Ooh, ooh, I wrote that one! Really glad people are enjoying these.
All commander loadouts begin with t1 naval unlocked. Therefore, that naval combat buff is a tech that you can use. However, you might have some...
In the live build right now it's pretty easy to set up an unassailable position of massive blobs of jigs on a gas giant that there aren't really many...
That's a bug. We'll get it fixed in the next build. Sorry about that!
The primary purpose of torpedo AOE was to make naval deal with dox swarms more effectively. Now that there's more torpedoes in play it isn't as...
The pelican change is intended. Sorry it didn't get called out--I miss these things in my notes sometimes. Basically, I've heard cases for, I've...
Hey everybody! SUBS! Okay, submarines. When designing the subs, I was trying to preserve what would make submarines strategically interesting within...
The energy changes have a number of intentions behind them, but I'll try to list the major ones here: 1. Make the energy economy easier to manage...
Hey Everybody! So I'm gonna' be doing more work on Naval this month in addition to a couple of other things that you should start seeing on PTE...
Public 1v1 test games are going up on the PTE, first come first serve. These maps are prototypes for potential new ranked maps.
No icon yet, but you will be able to see what's in the drop pod. It's one unit per drop pod, and the cannon's rate of fire is 3.0 This likely will...
Limiting the unit cannon's range in that way would dramatically hamper its versatility in ways we weren't thrilled about, so we went for full solar...
Hey guys! Okay, lemme' try and answer these in the order they come in. Right now, units that aren't on the ground and aren't in orbit are considered...
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