Late game, I normally build Cielos at about a 1:4 ratio to Kodiaks (same goes for Hoshikos). The times I've gone up against friends in controlled battles (same fleet logistics usage, neutral battleground etc.), I've managed to keep my losses at 10-15% of theirs by emphasizing the TEC support cruisers. So, while not as powerful as their Vasari and Advent counterparts, they're a valid option.
Vanechka
innociv, I think it's far more likely that it's a combination of the fact that you, as far as I know, don't play the settings that favour Returning Armada bur rather play small scale competitive matches, focusing on RA in the short-term just isn't a sound strategic choice when you're pitted directly against a skilled player like you. The most prevalent balance issue that faces Ironclad is that what's balanced in small scale games isn't necessary balanced in large scale games. Returning Armada is
Just a quick post ignoring some of the otherwise interesting points made. infall1ble, I agree with you when you argue that Returning Armada is a necessity for Vasari given their otherwise somewhat lackluster power when compared to the other races in the current balance landscape. But, I respectfully disagree with you when you conclude that means that RA should be left untouched. To me, it's an indication of how a more radical overhaul of the Vasari is needed. The Vasari's dependency on
TEC since it's the race that best fits my playing style (I prefer to macromanage over micromanage).
[quote]Its sad that its come to this but we'll be adding a variety of things to help you guys to deal with people like this and options for the server to auto deal with trolls. Minidump has been banned from both the forums and ICO.[/quote] Great :) EDIT: Just to notify whomever might be interested, there's a [GE] Paradoxnt (notice the space) online atm, which afaik must be an imposter. Sorry if it isn't.
You're right, I don't see the fun in that kind of game either, but if everybody involved does, then fair game. Personally, I've learned to avoid this type of game since it often makes for one frustrating experience. When it comes to stats on ICO, they are normally a somewhat decent indicator of the opponent's skills, if you know how to look at them, especially since it isn't everybody that, like I, takes pride in surrendering instead of just leaving when defeated. I think the ideal rout
It's over, thank god (I mean SD and IC).
Looks like people are gathering in Lobby 2 right now, in any case, you'll be sure to find people somewhere.
Just a quick note to everybody looking to get on ICO relatively soon: Due to the current [link="https://forums.sinsofasolarempire.com/308375/page/1/"]spam[/link], most players are currently residing in the Pirate Base. This is naturally only valid until the spam is stopped.
I'm considering setting up an automated macro script telling everybody to go to the Pirate Base, until the spam stops... At a much slower rate (once every 30 seconds) naturally...
Still going on, the perpetrator (whomever it may be) is posting at a rate that's roughly once per two seconds. The recent surge in spam on ICO is a source for worry to say the least...
I agree that something seems to have changed in 1.04, battles half the size of what would normally run fine, seems to cause a lot of slowdown.
I've seen him in action as well and strongly support banning him. I hope 1.1 will incooperate some anti-spamming measures.
Downloading 1.04.022 through Stardock Central now.
[b]Bajong:[/b] I only really have a few things to note: 1. It's important to remember that the cost of researching Returning Armada at any given time can be either neutral or negatively. As I said earlier, it's striking a balance being capable of fending off the enemy, while getting edging closer to introduce Returning Armada. You have to adapt to the flow of the game. In other words, it's about ensuring that the two sides of the equation conjoined by yours are equal.
[quote]Question about RA: does blowing up labs stop the ship production?[/quote] It doesn't, at least not in the quick test I just did. It will, however, lower the Vasari player's maximum fleet capacity if it's sufficiently high, and if the Vasari fleet size resultingly exceeds the limit, RA will stop. This, however, is only relevant until a new lab has been built. Then, RA will go into action again, using the antimatter gotten in the interim. So the effect isn't as large as you could h
Bajong, I think we should end our far too finicky, diffuse and theoretical discussion, especially since I get the feeling that we basically agree, but continue to nitpick over minor (subjective) details in eachothers words, since our own fantasy scenarios doesn't quite match up. For clarity only, I'll quote my IM to you since I think that's where I best expressed my fundamental point which you seems to agree with: [quote]I think we both agree that unless you're facing a significantly in
I always try to get more caps relatively quickly if the specific game permits it. Caps really have to be looked at as a long term investment.
[quote]Biasing it to the intelligent player, well thats still implies skill on that side and lack of skill on the other, basically a lack of brains somewhere. Thus i dont think delicate balance is possible, its more a illusion created by the lack of skill of the other player. You have the room to survive cause the opponent cant take you down for whatever reason. What i am thinking atm is the implication of RA coming into play if you go slowly towards it like you said. Isnt then the player th
[quote]In any case, your answer sparked some thought. Equal skill? Its a kinda wishy washy term isnt it. Just like to say that i wouldnt use "equal still" like "player A can equalise player B actions and vice versa".[/quote] Sure, it's a wishy washy term, but since I've been confronted by too many with the argument that since they've beat a Returning Armada-focused Vasari player, it isn't unbalanced, I thought I might take some kind of precaution against having to face it again. However
It would be a very smart, but more importantly, fun move to make. Count me in!
[quote]"Teached" is one of those dirty exception to the rule things, this word does not actually exist. The appropriate verb is "taught."[/quote] I knew that! Well, apparently I didn't... Most Danes are actually pretty good at English since it's mandatory and taught (!) from the third grade. Then there's the fact that we don't synchronize the large amounts of English languaged TV shows (except kids' shows) to Danish but rather use subtitles. That simple fact actually gives us a pretty s
Sometimes, when the screen (and more specifically the button that says something akin to "play on") appears over something you were about to click, it disappears so quickly that you would never have known it was there if you weren't paying 100% attention. Happened to me a couple of times (though in multiplayer, so there were other clues that the game was over).
[quote]Which leads me to something that i didnt like in one of Vanechkas arguments. Something is OP if the counter is not to let the opponent get to it.. Well from some point of view this might be true. But that makes it kinda more like a oppinion not really a fact. Taking down a opponent is a acceptable counter in my opponion. If you cannot take down your opponent because the game would not support this strategy THEN its a fact in my eyes. But that is something i dont see proven yet.[/quot
[quote]at tech 5(5 labs) you get phase tunneling, tech 7(7 labs)enhanced tunneling, and finally tech 8 RA you actualy have to do MORE research and MORE structure building to make it effective than the other twos combined!!!!! STOP WHINING.[/quote] Could you explain more clearly, I honestly don't understand what you're talking about. What other two? Persuasive Economy requires 1 tier 2, 3 tier 4, and 2 tier 6. Insurgency requires 1 tier 3, 2 tier 4 and 2 tier 6. That's each more than the