Hyper-Arty Ideas
Post ideas and suggestions on new features or improvements here.
posted on May 26th, 2010, 4:25 am
Canny wrote:interesting, i never pay attention to the hyper arty as its practically useless as far as i could tell.
Do you even play this game Canny? How could you say that its "practically useless"? Its probably one of the closest things in the game right now to OP.

posted on May 26th, 2010, 5:43 am
There is one and only one reason that I don't tend to build the hyper-artillery. And it's not because it's too weak. I've been trying to discover what the critical mass of bugships required to take out a tactical cube without ramming is.
posted on May 26th, 2010, 1:15 pm
how many is it??? ruffly
posted on May 26th, 2010, 2:20 pm
Honestly, I think if you're facing a tactical cube with bugs (and not other ships) I think ramming is probably ther best option, though that'd be an interesting thing to test.
posted on May 26th, 2010, 2:22 pm
bug ram ability doesnt always give the results you expect, all it does is take some damage to the shields, the ship being rammed is knocked back and engines overloaded, i saw a freak occurance where a bug ship did its ram but failed to explode, it was perfectly preserved complete ship with no one on it.
posted on May 26th, 2010, 2:30 pm
Canny wrote:bug ram ability doesnt always give the results you expect, all it does is take some damage to the shields, the ship being rammed is knocked back and engines overloaded, i saw a freak occurance where a bug ship did its ram but failed to explode, it was perfectly preserved complete ship with no one on it.
That's what happens a quarter of the time, Bug ram also does variable damage.
posted on May 26th, 2010, 2:39 pm
Bug rams seem to mainly be useful to stop enemy ships from chasing you, not really doing damage (thankfully it's no longer OP like it was in 3.0.7).
posted on May 26th, 2010, 2:42 pm
Bug ramming K'vorts or Breen Cruisers can be quite devastating of course... and once that Bug is leveled up, it can start taking out ships in a single hit 

posted on May 26th, 2010, 2:44 pm
sounds like fun 
it mentions it may not work in the tooltips everytime though apart from that one time, the bug ram has worked.
im gonna try that hyper-arty again see if i can get some info on it in action, the last time i tried it was easily destroyed before it hit it's target.

it mentions it may not work in the tooltips everytime though apart from that one time, the bug ram has worked.
im gonna try that hyper-arty again see if i can get some info on it in action, the last time i tried it was easily destroyed before it hit it's target.
posted on May 26th, 2010, 4:19 pm
Canny wrote:bug ram ability doesnt always give the results you expect, all it does is take some damage to the shields,
Bug ram damage hull directly, not shields

posted on May 26th, 2010, 4:32 pm
It can also knock out shields/shield health on occasion 
Can we please come up with more ideas for the Hyperspace Artillery though? Or is that it?

Can we please come up with more ideas for the Hyperspace Artillery though? Or is that it?

posted on May 26th, 2010, 5:22 pm
Dircome wrote:how many is it??? ruffly
I'm guessing over 60 at this point. Would probably be less if not for Nanites and the multitargetting beam.
So...is there any way to make the hyper-arty shoot through a wormhole?
posted on May 26th, 2010, 5:36 pm
silent93 wrote:So...is there any way to make the hyper-arty shoot through a wormhole?
if this is a feature request then what are you thinking?!?!?! you wanna make it more powerful
lets forget about the fact that firing through wormholes is just weird, these weapons use hyperspace after all (what is all this hyperspace stuff anyway, dominion ships use warp drives) it just sounds weird to me
it will be so powerful.
posted on May 26th, 2010, 6:15 pm
Well, I was thinking this. You send a single ship through the WH, and immediately fire the hyper-arty through. Follow the shot with your fleet.
The Anti-turtle crowd should love it, as it neutralizes the Nirvana II turret-farm choke.
The Anti-turtle crowd should love it, as it neutralizes the Nirvana II turret-farm choke.
posted on May 26th, 2010, 6:18 pm
who plays nirvanaII regularly (excluding IA)
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