psychoak

psychoak

Joined Last seen Member # 2882780
6 Posts 3,129 Replies 1,595 Reputation

It's not an lrm rush that kills you. 10 lrm are no big deal, even against five vasari light frigates they aren't going to be a big problem. TEC rip them a new one at 8/10 no questions asked. It's when they have the range upgrades and splash damage that they go from easy to kill with cobalts to invincible.

21 Replies 4,830 Views

Aye, zoom out a bit and mouse over the planet, it will say it's an endpoint and you can traverse between the system and other pg's briefly. Very briefly btw, so be ready to jump and in the zone before you hit it.

7 Replies 1,783 Views

It would be nice to have a larger field to play in. I like the size though and it already takes forever to get through it... Probably a lose/lose/lose situation for me, leave it alone, make the area bigger and make it take longer, or make the sun smaller and have it look funny having a huge gravity well for something the size of a planet. It's terrible.

21 Replies 4,830 Views

Actually, if you zoom in they give a rough approximation of their distance from the center of the phase lane. You don't know how far they are coming in, but you know which side. Getting behind them or being amongst them is fairly easy to manage.

31 Replies 9,892 Views

Are you two by chance gay? It's like a marital spat, but since you're both at least claiming the same gender... Not that I want you to stop, this argument over exact interpretations of nondescript lore is still hilarious.

77 Replies 26,593 Views

This isn't exactly a discussion thread where people debate, except for when harrassed about not having replied instantly anyway.

32 Replies 8,044 Views

No country with a McDonalds has ever attacked the US. They haven't become 52nd states(Canada is the 51st of course), but there's at least some similarity.

21 Replies 4,553 Views

Yeah, 5/4 isn't too painful, but 7/4 with splash damage is instant death. Although vasari at least have options for increasing their odds like jumping further in, from odd directions, all that stuff. Once you get them up there in numbers though, there is no counter to them. Its great that we have shield mitigation in the game, because that might actually be the cure for the problem. Get it high enough, as splash damage missile spamming is a lot of impacts, and you'll fix the issue an

21 Replies 4,830 Views

The main problem with multi-star maps is culture making a foothold impossible, not actually getting through the star, isn't it? I mean, it's neutral territory, if your entire fleet can't take the place down, his entire fleet can take yours instead. You're just stuck with nowhere to go and eventual demise after you break through because there's nowhere to fortify and create a second front from. If the culture system gets fixed it should be much easier to get through.

31 Replies 9,892 Views

No, it wasn't the fleet points, missile frigates are just superior after a point. It's a classic fault in rts games, the higher ranged unit becomes increasingly uber as numbers increase due to more units dying before they get a retaliating shot off. Splash damage compounds the problem. You can kill a hell of a lot of ships with 50 missile frigates fully upgraded, regardless of the enemy fleet size. He did it to me when I had him down to just a home planet. Killed three fleets of ships inclu

20 Replies 5,307 Views

Emperor isn't even the top difficulty, it's not even a 2-1 advantage. That's the sign of a good ai. Most games can't compete with the typical player even burning twice the resources, very few people can beat diety ai in civ4, and usually only under very specific settings even then. First you make it think, then you make it cheat for higher difficulties to placate us masochists.

39 Replies 12,468 Views

I've only been here a couple months, vasari have only been here a couple weeks. Only played about a dozen games with them so far, too lazy to play the ai much and I keep hitting ICO when no one is around. If I'm too attached to the game and can't see faults, that must mean there aren't any to see. Since I already have a text book explaining in detail what the minor differences really add up to, you can already read where I too am somewha

77 Replies 26,593 Views

I don't know, I kinda like having a homeplanet off the star. I like to control the star well anyway, it's usually such a nice spot for launching an attack from. It would be nice to not have maps where all planets are in one quadrant and the two opponents are seperated by one phase lane not off the star and four other planets are spidering off one end of it... Kinda makes for ridiculously easy defense, and it seems to be a common feature to have one or two planets with multiple fingers that do

20 Replies 5,307 Views

Civ4. Perfect example of ai, very nice job, a few holes, but over all well done. It takes a lot of practice to beat the standard setting(documented as an equal footing), and after that if you're still bored you can play cheating ai. There isn't any actual difference in the ai from one setting to the next, it's just progressively boned at lower levels and you're the one boned at higher ones. Unfortunately, it does still have lots of holes, unit usage is horrible, it has a dozen units

39 Replies 12,468 Views

Regardless of whether you like Supcom or not, the zoom functionality is a huge plus. Panning blows, we're spoiled now and we know it blows.

31 Replies 96,811 Views

Unless it's dial-up, you should at least consider trying. I can play online with my satellite connection, 1.5Mbit when the stars align and massive latency. As long as I wait till it's at 75% strength or so(hughesnet severely oversells so it's worthless crap around dinner time) the game runs great even with two second latency. It's some outstandingly stable netcode from the looks of it, and the game pace is such that even a two second lag isn't particularly difficult to adapt to.

39 Replies 12,468 Views

Yeah, but that's more a problem of the ai sucking monkey nuts than culture spread. It slows down at every jump, so one station six planets away should never even get past the first planet, let alone the second. Even one station on the second should be enough to keep that first from flipping.

24 Replies 5,754 Views

If they dogged them and the bombers evaded instead of ignoring them it would work out much better. Flak would just kill them, and fighters would be the true defense that slowed their progress down. They really die rather fast already, it's just the fighters take one swipe at them on the way in, they get a couple shots before the fighters get back around for a second shot, so they've already killed something really big before more than maybe one bomber per fighter wing has been killed.

12 Replies 3,669 Views

Forget carrier heavy, just jump into a gravity well with 7 hangar bays with a massive fleet and watch your capital ships dissappear in seconds as 14 bomber squadrons kill them all in three passes each.

23 Replies 5,429 Views

Level 3 is pretty effective really, if you had two together and good timing, you could kill just about everything all at once with them. Since it hits everything for a little though, the first level is worse than not having anything, at least if it were in shield mitigation you'd slow down the damage, but killing them 20% at a time is slow...

21 Replies 7,156 Views