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TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
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Are you going for a small researched module build?
_________________ Why the $%&% are you looking at my signature for...?
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Sat Jul 21, 2012 8:11 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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i just feel that im done growing my ship size... i dont see the need to install all 8 def mods at an increase of 408 decks, and damage cap increase of 204.
there are a few more modules that ill increase in size for.. anything % increase, or a bragging rights module... like posted earlier, i dont remove my atmospheric decimators, i leave them on as bragging rights.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sat Jul 21, 2012 8:13 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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i highly recommend all 8 their doin wonders for me
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Sun Jul 22, 2012 10:11 am |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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yes, but why increase my avg damage received, when i can just wait a bit and replace the 'lost def' with helmsman/prisoners?
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sun Jul 22, 2012 10:46 am |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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I find that people tend to get to hung up on the damage cap thing personally, i know its proven to work if you stop adding decks all together at around 2k decks, but honestly with a well built ship your average damage taken typically doesnt change as long as you grow evertyhing evenly. I cant attest to what its like for you but for me even when attacking people several hundred ranks higher, unless im going blow for blow with someone who has a truly good ship im normally only banking around 1-300 per hit, 3-400ish if their ship build is at least decent. like i said dont know what its like for you up there as you can hit / get hit by people much higher than me, but thats what I've seen so far, and the game tends to have a typically linear scaling system.
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Sun Jul 22, 2012 12:21 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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its not anyone in PvP thats going to be doing the massive damage consistently.. its doing bases and a couple npcs for now.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sun Jul 22, 2012 1:23 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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icarium81 wrote: its not anyone in PvP thats going to be doing the massive damage consistently.. its doing bases and a couple npcs for now. ahh ok yea bases can hit hard, ill give ya that one. As for NPC's i dont know the ones that your goin against so i really cant say.
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Mon Jul 23, 2012 12:28 am |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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Just a little update. Rank 575
24710 Cargo 3381 Engineers only added 25 recently.. just cause. will work on these later as well. 4040 Tactical Officers gaining quickly on 5K 2063 Helmsmen not growing fast enough for my liking. 3921 Scientists keep an eye on this.. see exactly how much its growing by each week. maybe start dropping unnecessary gas planets...
ATTACK 10.5K - 15% (buffed) DEFENCE 9100
Upkeep is down to 3.8 bill, two darkbots installed. slowly working on the mission chain for the last one.
Weapons No real big changes, added the 3 exotic weapons. unequipped just like the pulse ballistae.
Defence No changes Hull ditto Energy same
Devices all 4 bio scramblers all 4 Co align signal processors one gravimetric flume
Battles 184905 (Epic Legend) Player Kills 1611 Deaths from Players 628 Non-Player Kills 13205 Planets Found 581 Planets Occupied 139 Planets Captured 96 Missions Completed 973 Scans Performed 3604 Successful Hacks 591 Successful Raids 1038
5250 Energy 21402 Hull 6351 Shield
Production numbers
Mining 9666 <-- lost a x16 toxic, and gave away a couple others. still capping too fast for efficiency Arti 21965 <--- will update in a few days after i pick up a few boughten massives and VMs Res 13269 <--- able to see scientist gains much easier via the contract. every last one shows a slight increase to credits/hr
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Mon Aug 06, 2012 1:27 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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the difference shows though  I still remember our last squabble Though I think I still have some of your ammo attached to the outside of my hull it didnt quite go off like it was supposed to but my tac officers say that they've fixed it, something about blah blah blah not conecting with the bru ha ha so that the zingle zangle cant make biggy boom sound. ....anyrate if you want it back i'll be happy to send them over 
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Mon Aug 06, 2012 3:17 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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LOL, i uh, might hit you back if you shoot at me  im not much for taking a beating laying down. unless your ranked well above me or a huge energy drain.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Mon Aug 06, 2012 3:21 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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icarium81 wrote: LOL, i uh, might hit you back if you shoot at me  im not much for taking a beating laying down. unless your ranked well above me or a huge energy drain. well you'll have to come to me, sorry at rank 575 i think your just a slight out of my visual aquity.
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Mon Aug 06, 2012 3:27 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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thats not true, im just VERY unlikely to show up for you.. but yes, ill hit you sometime when i see you. there are a few people i ALWAYS hit on BT and your one of them. i know you follow this thread and can see the growth, and because of that, you can report on how well its going. the others... well, i just hit them for whatever reason i have.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Mon Aug 06, 2012 3:29 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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YAY someone pays attention to me  haha, sounds good man its nice to have someone to benchmark off of for when I get up there, that way I dont have to make one of those 'look at me threads' for comments, i have a nice library to read back on.
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Mon Aug 06, 2012 3:37 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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tiny update. got my first continuum parser. buffed atm, so dont want to figure out exact hull and shield stats 22500 or so hull just under 7K shield 28360 Cargo 3431 Engineers 4736 Tactical Officers 2293 Helmsmen 4346 Scientists Mining 10042 Arti 23337 reclaimed a lost VM MR planet as well as i nice scanning spree VL x3 terra... mondays action is a x15 VM theft. Res 13965 also finished the 3rd dark bot assembly  now to work on the trellith chain i think.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sun Aug 19, 2012 1:30 am |
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Fabulon
Joined: Sat Jul 03, 2010 1:18 pm Posts: 604
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Trellith chain is great - i get nearly 3k extra production from the three boosts- but thats hard to replicate as i have a rifted 62x arti
662 level
Size Class: Colossal Galaxy Destroyer Space: 5087 / 5088 Attack: 18752 Defense: 18098 Scan: 5381 Cloak: 4764 Cargo: 30427 / 58120 Upkeep: 11.4B Konqul: Attack +20% Excavator: Artifact +10%
5088 Decks +1 Deck (ship size) 58120 Cargo +5 Cargo Holds (cargo space) 3541 Engineers +2 Engineers (max energy) 8401 Tactical Officers +2 Tactical Officers (attack) 4329 Helmsmen +2 Helmsmen (defense) 7824 Scientists +3 Scientists (research)
Production: 19849 research / hour Minerals 16847 units / hour Artifacts 30974 points / hour
have a vm 20x research in target scope- and a few more little arti worlds- 3 spare planet slots to fill
have a heap of worlds- 100 or so - i need to re tweak for higher production and less defence because i really don't care if i lose them- should get at least 10% higher production after that
_________________ Once Fabulon, now known as Thebloodynine Most exasperated leader at Project Anarchy. Don't talk to me till the caffeine hit is in Have given up caffeine- probably best just not to talk to me
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Sat Aug 25, 2012 3:17 am |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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those att/def numbers are quite impressive, it just means ive gotta set my sights even higher  and are you rocking 5K scan ALL the time? yet another update rank594 energy 5500 with relays on hull 23155 shield 7203 Productions Mining 10.5k stole a nice 17x on a 5% chance Arti 25K  nearly capping in 8 hours which is my set goal, but of course this will still be pushed higher to an unnecessary amount lol Res 14.8 (1600 pt increase from the 6th of the month- NO research planets taken) Hit my goal of 5K TO's 5050 atm, 2481 for helmsmen 4609 scientists Im going to try for a roughly 80% TO 10-20% helmsmen/10% energy plan... seeing some nice worlds out there but hate needing a SAB team to rely on to take them... would much rather brute force my way onto them and let someone else utilize the sabs.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sun Aug 26, 2012 10:53 am |
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Fabulon
Joined: Sat Jul 03, 2010 1:18 pm Posts: 604
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I thought about switching to more helms to counter my obese ship- but not many ships have the guns to really hurt me- and if they do it wouldn't make much difference. high arti output means i have a large stockpile of repairs for the big bases that really pack a punch
And having the guns to get a 40% chance on well defended worlds is a real boost to stats in the long run- defence will have to wait
_________________ Once Fabulon, now known as Thebloodynine Most exasperated leader at Project Anarchy. Don't talk to me till the caffeine hit is in Have given up caffeine- probably best just not to talk to me
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Sun Aug 26, 2012 1:18 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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its wierd for me to look at this thread now lol.
i went up 13 ranks while youve shot up almost 230! but like i said a dozen times before its nice to have someone to compare at level for level.
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Mon Aug 27, 2012 7:24 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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went against my better judgement and added the other 4 def modules instead of letting the helmsmen take care of it and save on decks. added 1656 from just the modules alone
DEF 11593 unbuffed, so a hefty little increase that should discourage a few more players from the rare disable i currently get.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Mon Aug 27, 2012 7:31 pm |
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elerian
Joined: Tue Oct 25, 2011 3:25 am Posts: 2360 Location: New York
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icarium81 wrote: went against my better judgement and added the other 4 def modules instead of letting the helmsmen take care of it and save on decks. added 1656 from just the modules alone
DEF 11593 unbuffed, so a hefty little increase that should discourage a few more players from the rare disable i currently get. talking about rare disables.... 13379  I hardly get disabled when I get legion alerted.
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Mon Aug 27, 2012 7:37 pm |
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