Agent of Kharma

Agent of Kharma

Joined Member # 3036562
84 Posts 814 Replies 24,300 Reputation

[quote]Taking a neutral planet is A LOT easier than taking an enemy-controlled one.[/quote] This is funny, because I thought you were then going to say "therefore why take any enemy-controlled one when you could take the easier one?" But you didn't, you said the opposite. To me it makes more sense to take the easier ones first (all other things being equal) because then you are ahead. If you spend a larger amount of time taking an enemy planet, then you are behind in

23 Replies 9,508 Views

[quote]And as far as rushing goes. I define "rushing" differently than Agent does. Where as I believe he defines it as any attack in the first 15 minutes, I take rushing as a player skipping over several planets to attack an opponents HW....[/quote] I guess I just define it as heading directly towards the nearest opponent as soon as the game starts. There are several forms of this. Some people prefer to conquer a few planets along the way. This is a "lesser rush."&nb

23 Replies 9,508 Views

It's just stupid to give other caps more sc to balance them against carrier caps. If other caps should be balanced more against carrier caps, the solution is conceptually simple: improve their innate abilities to the point to which they are competitive with carrier caps, not turn them into lesser forms of carrier caps. Nobody thinks the dunov emp blast should have more range?

212 Replies 458,426 Views

[quote]1) Does that compare to multiplayer? or maybe just the first few minutes?[/quote] As they say in the overseas country I am currently living in, MP is "same same but different." Multiplayer is completely dominated by rushing. Rush rush rush rush rush. It's all anyone will do. I've tried playing on larger maps just to discourage it - it's STILL all anyone will do. Expect 2 things online MP: 1) rush, rush, rush 2) spam, spam, spam.

23 Replies 9,508 Views

Not sure how much increased population growth rate would help. If you are colonizing a lot of asteroids it would seem to help little. Actually ices or volcanics don't get so big with population either. But I guess if you could colonize terrans early and get population growth bonuses on them, it could help. Thing is, does it make enough of a difference before trade/refineries become the dominant form of income? An alternate idea might be free population UPGRADE?

5 Replies 10,063 Views

Just to chime in, the Evacuator make sense in the game and the lore, because these are the ships that evacuated their empire as they were running from whatever it is that is chasing them. Thus these ships contain their entire population, along with the moving starbases which have colony pods. So when an Evacuator colonizes, it is dropping off some of the population that it previously evacuated from their empire.

38 Replies 63,246 Views

Comments - I'm definitely for reducing damage from lrf. But do we really want to increase damage from lf? No range increase on the Dunov EMP charge? Currently the range is too short to outrange repulse. And what about MindsEye's idea that it should be able to shield recharge itself (just like mothership does, just like marauder does)? I'm not in favor of any additional strikecraft on non-carrier caps. I'm not in favor of adjusting lvl1 carrier c

212 Replies 458,426 Views

[quote]This is what I have been saying forever.[/quote] You did say that way back, and you were right. The age of lrf returneth. God I hope they give us some tools to keep them under control.

53 Replies 303,242 Views

[quote]1. Every time I really start rolling and headed for the enemy homeworld though I get set back by pirates coming for one of my planets and my offensive stalls while I go kill them, meantime the computer starts taking back the planet(s) I just smashed.[/quote] 1. Turn off pirates. Non-newbs don't play with pirates turned on in MP because then you aren't pitting your skill against a human, you are throwing a random AI element into the equation. 2. If you want to play

11 Replies 7,239 Views

[quote]If the devs have taken anything from the PSCF, its that most of us dont want to see a nerf to scout, but more balance between them.[/quote] You know, I actually changed my mind on the scout issue after months of play. Originally I liked the scouts because I hated 100% lrm spam, and even worse I hated the prospect of having to fight lrm with lrm. But what I learned is, scouts kill any incentive to tech up. That's bad. It's bad when entire games are played

53 Replies 303,242 Views

There was a thread a long time ago (maybe a year?) on what things people wanted to see in Diplomacy. I put in trading of ships, planets, tactical and logistics slots, etc. Hell, even things like borrowing or leasing, etc. Apparently none of it made it into the expansion.

3 Replies 3,262 Views

[quote]Hight tier > Low tier It is the most basic part of correct counters system...[/quote] This has always been one of the more difficult, counterintuitive, weird aspects of the game. It should be (in general) High tier > Low Tier. This game is backwards, Low tier > High tier. Examples: scouts > lrf lf > flak lf > carrier cruisers lf > other cruisers carriers (bombers) > hc

913 Replies 1,712,087 Views

[quote]If you count supply 90 disiples is 360 supply while 32 Kodiacs is only 160 supply. You HC where greatly outnumbered.[/quote] I guess that's my point. You can't churn out HC fast enough in its present condition to counter what it is supposed to counter. So either it should build faster, or it should be buffed (or other stuff nerfed against it). Assessing balance isn't just looking at supply and cost. You also have to consider build speed. [qu

913 Replies 1,712,087 Views

[quote]i used enough air to have like 1 fighter against 3 spamed some flaks and some disciples, waited for the fightrs to start being exausted and sent lrms in or HCs depending on my econ that version was fun but nowhere near carrier spam only[/quote] I saw a game with you, JJ, Cykur, and a few others. You were on the other team opposed to JJ and Cykur, and you three were vasari. Pretty much all you built were carriers, and that's pretty much all JJ

28 Replies 27,523 Views

Just tested with a friend. He took advent, I took tec. We built the same eco. After that, he just started churning out disiples for about 30 minutes straight, and i just churned as many HC as I could. I also built what everybody recommends - hoshikos (roughly 25% of the numbers in my fleet), plus I upgraded hull and armor, and lastly attack as many times as I could before the 30 minute period was up. Then we clashed with what we had. The mass disciples wo

913 Replies 1,712,087 Views

[quote]i shutter to imagine what scout spam will do to illums now[/quote] Good riddance. [quote]Scouts have changed as well[/quote] Good riddance. [quote]Keep in mind the game is almost two years old and most games aren't patched past the first month after release if at all [/quote] Very fair point. It's why I will keep buying your games despite any bitching I might do, and it's why you will remain my #1 game company.

53 Replies 303,242 Views

[quote]There where counters to the carrier spam Howthe? came up with one as did duke and most skilled players each had there own counter to it.[/quote] That's funny, because I never saw such counters. I saw skilled games with Howthe, JJ, Cykur, etc. Hell, I was IN skilled games with Howthe, JJ, Cykur, etc. The only counter I ever saw deployed against carrier cruisers was carrier cruisers.

28 Replies 27,523 Views