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Neoseeker Forums » PC Games » Strategy » Sins of a Solar Empire » Super Weapons » Posts by Mishtram

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Mishtram
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Mishtram's profileMishtram's neohomeEmail MishtramNeoPM MishtramMishtram's gallery (2 images)
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since: Dec 2005
May 10, 08 at 11:12pm
Super Weapons

Anyone gone over the top with super weapons? I have yet to tech out anything to the fully edge, I always end the games too early. I have had a small working Returning Armada occuring at one of my Phase Gates, but that was the only thing I had working and it didn't help me out much.

I have a friend who loves using that cannon thing to destroy enemy colonies in moments as the TEC. Never actually used that, always find it too... unwieldly.
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Mishtram
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Mishtram's profileMishtram's neohomeEmail MishtramNeoPM MishtramMishtram's gallery (2 images)
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May 22, 08 at 4:58am
re: Super Weapons

I thought those things cost massive amounts of cash and can only attack neighbouring planets? I always thought of that as a waste, especially in the bigger games where it's more likely a "skirmish zone" will set up between their fleets jumping two or three and your own defenses.
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ShadowJ
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Mishtram
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Jul 01, 08 at 1:14am
re: Super Weapons

I've always had a problem with keeping up scout production. I tend to get very apathetic when it comes to knowing what the nations who I'm not fighting are working on across the field so usually when my original scouts run out I don't make many more, unless I'm playing as the Vasari.
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ThrombosisJones
Mishtram
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Mishtram's profileMishtram's neohomeEmail MishtramNeoPM MishtramMishtram's gallery (2 images)
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Dec 14, 08 at 6:39am
re: Super Weapons

I should toss up the Advent capital pairing which is deadly. I forget exactly what it is but a friend of mine mastered it and usually sends it against me as Vasari so I have to focus my efforts on him and not forwarding towards the creation of one of the Vasari superweapons -- the phase gate one.
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StormBird
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