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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 05:01:00 -
[1]
Alright a few things that confuse me, and I want to make sure they're being done right.
First, when I have a ship about to enter combat, and someone is doing say, 3dmg to it, and it has 3shields. I can play stubborn mechanic, giving +2shields, keeping me alive.
THEN
opponent can play remains of amarr-pwnd-by-jove-battle, and do 2 damage, to kill it.
THEN
I can play another mechanic card, or mercs for hire, giving him more hp and he stays alive.
Then combat damage gets done.
Right?
Also, all damage cards deal their damage when played, and duration cards, like the above mentioned, which is duration 2, with a duration 1 effect, just do the dmg on the turn it's played, then when it goes down to duration 1, the player that got pwnd draws two cards?
That's the way I'm reading it going by the book.
Also, Arkonor is insane. If I get that and 2 other cards in play on the right region, it's going to be netting me over 30 isk per turn, from a signle ship, and that's BEFORE haulers get there.
You also have endless isk right? You just need to write it down if need be?
Also, doesn't it seem kinda easy to kill the starbase of a player? I think the most I've gotten to so far was 17 shields, and you can still pop that with a cyclone and rupture, or several frigs. Most games it's maybe over 10, over 12 if upgraded and good upgrade shields.
I'll probably stick more rules questions in here, because 2nd opinions, esp from CCP and the printer, is anyways good.
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Pottsey
Gallente Dissonance Corp Interstellar Starbase Syndicate
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Posted - 2006.08.06 05:31:00 -
[2]
So far I found the shields to be useless. Everytime I died itĘs been enough to kill my starbase 3 times over. Saying that at the start of the game you could just dock and build up a fleet. But I dont see that working to well. Passive shield tanking guide, click here. |
Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 06:40:00 -
[3]
Yeah, I'm noticing the starbase thing seems odd. I have alot of 2-3 cost ships (Incursis and condor ftw) that if I got 2-3 off right off the bat, and even just a veld card or 2, I could have the opponent dead in only a few turns.
Maybe the expansion will have more starbase boosting. So far the best thing for bases I've seen is a +6, which you have to keep replaying.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.06 06:48:00 -
[4]
Have to keep ships in home region for defense.
Let the lightning be your warning and the thunder your battlecry!
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Hunters Presence
Amarr
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Posted - 2006.08.06 13:36:00 -
[5]
Edited by: Hunters Presence on 06/08/2006 13:41:20 [nm, double-checked it] -----
Me! |
Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 17:19:00 -
[6]
Originally by: Hunters Presence
Quote: opponent can play remains of amarr-pwnd-by-jove-battle
That battle never happened, we don't know you're talking about. You're imagining things... PIE! Get over here! This guy needs some educational classes!
Pfft, PIE won't come kidnap a Caldari Patriot from deep in the State.
I think.
I figured the ship would stay alive, and given that others seem to agree (because going by the rulebook it would, but sometimes the book is unclear) I'd have to say that answers my questions, for now.
I'm always going to be worried about startbases in this game though. BSes have a good 11+dmg each I wonder what's going to happen when they have a capship expansion.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.06 18:36:00 -
[7]
A new set of Starbases that have mega shields?
Let the lightning be your warning and the thunder your battlecry!
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Hunters Presence
Amarr
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Posted - 2006.08.07 00:01:00 -
[8]
Originally by: Storm Mage A new set of Starbases that have mega shields?
Very likely. They'll probably shift the starbase attack focus to cap ships. -----
Me! |
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