[quote]I disagree, for the reasons stated above.[/quote] Read this from Howdidudothat (this thread above): [quote]Subverters are near worthess against a carrier fleet, except if the player is kiting them around the grav well.[/quote] He is considered "pro." That doesn't mean you can't disagree with him (or me). It just means its something to weigh. I have not been able to field subverters in an enemy grav well when there are fighters present (which
Agent of Kharma
[quote]This just isn't true about not being able to outbuild carriers....I started building those carriers a while earlier, and I was building them from two locations.[/quote] Hi Cykur, I just noticed this post from you (rather late on my part). That was a good game - well played on your part. However, I was actually talking about another game with another guy :-) Sorry for the confusion.
[quote]I'm glad you have so many games online. I've been playing online since 1.03.[/quote] You missed my point. The point wasn't to brag about how many games I have online. There are many people who have far, far more, and either way its not important. The point was simply to qualify the statement "I've never seen anyone use overseers online - NEVER." Well, how much is that statement worth when you hear it? If I'm a newb with 3 games online, it isn't wor
[quote]So back to your question: yes, lower max mitigation on the turrets will mean they die faster and do less damage over their lifetime... [/quote] I'm not sure you answered my question. I will pose it again. You said that the Advent's new defense technologies allow them to hold off raids with "much fewer" turrets than they could with vanilla Sins. You said this should not be the case. So what would you advocate? The ability to hold off such raids with
[quote]Of course, you do get total noobs who just try and build a fleet, throw it at the "skilled pro" (uh-oh - gonna get busted for that one!!!),[/quote] May you smoke a turd in *HELL* for this blasphemy!
[quote]My point Kharma, wasn't that I could hold them off, what I was surprised about is that a large raid didn't even take out a single turret...[/quote] My question was directed to Annatar. [quote]Has nothing to do with whether is was an AI or not.[/quote] I happen to think it has quite a lot to do with it. An AI will mindlessly attack turrets. A human will go around the turrets, or if he attacks them he will do it more intelligently (use anti-structure c
[quote]The "super siege" frigate is exactly what they were trying to move away from so people didn't just build siege frigates and kill all your worlds while ignoring your fleet. This is why most people want cheap but flimsy siege frigates so they have an option specifically dedicated to killing worlds but not good at combat. Ironclad has made the siege frigate as unattractive as possible because they want people fighting with other ships and not bypassing that stage of the game
[quote]Firstly the "3" all use teamwork , feeding each other when most needed . The "5" dont do any teamwork[/quote] They don't do any teamwork by necessity. They don't know each other, and they've never played with each other before. Teamwork takes practice - something you clans work on together. A bunch of random people online by definition have not practiced together, therefore there is little to no teamwork. [quote]Im wondering what the newbs who play on
[quote]Sure before you could hold off pirates with enough. Now you can do it with much fewer, even the largest raids.[/quote] So your point is that their new defense technologies shouldn't allow them to hold off such raids with "much fewer" turrets? So what would you advocate? "Slightly fewer?"
[quote]My fleet and its vital cap ships can move on to the next gravwell after razing structures and defenders while my sieges come in to deny the enemy their planet. They can sit there and bomb all day if they want while the construction frigates won't rebuild fast enough to be a danger. Just one or two scouts or light frigates are enough to keep construction at nil while the six or so sieges attack and my fleet clears the next gravwell.[/quote] This is the way it should have worke
[quote]I'm definitely agreeing with what you're saying here Annatar. I played a game the other day where I had an asteroid next to a pirate base. I'd only had time to throw in four beam platforms and a hangar at the base before it got raided by pirates.... I was surprised that at the end of the battle, I had managed to get my entire main fleet all the way there, but on top of that, the one beam platform they had attacked the ENTIRE time still had about 300 shields left, and they didn't mana
[quote] > Really? I use them whenever I play Vasari. [/quote] Really. I have about 200 games online. Ironically, the first (and only) time I ever saw overseers was a game tonight. [quote]Sure, Hoshis are spammable. But what I've been trying to say is that Hoshis and Overseeers work differently![/quote] Yes, I know they work differently. The point is, the way that overseers work differen
[quote]In MP this ability is used most often by your second mothership, to bring back your frist mothership :/ That's about it. Yous tart with a motership, it dies around level 5, you use antoehr one and it lives till level 6, so you build one more mothership and resurect it to level 5.[/quote] How is this possible? You mean a second mothership can resurrect a cap that died before it - the second mothership - was even built?
[quote]It doesn't need to be in the same well to "save a soul".[/quote] This was going to be my next question. So, it doesn't matter where my mothership is, even if it's in a completely different star system than the cap that just bit the dust?
I know this has probably been covered ad nauseum, but I'd like someone to cover it again. I've been playing a lot of Advent lately, and eventually get high level motherships with the level 6 ability ("reincarnation" or whatever you call it). I have 2 questions. 1) When this ability is on autocast, it will continuously cast if there are other capships (mine) around. This is even if there is no battle going on, or nothing happening. What is it doing? I theo
You have to make sure that your adjudici (plural? ha ha) are in range of several structures at once. This requires a little micro often times, in order to put the adjudi in the "sweet spot." Then they will utilize all turrets.
[quote]To summarize my previous post, I don't think that Overseers need a buff just because they're hard to use.[/quote] I disagree. They need "something" (buff, adjustment, whatever) because they are just too hard to use. Forget the ability to insta-heal a bunch of HP at once. That's irrelevant if the ship is so difficult to use that you really can't make use of its abilities. I NEVER see overseers used in MP. NEVER. In fact, I don't see subverte
[quote]I guess it's a feature rather than a bug. Every race needs to have some disadvantages.[/quote] No, this sounds a lot more like a bug to me. I'm sure the intention of the developers was not to make it impossible to deploy a Vasari starbase somewhere while allowing TEC and Advent to do it.
There's no TEC hate that I can see. The majority of what I see on multiplayer is TEC.
[quote]if you're gonna shoot down the idea, at least give an explanation of why. Specifically answer this question... How does fleet upkeep remaining at high levels when fleet supply isn't used make the game better than if it were to regress to a lower level?[/quote] I'm not the guy who shot you down, and to be honest I don't have strong feelings either way on this, but in an attempt to answer your question.... I think the logic is that "fleeting up" should be a s
[quote]How come the vasari did not recieve a long range bomber like the tec and advent?.... How come only the orkulus(vasari starbase) can move?[/quote] Because the developers wanted all the races to be different, not just look different. If you want to play where all the races are the same, 1) pick your race, 2) set all AI players to the same race you picked, 3) problem solved.
[quote]Advent get 30 hp/sec. With AM restorer, they will never run out of AM.[/quote] Are you sure the AM recharger can charge the AM of repair structures? It says on the info card that it is usable on capships only, so that's all I ever tried to use it with. I also wondered why Advent never got a shield recharger, but that's a different topic altogether. Hopefully, for a future expansion.
The solution is the "locked teams" option, which is what I figured out after my first game. If you say that's not an option for you, then you are simply screaming just to hear yourself scream.
It depends on what you want to do. However, having said that, I've worked with all the languages you listed professionally for years, and my answer to your question is "none of the above." C++ is an utter monstrosity, and is not what object-oriented programming was ever supposed to be (neither is Java). Do yourself a favor. Learn a language like Smalltalk, Prolog, or APL.
[quote]one of the most important elements of military strategy is mobility.[/quote] LOL - sure it is. But that doesn't mean your enemy will just give it to you for free. Your mobility will be obtained by you through your blood, sweat, and tears, just like everything else. If you can achieve it, more power to you. If you can't, "tough noogies."