Agent of Kharma

Agent of Kharma

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

[quote]Yeah, but his point was that with a hard choke, you don't need two perfect players for this deadlock to occur. They just have to be two somewhat evenly skilled players.[/quote] I disagree. There are many, many strategy games (as well as simulations, etc) with the ability to create a "hard choke," yet it does not automatically result in a deadlocked game. [quote]Wow you guys are crazy if a starbase could hold enemy fleets and keep it from jumping away the game woul

48 Replies 128,143 Views

[quote]If you make a "hard choke" two decent players will play forever.[/quote] Two perfect players who always make perfect decisions will always play forever on a balanced game. That's with a hard choke, or without a hard choke. The choke has nothing to do with it. So, it boils down to what kind of game you want - a game with a more "open" flavor, or a game with a more "closed" flavor. I'd choose the closed, you'd probably choose the open.

48 Replies 128,143 Views

I've always agreed with you. You can't create real choke points in this game. When the game came out I said this, and with Entrenchment I still say it. I think the problem is mainly the concept of the PJI. It just inhibits phase jumping, it doesn't stop it altogether. I think Entrenchment just allows one to create a "soft choke," not a "hard choke." I'd prefer a "hard choke."

48 Replies 128,143 Views

TEC and Vasari have a "dreadnaught" capship (the Marza and the Desolator). The general hallmarks of these ships are that they aren't as tough as battleships but have more firepower, typically in a "frontal firing arc." Which Advent ship meets this profile, if any? One might say the planet bomber which has the "Reverie" ability, but the description says that it SACRIFICES firepower for support abilities, which means it does not meet the criteria.

17 Replies 5,223 Views

[quote]I disagree. Siege should be a viable strategy, because players pay for it in fleet composition. More siege ships means less combat capability, in exchange for greater economy damage. They just shouldn't be one of the strategies available when players only have 2 planets to lose.[/quote] Siege shouldn't be a strategy. Siege is what you do after you've already won the battle at a planet. Cleanup detail isn't strategy. If you don't concur, then the only thing I

182 Replies 293,852 Views

You say the vasari starbase should have some nerfs to its movement, but you have to understand that the vasari get no anti-structure torpedo cruisers to attack from long range - their assault solution is their moving starbase. It is quite difficult to get this vasari starbase built into an enemy grav well if that enemy is built up - I lose so many starbases its ridiculous. If you DO manage to get one built, then you have to sit there and upgrade it quite a bit for it to be useful

39 Replies 128,487 Views

[quote]That sums up the issue perfectly. If I invest in 20 siege ships, I better damn well take out a few planets. Siege ships aren't a viable strategy anymore.[/quote] The problem is, they shoudn't BE a strategy, and they never should have been. That was what made them a problem in the first place.

182 Replies 293,852 Views

I know that bombers counter HC. I know that other HC will counter them "1 to 1" so to speak. But how do LRM stack up against them? Are they out and out terrible? Or could they be used as a "poor man's counter?"

3 Replies 5,437 Views

Sound like a cultural type thing, but instead of the planet "vacating" it would flip to you (perhaps with a low alliegence level to start with, etc)? Perhaps you are asking for a special cultural bombardment cruiser or something? Maybe it's something that could be considered for the diplomatic expansion. I'm not sure such a thing is needed or warranted, but if you are asking for input, take that!

6 Replies 15,233 Views

I have the same issue. In fact, the issue has been around for me since beta. I assumed it was going to be fixed when the game transitioned fro beta to "live," but that didn't happen. From what I've noticed, the problem only occurs when I switch from between Entrenchment and "Vanilla." My guess is that this is happening to you as well. My workaround? I no longer play Vanilla, thus I no longer have an issue.

13 Replies 5,914 Views

1) Any good? What's the consensus? Of all the support cruisers in the game, for all races, where do you think they rank? 2) TEC builds tons of robo-cruisers for support. In light of this, what is a good "spam level" for Subjugators in a typical Advent fleet? Tons? Minimal?

8 Replies 9,739 Views

They are definately worth it (can't tell you a number though - sorry). The TEC platforms are the best, followed by Advent and then Vasari. Thing is, while you should build multiple overlapping ones, I don't believe the effect stacks. I say this because when I look at my Vasari ship sitting on repair, it always says "15 hp/sec" even if it is sitting on 3 platforms.

5 Replies 5,876 Views

I can't play it simply because it looks so mega-crappy. No antialiasing, no nothing. My card can do all of these things, but the game doesn't allow my card to do them for some reason. And I can't play a game that looks 10 years old graphics-wise, so the game just sits there.

31 Replies 68,484 Views

I haven't played Advent a whole heck of a lot, and recently started trying them out. Some questions: 1) How does the shield guardian's shielding work? It looks like it somehow "shares" 33% of incoming damage, if I have that right? Does that mean that 33% of the damage coming in to whatever is "shielded" goes to the shield guardian's shielding? 2) What happens when the shield guardian gets to 0 shielding? Does it start taking hull damage? Or does i

2 Replies 5,024 Views

I wanted to put this in an "Entrenchment" category, but there isn't one. I felt weird sticking it under "Beta" as there is no longer a Beta. Feel free to move this to the appropriate area. At any rate, in Entrenchment, I no longer get an "attack warning" when I'm being attacked. There I am, dropping down a civ lab, conducting research, doing whatever, and I just happen to scroll out and see that I've been under attack for the last 3 minutes at some far-flung system,

5 Replies 5,345 Views

I think one thing that isn't being sufficiently addressed by anyone is the fact that the Advent don't get any anti-strikecraft defenses. The Vasari get a phasic trap for their hangers, and TEC get flak cannons. The Advent starbase and associated defenses are thus more vulnerable to strikecraft (the dominant force in the game, IMHO). The shield/mitigation stuff is what Advent gets for NOT getting anti-strikecraft stuff. So if they get a nerf, don't they get a raw deal?<

104 Replies 187,330 Views

[quote]Check his math -- if he's not right about how giving shield mitigation allows them to be effectively 3 to 4 times as strong as their counterparts, I'll be shocked.[/quote] He might be right, but I'm still not sure it presents a balance issue. For one thing, Advent don't get anti-strikecraft defenses (at least not as far as I can remember). Vasari get a phasic trap for their hangers, and TEC get flak cannons. I'm guessing the Advent starbase and associated defe

51 Replies 114,056 Views

If you haven't played multiplayer, you haven't experienced the true power of carriers. In fact, it doesn't take hordes of them to start being a threat. 3-5 of them early game, set to fighters (not bombers), with the fighters micromanaged, will slaughter an equivalent mass of lrm (or assailants, illuminators, etc), which is generally the first thing people tech up to to increase their dps. This happened to me last night. I had maybe 12-15 assailants in a grav well.&nb

18 Replies 15,559 Views

I thought all this screaming about "Mommy mommy! Johnny gets a moving starbase! I want a moving starbase too!" was over after beta. Suppose I was wrong. So funny, there is one thread right now from a guy who seems to be well-regarded on the forums, who is claiming that it is the Advent starbase that is overpowered (and associated defenses), not the Vasari starbase.

51 Replies 114,056 Views

I'd simply like to see ships that do something other than line up and shoot at each other. There are so many other attacking dynamics possible. What about ramming? Or what about something that opens it's jaws and clamps down onto another ship? In fairness, there already is some creativity there - with those advent cruisers that can push around other frigates, and with vasari subverters with the "in grav well phase jump" and disable, etc. But let's have more!</p

18 Replies 33,088 Views