Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Time running out!

49% of target met.

Latest Topics

- Holly Cow Its alive!! »
- Getting our Player Base back »
- Fully customizable ships? »
- What's with the new Metaverse? »
- Carrier default loadouts - ships w/interceptors only? »
- 01001000 01100101 01101100 01101100 01101111 »
- the mi type ships cheat »
- First Person view is possible in DS! »
- Latency Issues »
- missing dll. »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »
- Cloaking update... »
- Tools for tips »
- Fleet levels and more! »
- Game Mechanics Question and Answer Thread »
- Under Construction »

Combat Kills

Combat kills in last 24 hours:
Kills chart

Upcoming Events

- Weekly DarkSpace
06/29/19 +4.5 Days
- International Talk like a Pirate Day!
09/19/19 +85.8 Days
- Towel Day
05/25/20 +334.8 Days




No anniversaries today.

Facebook & Twitter

Why not follow us on Twitter or Facebook for more information and fan updates?

Forum Index » » Beta Testing Discussion » » ICC pulse defense bases are way too efficient!
Goto page ( Previous Page 1 | 2 | 3 )
 Author ICC pulse defense bases are way too efficient!
Fleet Admiral

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-27 18:33   
Gideon, it works well except for the caveat that troops lose their Raze order 80% of the time after landing.

It is extremely effective, since most people just laeve all the inf on a planet on attack and dont distribute inf properly. Not blaming themf or it, it's just gonna be a fact.

  ICQ status

Joined: August 13, 2001
Posts: 1910
From: mrsparkle
Posted: 2004-02-27 19:13   
Have any of us tried dropping troops near defense bases, domes, or power plants, and setting them to "raze"?

I have too. I did manage to destroy a sensor base, but only damaged a defense base II about 30%. And that took a lot of time to get that damaged.

The biggest problem though is that the RAZEing infantry seem to ignore domes, generators etc.; basically everything non-military. I dropped them right next to a cluster of those 'invisible' diamonds that I knew had those types of structures, but they wound up trekking a few diamonds away to attack a defense base. They will only damage barracks, defense bases, shields, sensor bases, interdictors etc.

I even landed 10 razing troops on a starport (the only non-military building that's visible besides depots which are classified as defense for some reason), and they stayed there on that starport but never damaged it. Eventually got wiped out by the 32 rampaging heavy infantry defending the planet. It's like the starport was immune, but I think it's rather a glitch or oversight in the code.

I really did think RAZE was the answer though If thought if I could take out some of those domes or farms or generators I couldn't see but knew were there, problem solved. Nope. Check the RAZE code cuz I know my infantry ignore those buildings like they aren't there.

Or better yet, add another RAZE button. Have either RAZE military or RAZE civilian! ALT-M or ALT-C? Or whatever? That could work nicely.


Goto page ( Previous Page 1 | 2 | 3 )
Powered by phpBB® Forum Software © phpBB Group
Page created in 0.014224 seconds.

Copyright © 2000 - 2019 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR