Make both Special Buildings available for Rommies
Post ideas and suggestions on new features or improvements here.
posted on May 15th, 2011, 9:25 pm
Although i'm not sure about the online games, but in instant action the Romulan Intel Center is far less useful than the cloak generator.
How would you folks feel about giving the Romulans access to both special building instead of only 1.
How would you folks feel about giving the Romulans access to both special building instead of only 1.
posted on May 15th, 2011, 10:09 pm
i believe the romulan intel center is on the "to do list" for some sort of a change? (?)
posted on May 15th, 2011, 10:20 pm
But could it really step out of the shadow of the cloak generator? IMO better to have both.
posted on May 15th, 2011, 10:32 pm
in online games its far more common to see intel centre
a complete reversal. the ai may not be able to figure out the obvious, but in an online game cloaking your stations wont do you much good. the only useful things to cloak are turrets, but most players skip them in favour of fleets.
stations can only stay cloaked temporarily, and if you're in a position to destroy stations you can probably afford to wait until they decloak. or just bring in some mobile cloak detect.
while hiding a clever intel centre somewhere out of the way is funny. and it lets you find out where the enemy is easily. and if u wanna gamble your supply you can annoy them with sabotage

stations can only stay cloaked temporarily, and if you're in a position to destroy stations you can probably afford to wait until they decloak. or just bring in some mobile cloak detect.
while hiding a clever intel centre somewhere out of the way is funny. and it lets you find out where the enemy is easily. and if u wanna gamble your supply you can annoy them with sabotage
posted on May 16th, 2011, 7:25 am
Myles is right. If someone has to step out of a shadow, it's the cloaking generator. It's a "cool, but useless" thingy. Cloaked freighters, turrets and bases sound cool, but if your enemy knows you got a cloaking generator he'll simply use his cloak detection - which is not hard against buildings and slow ships.
The Intel centre on the other hand shows you enemy movements and can disable their ships via pressing a button. Not cool, but useful
.
The Intel centre on the other hand shows you enemy movements and can disable their ships via pressing a button. Not cool, but useful

posted on May 16th, 2011, 4:57 pm
Last edited by Nebula_Class_Ftw on May 16th, 2011, 5:34 pm, edited 1 time in total.
Detection? All you have to do is sit there for a little bit while that building runs out of energy. It's also almost impossible to hide an expansion, as miners don't have the energy to stay cloaked very long (very long = 15 seconds in this case.) And don't forget that constructors can't use the cloak and you're likely to have one sitting at the expand since it's too slow to risk going off to safety.
You only need to bother with cloak detect for cloaked starbases.
The cloaking generator is fun if you like to mess around while the other teams kill each other in FFA and you're already dead but have mining left (once I did this and I managed to get miners to stay cloaked by using 8 singularity transmitters.) That is just about all it's good for.
You only need to bother with cloak detect for cloaked starbases.
The cloaking generator is fun if you like to mess around while the other teams kill each other in FFA and you're already dead but have mining left (once I did this and I managed to get miners to stay cloaked by using 8 singularity transmitters.) That is just about all it's good for.
posted on May 16th, 2011, 5:13 pm
This can be helpful in a few critical situations however
. Although freighters only have enough energy to cloak for 13 seconds, this gives just enough time to retreat these vessels from your main base mining to the comfort of your own Starbase, especially if you have not been actively scouting for hostiles, or a few cloaked vessels decide to prey on your resource capabilities. Likewise, the Mining Colongy can cloak for 33 seconds, which will often give you enough time to send warships to protect your assets. Even if you lose your mining vessels at your expansion, this capability can allow you to save that expensive station - it takes time and resources to send a constructor to initiate rebuilding. Similarly, other stations can remain cloaked for extended periods of time, which can give you valuable opportunities to defend yourself without losing a critical piece of infrastructure when harassed.
Remember, it's not about hiding, but about buying enough time to send your fleet back.

Remember, it's not about hiding, but about buying enough time to send your fleet back.
posted on May 16th, 2011, 5:38 pm
Last edited by Nebula_Class_Ftw on May 16th, 2011, 5:41 pm, edited 1 time in total.
A miner docked with the station doesn't cloak (even tho the station does
.) This means the enemy knows about both the other miners and the station. That's at least one miner gone for sure.
So you can get your fleet over there with the time bought, but keep in mind that that was assuming the enemy didn't bother to cloak detect. Have fun when both your buildings and your cloaked ships are pinged.

So you can get your fleet over there with the time bought, but keep in mind that that was assuming the enemy didn't bother to cloak detect. Have fun when both your buildings and your cloaked ships are pinged.
posted on May 16th, 2011, 6:28 pm
So you can get your fleet over there with the time bought, but keep in mind that that was assuming the enemy didn't bother to cloak detect. Have fun when both your buildings and your cloaked ships are pinged.
Have fun when they didn't bring cloak detect. OR have fun when they waste their cloak detect on a station and can't use it when they end up needing it on your defensive fleet that just showed up.

Who is online
Users browsing this forum: No registered users and 31 guests