[quote]Ravastra Skirmishers, Kanrak Assailants, Junsurak Sentinels and Skarovas Enforcers can be summoned by Phase Stabilizers.[/quote] Transporters are also summoned.
Agent of Kharma
One reason people quit is when they get into a game and realize that the other 4 people they are playing against are a rehearsed, choreographed team who practice together, know the map inside and out, and have a pre-planned course of action. One such group I played against were people who had [LoS] at the beginning of their names. Avoid them! Why do people get their rocks off teaming up and beating the brains out of another group of people who have never played with each other before?
[quote] have you seen the size of some of the large/huge maps? [/quote] Have you seen the size of some of the small maps, where vasari have it rough? [quote] When a vasari player is nestled between 2 or 3 allies in his system he's free to fast tech to dark armada within an hour [/quote] I hardly see the point. You are describing an unbalanced scenario. I've played games where a TEC was nestled between allies and did nothing but focus on economy and g
I played lots of online matches when the game first came out. I can honestly tell you I never saw one person ever build a PJI. Never. Ever. Not one time.
You guys are welcome to ban whatever you want to ban in your LAN games, I suppose (shrug). And you personally are welcome to keep playing with people who tell you what you are allowed to do when you play the game - it's no skin off anybody else's nose. But personally I'd laugh my ass off if my opponent told me I wasn't allowed to build phase gates, research dark armada, etc. I mean, what kind of fool does he take me for? LOL! I wonder if he'd allow me to put a few rules down on him too?<br/
I don't think the number of superweapons needs to be limited. If you have the money, time, and ability to build 20 superweapons, you already won the game a long time ago. Think about it.
[quote]Capships have neat abilities but don't think of them as rare hero units that support your massive army. Capships are the backbone of your fighting force that have large numbers of smaller craft to support THEM.[/quote] Perhaps I'm wrong in this, but when I was playing the game I found the opposite to be the case: capships seemed like overly expensive units that weren't worth the resources and popcap. I'd get the freebie capship, but rarely more than that - in fact if the freeb
You can't defend chokepoints in this game. The enemy can simply go through your chokepoints without having to stop. Bottom line - there really aren't chokepoints, there are just things which look superficially like chokepoints. This was a purposeful decision that the devs made after the last beta.
[quote]cool, glad im not the only one tbh.i put an request in for v1.03 to include a way of disabling them if you are the host.[/quote] I think the best thing is to be able to disable or drop multiple units from the game - say phase jump inhibitors, superweapons, etc. That way people can configure the game to play the way they want.
[quote] If you start in a map in a 2v2 for example, and you are in the lucky scenario of having a chokepoint .... [/quote] You can't defend chokepoints in this game. The enemy can just go through the chokepoint without having to stop.
You are using way too many capital ships. I have never heard of using that many cap ships before. Try building more frigates and cruisers.
[quote]So the question is - Does Ironclad need to nerf single unit spamming? Or do they just need to wait it out and have the player-base realize it's not as dominant as they think?Tough Call.[/quote] My question is whether spamming single unit types should be considered an issue or not. In other words, should spamming single unit types be considered legitimate strategy, albeit poor, ill-conceived, crude, [insert adjective] strategy? I'd say that spamming single unit types sho
The very last vasari tech to get returning fleet - I believe it is called returning fleet - has two levels of research you can do for that item. Originally, I thought you had to research both levels to have returning fleet work, but it appears that you only need to research one. Then I thought the second level must reduce the antimatter cost to cast returning fleet, or cooldown time, etc. but it appears all of those stay the same. What does it do?
I'm no guru of this game, but I am not close to convinced that Vasari's Returning Fleet is OP. First off, if your opponent lets you sit there on just two planets (starting planet, and an asteroid) and tech straight up to the dark armada while ignoring everything else, he gets what he deserves. Second off, if he does get what he deserves, he is still not guaranteed a loss by any means. The phase stabilizer has to charge up to cast the spell, and it's not like the entire dark ar
[quote] All that being said, there is the concept of choke points. [/quote] There is not the concept of choke points in this game. PJIs are worthless - you cannot stop enemy fleets at a choke point. Choke points cannot be "choked." Visually, you can see what appear to be "choke points" on the map, but it's just eye candy.
But isn't the shield mitigation thingy an "anti-focus fire" defense, making focus fire bad, unless you are using vasari phase missles to bypass the shield mitigation? Thanks.
After reading a thread on vasari phase missles, I have 2 questions: 1) As vasari, in general is it good to focus fire, provided you are using phase missles? 2) As non-vasari, in general is it good NOT to focus fire? Thanks.
[quote] I hope this means something like 3x research levels for improving the PJI's slowdown, and a 3x high level research item for holding enemies for like 10/20/30 seconds, and not just X buff to PJI's slowdown or complete lockdown . ^^ [/quote] I'm guessing that rearranging th
[quote] Wow. I have been reading this thread for the last five minutes, and I must say, Agent of Kharma, you need to shutup. You've pretty much drawn a line in the sand and tried to stop any discussion related against your point. This 'your style my style' nonsense is not helpful. [/quote] Hi TarISS. You've got me pegged totally wrong. I have never and would never try to stop any discussion related to anything - in fact I fully invite discussion. Sort of ironic that you
Siege frigates are of course ridiculous, however the fix for them needs to be carefully considered. I have had planets which had reasonable defenses fall to them, even when my fleet managed to make it back to take them on (they got away anyway, even though I chased them through many systems). On the other hand, my fleet (with 1 capship) took out an enemy planet's defenders, and it then took FOREVER for my single cap ship to bomb it down to where I could put a colony on it. An effectiv
The problem with going for choke points is that choke points currently cannot be "choked" - enemy ships can just pass right through.
[quote] And if that crappy asteroid is valuable, in case you mean resources, why is it being left undefended, or prone to being raided? [/quote] It's not. It has defenses, ships, and a PJI sitting on it. The reason the crappy asteroid is valuable is because of what I said - it is in the right location, and has the right phase lanes going through it. With the game you want, an asteroid only has a resource value and nothing else. With the game I want, that asteroid can
[quote] i wanna try the stock up on fighters tactic because i have also had been focusing on bombers. and i have also seen planet bombing problems everywhere, but if you think about it, planet bombing is a very good tatic and you could try using it against comps by using it urself [/quote] I personally used fighters against them in the last game I ever played, and it didn't work - 19 siege frigs waltzed in, took down the planet with fighters buzzi
I apparently don't understand the idea of shield mitigation. I *do* understand that it mitigates a certain amount of damage coming in. What I don't understand what this has to do with focus firing, how the shield mitigation ramps up to high levels, etc. Can someone explain this in more detail? Thanks.
[quote] There already is a slider, in the in-game map maker, at least. Phase Lane Length seems to say how far away two planets can be and still be linked by lanes. Crank it up, and the map becomes a web of interconnecting phase lanes. Move it down, and you'll get planets connected to each other in straight, simple lines. [/quote] Interesting - didn't know this (never played around with it). The next question wou