[quote]a week ago i played someone "microman if i recall"[/quote] I played the same dude last night. He went Advent and hit me with an HC rush - had a bunch of them in no time. Had me on the ropes early with that crap but I fought back and ended up taking the fight to his homeworld. The replay showed that he, in a quite deliberate manner, dropped 5 military labs right off the bat, in straight succession, as soon as he could do it. The goal was to tech to
Agent of Kharma
[quote]There have been NO SPEED CHANGES recently!!! [/quote] Ah. Interesting. In just about every online game I've played recently, kiting hasn't worked. Now, I'm not talking about playing against pros - nothing works against them, and nothing ever has. I'm talking just playing the average Joe. So if you say speed hasn't changed, what has? Anything?
[quote]Marza is the only ship that can pull you out of the gutter when you are down and low. Cap ships are not DPS machines, they depend on their abilities to bring value to the table. Most of them fail to bring enough value to justify their costs! Marza is a shinning example of HOW ALL CAP SHIPS SHOULD BE![/quote] You said a few key phrases here. First phrase is "only ship that can blah blah." Yes, it IS the "only ship blah blah." The question then becomes why TEC shou
I actually think it's balanced okay right now. They aren't THAT hard to kill while they are building if you have a reasonable fleet. In fact, they take a hell of a long time to build in an enemy grav well. Yes, you will take losses as you pound on it because the enemy fleet will pound on you. However, will their loss (resources to build the starbase) be more than yours? My guess is the answer to that depends on the specific situation. So far, I haven't gotten a s
I had the same sort of idea Ryat speaks of, i.e. on an exceedingly small map where you start out right next to each other ("point blank" type maps), a strat of not expanding at all, rather just pumping frigs and attacking, might be viable (or, perhaps just expanding to an asteroid). On really big maps it always pays to expand, at least initially. Then there is the "in between" situation. Thanks to transitive for the quick and dirty roid analysis. Sounds intuitively r
Has there been any study at all done on the COST of expansion (what it costs to slap down a planet, upgrade it, etc), vs. NOT expanding? Every Sins game I've ever seen, or played, is what I will call a "mindless expansion." Now, I don't mean "mindless" in a strategical map sense. In other words, I DO see good players rush to conquer and fortify chokes, try to limit their exposure and fighting to a single front, etc. In other words, I see expansion combined with posit
The problem exists with many (possibly all) units, not just the iconis or domina. Try getting a vasari subverter to do the right thing sometime, i.e. not jump and disable a trade drone or a civil lab when there are actually enemy ships that need shutting down. Or, try getting them to not all jump and disable the same damn ship. It's why nobody builds them.
I think he's asking whether someone playing an entrenchment program can play someone who is playing a vanilla program. The answer is "no." However, I think it's a good point. With all these new expansions coming out, the online community could become quite fractured, and it would be harder to get a game than it is now. The solution would be to allow any program (vanilla, expansion, etc) to play any other program. If you have paid for an expansion, you would be ab
The change is fine, I just wish I had known about it before. Was this change announced in the change logs? Why did I never see it?
Just to play devil's advocate here... [quote]watching your supporting capitals be phased out by Marauders[/quote] Is this any better than reverie, or ion bolt? Actually, it's probably a little worse offensively, as you can't damage the phased out ship. I have never seen a Marauder in multiplayer. [quote]Or running into mines that Ruiners just happened to drop in inconvenient locations. [/quote] Certainly not any better than advent mines. [qu
[quote]The solution, as I suggested in other thread, is to make access to high-level capital ships more convenient in late game.[/quote] Wouldn't this nerf Advent?
Is it just my imagination, or is carrier kiting less effective than it used to be? I play entrenchment. It seems that lrm will circle "inside" the radius of the circling carriers now. I never really saw this before entrenchment. Has there been some nerf (a change in carrier speed or something) that I didn't know about? Has anyone else seen this? Thanks.
Can you watch the 1.01 replays with an upgraded game?
[quote]Investing in siege is a direct subtraction from combat ships. Without combat ships, you are vulnerable to a vicious counterattack. Try to understand this before crying "OMG, but siege overpowered, nerf!"[/quote] Funny, this was the same argument advanced by some before the nerf. This argument lost. Either the devs didn't understand the argument either (in other words, they are stupid), or they just didn't agree with it.
[quote]Most caps provide less siege power per cost, but a special few bring siege power equal to nearly a dozen siege frigates! This is on top of a drastically improved survivability, yet no one EVER cries nerf over the siege power of a cap. Isn't that a funny thing?[/quote] Not really. Caps have never been able to be used in massive unstoppable raids like siege frigs were used before the nerf. They are just different. For one thing, caps can't be in many places at o
[quote]After I hit your roid, Elrosh hit my HW and he took a big hit and it was game over for him as I was able to take his row of planets that he SB'd (didn't destroy the starbases though). He might have had me if he kept up his attack, but he sat a jump away from my HW. [/quote] Probably the greatest comeback in this game I've ever seen, because at one point all three of you had your backs against the wall, to varying degrees. My hat's off to you. [quote]I enjoyed the
[quote]Many people including one of the most recognised elite players in Cykur have given you a rational hypothsis but you continue to cry foul.[/quote] Haven't I said that I have accepted Cykur's hypothesis for the time being, and thus fighters are not OP? I have stated it at least twice here I believe.
[quote]you've got the opinion of the so-called "camp #1"wrong then, if thats what you think. obviously a buff to strength and survivability must be matched by an increase in cost.[/quote] LOL - I'm like Cykur. The word "obviously" is used way too much. Camp #1 is as I described them. As an example, ask Bobucles. If I'm not mistaken I think he'd tell you that strength and survivability should be buffed, and cost/popcap decreased. [quote]there are two
[quote]Edit : Here you go . It can be done a lot faster, I accidentally jumped overseers first so they autoattacked and had to turn a greater angle to heal the SB.[/quote] NICE! Now all you need is an Advent mothership to restore the shields on it, heh.
[quote]still debating inconsequential points. Hangar Defenses are the tactical structure that counters siege frigates.[/quote] He's the one that suggested mines as a counter to sf, not me. [quote]i'm not sure what the origin of this resistance is.[/quote] Quite clearly it's the original incarnation of the sf. Did you play the original game when it first came out? [quote]if something is clearly too weak it should be buffed.[/quote] Assuming it is t
[quote]15 fighters squads is not a few and will eithe get you air supremacy or at least put up a fight in many scenarios.[/quote] 15? Are you sure? 12 would be from the carriers... where are the other 3 coming from? [quote]8 of your assailants are showing as under attack. Since it is hard to count from the picture - is that all of them in the picture, or are some off screen???[/quote] Not sure which pic you are looking at, but I think my screenshots show
[quote]What I find stupid is that the Kortul, Antorak and Desolator have lower DPS then the Akkan. How does this work? The Akkan is just a coloniser.[/quote] If what you say is true, that's a damn good question!
[quote]This may be a surprise to some, but you can place land mines directly around a planet to kill siege ships. Siege frigates can be countered in SO many ways.[/quote] Mines can be built in sufficient numbers to ring an entire planet, but it would be severely cost prohibitive, especially if you are talking multiple planets. Mines are expensive as hell. So, mines are not a counter to cheap, buffed siege frigates.
[quote]Just to clarify a point for me, Agent of Kharma - were you aware of your opponent's fleet composition that he could use to reinforce when you jumped your fleet into his empty gravity well?[/quote] No. However, it is irrelevant to my point. My point simply has to do with the length of time it takes for a small group of fighters to take out vast numbers of the thing they counter. That's the point whether I played well or sucky, was aware of fleet composition or
[quote]However, I have just tested that Overseer's nanite armor works on an unfinished (i.e. just started) starbase.[/quote] Interesting. Test and see if the carrier heals an unfinished one as well. I mean, I already know it heals an unfinished one if it has taken damage. But will it put hit points on it above and beyond what it is supposed to have at that stage of its completion (you seem to be saying that the overseer WILL)?