Equal resources/supply of flak vs. lrm, which will win? You can use either "resources" or "supply" in your answer. I ask because, when confronted by a mixed fleet of flak and lrm, I have 2 instincts: 1) counter with all lrm, 2) counter with all flak. Which instinct is correct?
Agent of Kharma
I'm with JJ. I always thought RA was overnerfed. Whenever the devs nerf something (besides the damn marza, that is), they nerf it into oblivion.
[quote]The obvious solution and appropriate counter to the LRF is the fighter. This unit was MEANT to be the counter. Let's not settle for some 'they-can't-get-the-balance-right-so-let's-balance-it-ourselves-by-abusing-the-scout' pseudo-balance. [/quote] Quit with the theorycraft. The fact is, the fighter ISN'T an appropriate counter to LRF, period, paragraph. So when you spam your LRF at me, what am I supposed to do? Build fighters and just PRETEND that they will be
Well I'm impressed. I have my hands full with one unfair AI. Take this next statement as the compliment that it is: Your beating unfair AIs with scouts says nothing about the toughness of the scout, rather it speaks to your own abilities as a player. I've seen you beat heavy cruisers with nothing but flak.
[quote]If it does need fixing 1v1, is this even possible on the current random map?[/quote] You would never want to do balancing on a random map. You would always want to balance against a non-random map which is mirrored for both opponents. [quote]Hoshikos are simply not as good as they are said to be-[/quote] I strongly disagree. I think they are the best, or certainly one of the best, support cruisers in the game. As an old vasari player, I could a
[quote]If they just had a brief klaxon or warning sound when either a SB constructor or Vasari migrator were entering your space, that would suffice[/quote] No good. What if the enemy homeworld is a couple jumps back from his frontline planets you are entering with the constructor? He'd get the warning when you hit his first frontline planet, then he'd get it every step of the way as it made its way to his back homeworld. If there are to be warnings (not saying the
I think they actually used to be invisible early in the beta (someone correct me if I am wrong). I am with you on making mines actually useful. I'd certainly be for making them cheaper. But you have to understand, there is a history to everything. In the beta, mines were very contentious for a lot of people. People screamed bloody murder about "mine spam" and what not, so they were nerfed into oblivion of course (it seems that anything that ever gets nerfed get
Why does everyone hate the Vasari so much? Haven't they been pummeled with the nerf bat more than enough? Nerf Orkulus - NO.
I agree with Cykur on this. If you slow the SB build speed too much, it won't be possible to build them in enemy grav wells. I was in the beta, and seem to remember them building slower, and that being an issue, but someone can correct me on that if I'm wrong. I guess I'm open-minded to listen to why the build should be slower, but as of right now I see no problem with the current build speed.
[quote]The problem with the anti-matter recharger for the Advent is that if you're going to spend money researching it and building them, then why not just research the normal anti-matter tech instead--the ones that increase your ships' antimatter capacity and regneration rate.[/quote] You can research either or both. The researching of one does not preclude the researching of the other - both are useful. I have used both, at the same time no less, to good effect. On
The way I see it, Pbhead, is that nano-weapon jammers and anti-matter rechargers are still decent technologies, even if largely unused in multiplayer because of the nature of online play. But the problem with the shield generator is, it seems to have been outclassed by the starbase, as well as "out-teched" (starbase comes at an earlier tech). In other words, it might not be used even in single player. I'm not saying that there isn't any conceivable utility in the shield gene
[quote]Illuminators are the most imbalanced of the LRF. Illuminators are too tough right now, and that seems to be partly due to a bug that was introduced that countered some of the small nerfs Illuminators were getting.[/quote] I understand that illums have a bug, which of course needs to be fixed. Other than that, I really don't hate the illum though, and wouldn't want to see it nerfed too much ("hate the illum spammer, not the illum" ha ha). I see the problem as a lack
I wouldn't want this feature because it would get in my way and irritate me. However, if it was an option to turn on or turn off, that's fine with me.
So should we try to define a retooling for the SG, and offer up such an idea to be included in the next expansion?
[quote]As long as LRF are countered you don't care that scouts are imbalanced? I'm done here.[/quote] Trying to tread lightly here, but do you believe the opposite, i.e. as long as scouts are countered, you don't care that lrf are imbalanced? I want to again ask how big of a problem this is in practice anyway? Nobody took me up on this, so I will repost my question from above: [quote]Quest
[quote]Can't you play modded games online if both have the mod?[/quote] Nope. Certainly not on ICO.
[quote]Bug: Strike craft freezing up (unresponsive to move and attack orders) for undetermined amount of time in enemy grav-wells (have not seen it happen on home court). Occurs in single player and multi player, usually late game.[/quote] Ha ha, not a bug. You are attacking a vasari who has the hanger upgrades that freeze your strikecraft in phase space.
[quote]Having played Sins in online multiplayer for over a year-and-a-half, I don't think I've EVER seen anyone build that around a planet. I'm not sure anyone even thinks about it or considers it at all. That tech might as well not even be on the research tree.[/quote] Isn't that a problem that needs to be addressed? [quote]Even with a starbase, it will still reduce the planet population and hence the taxes. Also, the threat of the Nova forces the enemy to waste money on s
It sounds reasonable for someone at your level of play. Because you are scripting this, and running on "autopilot" so to speak, you will most likely be able to get the serious jump on other people at your level. That's good. The bad thing is, relying on scripted play will hurt you at the "pro" level, where you need to react to what your opponent is doing rather than just blindly following a script. But I guess you don't need to worry about that at this juncture.
[quote]You assume everyone who can play can mod.[/quote] If they can open up a file in Notepad, they can mod the game. [quote]Besides, why can't the people who want the changes do the same thing? [/quote] Because if the people who want the changes (the MP people) mod the game, then obviously they can't play online anymore, can they? But that's a non-issue to SP'ers.
[quote]Just so you know I never was a lrf spammer.I also didnt like anything but carriers and fighters.[/quote] Hi Mindseye, it might have seemed that way, but I actually was not directing anything towards you in that one reply above.
Question: How much is extreme scout spam even popping up? Is it even an issue? I ask this because I just finished viewing all of the latest Entrenchment games posted under Astax's thread (not just the ones stickied at the top - ALL the games posted throughout the thread). Besides the games with Amish in them, I really didn't see any scout spam. I saw tons of illum spam, but I don't think I saw any scout spam. If I did see it, it was pretty small and low-l
[quote]None of these solutions are realistic for the people who want to play entrenchment. You have to get the latest update before you can install it.[/quote] They can mod the game back to the original version of entrenchment. Hell, they can even mod units back to the original version of Sins, more or less.
1) Are TEC planetary shields technology considered useless now that starbases can protect the loss of a planet through bombardment? If so, what should be done about this? 2) Is the TEC superweapon considered nerfed now that starbases can protect loss of planets through bombardment? If so, what should be done about this? 3) The Advent superweapon seems easily counterable by building culture around planets being bombarded, and as with the above, it seems starbases ca
[quote]The correct counter should be fighters.You see lrf you start to build fighters.Thats strategy[/quote] Sounds fine in theory. Practice dictates otherwise, does it not? Why else has lrm/illum spam been so ubiquitous in this game's history? The fighters worked in the "carriers rule" patch. Unfortunately, that's all you ever eff'ing saw - tons and tons and tons and tons and tons and tons and tons and tons and tons and tons of carriers loaded with not