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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Colony Commods
Theyre not in this uni, will they be in next uni, or is this some admins idea of nerfing colonies?
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Tue Jul 19, 2011 11:28 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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Re: Colony Commods
Nerf? They were a beef when they were added. Colos were already too good at making money before they were added... Now we are returning to normal colo overpoweredness.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Tue Jul 19, 2011 11:47 pm |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Colony Commods
Visorak wrote: Nerf? They were a beef when they were added. Colos were already too good at making money before they were added... Now we are returning to normal colo overpoweredness. this is like taking out metals, silicon, nukes and baobabs for heavy production basebuilders, its taking away the main tools designated to your trade.
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Tue Jul 19, 2011 11:48 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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Re: Colony Commods
Wut... Colo commods are only about a year old. Colos were just fine without them.
And before someone mentions otherwise; Yes, I build colonies.
_________________
Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Tue Jul 19, 2011 11:51 pm |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Colony Commods
Visorak wrote: Wut... Colo commods are only about a year old. Colos were just fine without them. yes. but, youre proposing taking away class specialized gear from a class basically, except with a tradeclass and its commod. Admin response please?
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Tue Jul 19, 2011 11:53 pm |
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catz 4
Team:
Main: Catz 5
Level: 0 Class:
None
Joined: Wed May 25, 2011 7:00 pm
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Re: Colony Commods
maybe they should take out colonys all together
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Wed Jul 20, 2011 12:23 am |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Colony Commods
catz 4 wrote: maybe they should take out colonys all together no trolls allowed.
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Wed Jul 20, 2011 12:25 am |
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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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Re: Colony Commods
They shouldn't take out colonies altogether, they should just nerf the living shit out of them.
_________________
Neba wrote: BLACK PEOPLE DON'T GET RICE
andezrhode wrote: goett wrote: All oly ships look way to geometrically conservative for my tastes. thats because most graphic designers are squares
goett wrote: Fired bullets taste like candy.
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Wed Jul 20, 2011 8:20 am |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Colony Commods
shawn_mccall wrote: They shouldn't take out colonies altogether, they should just nerf the living shit out of them. this isnt a god damn discussion thread, its a question about what was stated to be a mistake at reset.
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Wed Jul 20, 2011 9:00 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Colony Commods
They should be in next uni, but, tbh, why even need those commods? 5 Cols with minimal effort brings in 114b a uni. Thats also with characters under level 300, so just about anyone can do it.
_________________ Axis Industries
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Wed Jul 20, 2011 10:02 am |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Colony Commods
Battlecruiser23 wrote: They should be in next uni, but, tbh, why even need those commods? 5 Cols with minimal effort brings in 114b a uni. Thats also with characters under level 300, so just about anyone can do it. because, good sir, i spend over 114b easily per uni on defense.
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Wed Jul 20, 2011 10:06 am |
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sabre198
Member
Team:
Main: topbuzzz
Level: 4129 Class:
Shield Monkey
Joined: Sun Dec 21, 2008 12:31 pm Location: Timmeh!
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Re: Colony Commods
why didnt you raise that churchill when they was put in?
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Wed Jul 20, 2011 10:14 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Colony Commods
sabre198 wrote: why didnt you raise that churchill when they was put in? Because I don't need to. Thats 114b with Baobabs, Nukes, Microchips, and Crack Whores.
_________________ Axis Industries
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Wed Jul 20, 2011 10:19 am |
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andezrhode2a
Team:
Main: Paximaximus
Level: 2572 Class:
Engineer
Joined: Wed May 26, 2010 7:51 pm
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Re: Colony Commods
Battlecruiser23 wrote: sabre198 wrote: why didnt you raise that churchill when they was put in? Because I don't need to. Thats 114b with Baobabs, Nukes, Microchips, and Crack Whores. and good luck, you need 125% colos and planets without those commods on them.
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Wed Jul 20, 2011 10:20 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Colony Commods
If you think about it, 114b is a big difference over 10b or so you'd spend terraforming crap planets that ARE lacking those commods. And, I did say a level 300 with 2 level 300 alts can do it, so it'd probably be in w1, which does have crappy planets.
_________________ Axis Industries
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Wed Jul 20, 2011 10:25 am |
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