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- ...sk is that they will finish off very-damaged ships that are stationed at a wormhole, and if there are a lot of astro trains passing by, your turrets and mines2 KB (296 words) - 14:04, 1 February 2015
- ...e series of orders in any given system - queuing up multiple attacks and a wormhole jump is perfectly acceptable, however you can not give commands in a differ332 bytes (60 words) - 14:08, 1 February 2015
- ...ard posts and command stations (note: this also includes the perma-cloaked wormhole guard posts, which don't die until the command station dies, usually. So p16 KB (2,944 words) - 15:36, 24 April 2015
- * All other commands (move, attack, wormhole, transport, unload, etc) can be queued for execution directly after the pau1,007 bytes (170 words) - 14:11, 1 February 2015
- This is a huge topic, but the basics are to put defenses around every hostile wormhole. Turrets have the disadvantage of being immobile, but are extremely powerf10 KB (1,822 words) - 19:49, 1 February 2015
- ...ply release the wasps from way across the planet and then escape through a wormhole to a friendlier planet while the wasps do the dirty work. It's not quite a13 KB (2,356 words) - 10:42, 9 July 2016
- ...c shuttles or lightning turrets, you'll often find them clustered around a wormhole that you have to go through. If you're just sending through lots of little1 KB (234 words) - 14:04, 1 February 2015
- -Issuing an attack order to ships that were already traveling on a wormhole path would not properly switch the ships to the attack order unless the att3 KB (470 words) - 13:35, 1 February 2015
- ...nterparts do, thus making it easier to tell when a ship is going through a wormhole on far zoom.5 KB (872 words) - 11:50, 16 September 2017
- ** Has Neinzul Viral Swarmers at every wormhole, making the use of lightning warheads and similar against them... dangerous15 KB (2,373 words) - 19:47, 1 February 2015
- ...entirely based on the number of guard posts plus the command station. The wormhole guard posts are indeed not new, they're just now visible. The levels of whe4 KB (551 words) - 00:36, 14 November 2010
- ...ill not be able to assign mobile units to guard a specific location like a wormhole or command station. As soon as an enemy unit appears all FRD units will mov4 KB (579 words) - 13:47, 1 February 2015
- ...can hold 200 ships, and suffer 35% attrition (35% of original health) per wormhole jump when out of supply.1 KB (227 words) - 14:07, 5 March 2015
- ** If I'm performing some command other than "go through a wormhole", cancel all commands.4 KB (530 words) - 14:06, 1 February 2015
- ...ro is to use them to absorb the alpha strike you will receive when cross a wormhole, particularly one that's camped. They have a very high lifespan due to the2 KB (259 words) - 13:27, 30 September 2017
- ...ne up [[Space Dock]]s (or [[Neinzul Enclave Starship]]s) against a hostile wormhole coupled with enough Engineers and resources, then FRD into the other side.2 KB (393 words) - 22:18, 1 February 2015
- ** Has Neinzul Viral Swarmers at every wormhole, making the use of lightning warheads and similar against them... dangerous17 KB (2,826 words) - 19:48, 1 February 2015
- ...tion. They are an awesome addition in ambushes on the friendly side of the wormhole. Alternatively, running battles and exo-wave invasion will tend to string A2 KB (294 words) - 06:05, 16 June 2016
- ...unities and generally good stats, they can survive '''alone''' in an enemy wormhole filled with bad things - something that cannot be said of most ship-types.2 KB (324 words) - 13:09, 28 October 2017
- ...two starships, but worth much more. If necessary, retreat these out of the wormhole while they are recharging. Unless it's safe, never evac the rest of your fl3 KB (424 words) - 12:29, 16 February 2015