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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 mines
    2 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 differ
    332 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 p
    16 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 pau
    1,007 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 powerf
    10 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 a
    13 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 little
    1 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 att
    3 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... dangerous
    15 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 whe
    4 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 mov
    4 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 the
    2 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... dangerous
    17 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 A
    2 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 fl
    3 KB (424 words) - 12:29, 16 February 2015

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