Allow Shipyard (20+ Players)?

Tactical advice, How-to, Post-mortem, etc.
IB_
Posts: 1651
Joined: Thu Aug 17, 2006 3:11 am

Post by IB_ »

The main problems with NG SBs is their sig and loading time. It takes forever to load meanwhile your sig is insanely high and you will get spotted by ints 5k from you.
Last edited by IB_ on Tue Apr 08, 2008 11:35 am, edited 1 time in total.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
Ozricosis
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Location: Seattle, Washington

Post by Ozricosis »

But you can capture teleports with NG sbs. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
IB_
Posts: 1651
Joined: Thu Aug 17, 2006 3:11 am

Post by IB_ »

About the only thing you can cap when there is d.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
madpeople
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Location: England

Post by madpeople »

Ozricosis wrote:QUOTE (Ozricosis @ Apr 8 2008, 12:46 PM) But you can capture teleports with NG sbs. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
or better yet, spec mines! /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Andon
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Post by Andon »

madpeople wrote:QUOTE (madpeople @ Apr 8 2008, 07:54 AM) or better yet, spec mines! /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
And you don't have to spend any money researching them, either!
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Nanaki
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Joined: Tue Apr 08, 2008 1:32 am

Post by Nanaki »

Camaro wrote:QUOTE (Camaro @ Apr 8 2008, 12:08 AM) No you cant. Not in middle of game
Okay, thanks, I was initally told no as well, but than a couple of people (also vets) were telling me that it does, and I was starting to get all confused.

QUOTE SY is sorta overpowered at 10v10. Unless you have a good team, its very likely it will roll over you.

SY in games up to 20v20 is Fairly decent, although a well organized team will have no problems killing it.

SY in game over 20v20 requires far too much money to actually be of any use, cap ships are easially destroyed at this point, requiring huge nan trains and EXCEPTIONALLY good turrets to stay alive. Multiple cap ships are normally required for effective firepower.

SY vs Sup is damn near useless. Sup is capable of destroying cap ships VERY fast.[/quote]

Haha, I wish it was possible to enable SY mid-game. I have occasionally started three-ways that, start off with hardly any players and than balloon to around 20 players mid-game. I used to keep it enabled, until I started a game that remained small and both the other comms went Shipyard while I went supremacy...
Last edited by Nanaki on Tue Apr 08, 2008 1:08 pm, edited 1 time in total.
Evincar
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Location: The darkest side of the sun

Post by Evincar »

you are better off with an htt, and they are sturdier, and the enemy can't pick up a 1k missile, and they are cheaper (250$ on ngsb +1000 for each), plus you need to get 400 away from the base, with a 15 seconds loading time for srm ng, with a sig of 150, with a base sig of the bomber of 180, etc etc
Classifiable up to Trolleomorphism.
Camaro
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Post by Camaro »

We've cappped a Spec mine with NG SBs before.
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Weylin
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Post by Weylin »

NG SBs arnt really for capping a launchable base like an OP or tech base.. but for one that takes the enemy a while to run and defend... such as a teliport or spec mine.
jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Weylin wrote:QUOTE (Weylin @ Apr 8 2008, 04:55 PM) NG SBs arnt really for capping a launchable base like an OP or tech base.. but for one that takes the enemy a while to run and defend... such as a teliport or spec mine.

Not true.
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
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