Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 899 Replies 24,876 Reputation

[quote who="Bartowski" reply="45" id="3462918"]Classic dodging by Seleuceia... When all else fails and you get your ass handed to you in an argument, pretend you never engaged in it in the first place...[/quote] When you start contradicting yourself, I can't give you the benefit of the doubt that you might be serious this time... Would you prefer I throw the troll flag on everything you say?

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[quote who="WOEaintME" reply="42" id="3462720"]Also I have less than 300 posts so my name should be removed from Ragnarok's ridiculous thread about reigns of terror and whatnot. I'm glad I'm not the only one who finds my inclusion blasphemous.[/quote] Well you see, the difficulty with that is the OP can no longer access his account....so that list can't exactly be changed...it's okay, builds character... You know Sin, I continued this thread in the hopes th

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[quote who="Bartowski" reply="40" id="3462687"]LOL no they don't... By this point I don't even know what you believe... are you an armor or health person, Seleuceia?[/quote] Armor is and has always been superior to HP on a 5% HP vs. 1 armor basis -- I'm not aware of any test refuting this...now, if you talk about armor and HP techs , then it depends on the situation....I don't really see how you would "test" a technology, but I can see testing armor upgrades vs

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[quote who="Bartowski" reply="34" id="3462627"]LMAO at Sel convenient shift in his viewpoint.... I was the one who STATED THAT HEALTH was better than armor/hull... and he vehemently disagreed... now he is trying to take all of that back and agree with me? LMAO![/quote] My original statement: [quote who="Seleuceia" reply="15" id="3462416"]Armor will immediately buff all ships...HP upgrades will immediately raise the max HP of all ships, but they will have to rely on passive reg

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[quote who="Bartowski" reply="31" id="3462612"]Actually as advent I would prioritze weapon upgrades over hull/armor because of the 50/50 factor and the fact that it gives you the extra edge with malice.[/quote] The 50/50 factor doesn't change the fundamental issue, which is that max hull/shield techs only immediately benefit ships built after the tech is researched...if you are engaging the enemy before you are able to have both hull and both laser techs, then you don't have m

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[quote who="Bartowski" reply="28" id="3462604"]You state earlier modular architecture is really only useful when there is a long distance between you and your enemy. But that information can only be found through scouting. Long distance=longer time to scout. Therefore, we can logically conclude the decision to research modular architecture must be made AFTER your first lab is built, unless you playing with map hacks.[/quote] For posterity, I will include my original statement: <p

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[quote who="Turchany" reply="25" id="3462592"]The Akkan gives you free extractors upon each colonization, further delaying the payoff of Modular Architecture.[/quote] I shall defer to my previous statement... [quote who="Seleuceia" reply="22" id="3462567"]it is true the akkan will get me a free extractor, but I'm also going to probably get an extra 2 or 3 extra roids/moons/barrens, so that's still a lot more new extractors...[/quote] [quote who="Bartowski" repl

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[quote who="Bartowski" reply="18" id="3462494"]Not sure what you mean by this "lol" comment... What i meant was that the two upgrades enable TEC to spam cobalts at a higher rate than an advent player...[/quote] Oh, I know what you meant.... [quote who="Bartowski" reply="18" id="3462494"]They is no way to put this... you are 100% completely wrong. I never see advent leading two military labs before civilian, its usually a combination of both or just all civilian.[/quote] <

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[quote who="Turchany" reply="21" id="3462517"]I don't think being in combat severely handicaps hull upgrades.. Really, health regen will fill your ship's health in no time, it only matters if the ship has lost it's shield, though I don't remember how it works online, maybe all your ships are being targeted nowadays? It was long ago when I played against skilled people.[/quote] It has to do more with game speed...on faster game speed, fleet sizes get quite large quite f

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[quote who="Bartowski" reply="16" id="3462431"]The only reason I compared the metal upgrades to trade ports is just to provide people with a well-known scale for the relative ROI of the upgrades... most people know trade ports pay themselves off in 15 minutes so its a useful measuring tool...[/quote][quote who="Bartowski" reply="16" id="3462431"]Double check your math on this. Im 100% sure double mod architecture cuts extractor cost from 250 to 150... The cost of both upgrades is 900+(4x75)=1

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[quote who="Bartowski" reply="9" id="3462315"]I frequently find myself keeping up or even surpassing disciple spammers with my cobalts (number of ships, NOT total supply).[/quote] Cobalts build in 22 seconds while disciples build in 20...yes, TEC have a slight advantage in construction time, but even if you were building non stop, you would only be able to build 10 cobalts for every 11 disciples...and since resources are also going to be a limiting factor, TEC is not going to be any b

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[quote who="Bartowski" reply="9" id="3462315"]Actually, focus firing is inefficient in almost all frigate-to-frigate battles.[/quote] Auto-attack isn't perfect...the LFs may often split their fire across 2 or 3 different targets, which is fine when you have 50 of them but when you only have 5...at some point, you want to make sure all your LFs are shooting at the same target, because if they aren't you are taking too much time to kill each ship... [quote who="Bartowski

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IIRC, doing that will mean you still can't avoid the ability....it is true the damage will be delayed, but any ships within range of the suicide vessel at the time the ability was used will still be damaged, just 8 seconds later....you must have the ability tweaked such that the AoE is applied (and thus the ships to be damaged are "selected") 8 seconds or so after the ability is fired...

25 Replies 41,602 Views

In light of, shall we say, new information, I feel no problem sharing opinions on this matter... Myth 1 -- For "big enough fleets" I agree...smaller fleets, of course you'd want to FF...I don't know what the threshold is though where you no longer want to FF... Myth 2 -- If you take into account the bonus from trade length, refineries are at an even greater disadvantage...you probably want more like 8 or 9 nearby extractors early game and 11 or 12 late game, don't

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I'm thinking that the damage was intended to be delayed...it doesn't really make sense for the explosion and destruction of the ship to occur after it has already magically damaged the ships around it...problem is there's no easy way to delay those buffs that are conditional on being boarded without introducing more buffs or really reworking the ability....

25 Replies 41,602 Views

Dem teams does NOT have any delay...it is true that the "suicide ship" does not blow up until ~8 seconds later (8.2 IIRC), but the damage itself is instantaneous....both the game files AND testing will confirm this...

25 Replies 41,602 Views

His current OP is serious...his previous OP was not...his future OP will be god knows what... Very convenient for him that edits for the OP are not viewable...this thread is troll bait and nothing more, he puts nonsense and then changes it to serious content so he can victimize himself for being called a troll... Feed the troll if you'd like...

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