given their high starship concentration.  So I think it's a bit early for this poll.
I feel the same way, hence I voted for "They shouldn't be."

1014
AI War / Re: Discussion: How to make "blobbing" a less viable tactic?
« on: September 02, 2012, 05:53:31 AM »
There seems to be a lot of community interest in these "Super Guardians", perhaps I should make a Mantis Report on their behalf :P
This would probably not be a bad idea :P

1015
Off Topic / Re: Auralux - Abstract RTS
« on: September 02, 2012, 05:49:30 AM »
I tried the PC demo just now, and I have to say that it works a lot better with a touchscreen. :P

1016
AI War / Re: Poll: How should AI homeworlds be buffed?
« on: September 01, 2012, 06:38:55 PM »
Most people probably didn't even think the Homeworlds weren't hard enough.  You should convince them of that first through discussion, then ask people for ideas.

That's what I was thinking.  I haven't assaulted a homeworld since pre-4.0
This. I haven't even gotten that far. :P More due to time commitment, mind you, but still.

1017
AI War / Re: This AI is awesome.
« on: September 01, 2012, 04:36:11 PM »
So it turns out that sending 15 fighters and a champion to neighboring worlds to kill gates about 2 minutes into the game is a BAD idea. I had a bunch of guardians, a Zenith starship and assorted other fluff swarm my homeworld in minutes. I had basically no defenses. WHEEPS!

I survived due to careful target selection and my ever-respawning champion.

1018
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: September 01, 2012, 01:42:49 PM »
You can get wiki access. Send a PM to tigersfan, he should be able to set you up an account if you like.
I'm aware of this. Unfortunately, I'm quite a bit too busy these days to be able to contribute much at all.

1019
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: September 01, 2012, 01:42:15 PM »
Stock values would indeed be lvl 1 adept difficulty, OR whichever level they unlock on, but even this is floaty depending on play style.

So I guess very high to very low is acceptable.

1020
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: September 01, 2012, 01:34:12 PM »
I guess we could just put in the stock values? Or would that be too much work? All of this would be somewhat easier if the wiki was open, but that also, naturally, opens to spammers and vandals. :/

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