They rushed you and sicked the pirates on you. Not really sure how that's an exploit or how it may constitute not "playing for fun." I lost many times in situations like this as well. When you play with a stranger on your team you always run the risk of getting someone you can't rely on. My suggestion is to play 1v1 a lot in the beginning, save the replays everytime you lose, and figure out what you did wrong. This goes for any RTS. I don't understand people's hostility w
Jinx
[quote]s with this as I am. Why isnt this being looked at?[/quote] Because a lot of people get swollen heads when they beat a POORLY EXECUTED RA rush and think it's balanced. Then they come and spread their fairy tales of how it's easy to counter on the forums.
1.03 seems to actually make them tougher (at least for vasari and advent) but slightly more expensive. The lrm balance issue remains
i believe it deals 10% damage. Players can also see the bullet coming from a mile away and move their fleet. The problem is that phase gates are so inexpensive and easy to replace.
once RA is up and running, there is NO counter. Unless you're also vasari with RA teched.
I guess the evacuator will be my sole planet bombing ship from now on... :(
[quote]back on topic... this game has eliminated the effectiveness of a spam strategy... i wonder how many other game companies will step up..[/quote] I don't mean to say this with any offense, but people like you undermine efforts to balance the game. Inferring from your posts, it sounds like you think you're a high level player. Perhaps you've only played games on huge massive multi star maps where rushing obviously makes little sense if you start in separate star systems. However,
[quote]That's funny. You're resorting to name calling and I'm the fifth grader. Haha![/quote] Of course. You may not actually be in the fifth grade, but your mentality/maturity is definately at that level. [quote]I didn't even read your message as soon as I saw all the decimals.[/quote] That is a red flag for a fool who wishes to stay ignorant. You're basically saying, "decimals are too complicated. Me no understand". I take back what I said about you bei
Most people I meet online who preach "surrender if you lose" end up quitting themselves. I surrender if I lose since I know other people would like the win, but for myself, I couldn't care less about stats. As soon as they quit, I just quit too. If you REALLY want wins, you could simply make 1v1 games where you and the comp are on the same team. The instant the game loads, you get an immediate win.
[quote]Anyway, these are rhetorical questions. The point is, it's a lot harder to quantify what scuttling the thing will do for you than simply looking at total resources. It's a choice between having those extra 33 seconds worth of resources or having a logistics-burning lump that won't do a thing for you until you can feasibly scrape together the ship-cost + logistics upgrades required for a second cap ship. In a competitive game, as has been said, this may never happen and by the time it does
[quote]No one cares. At least I don't. I didn't even read your message as soon as I saw all the decimals.[/quote] Ah I see... so you're a fifth grader. Suddenly your posts make so much sense.
I scuttle the cap ship fac to get 35 (or was it 30?) crystal. In the beginning of the game, when everyone makes a mad dash for crystal, it's not uncommon for it to get as expensive as 850 credits. 35 crystal means you get the pop upgrade on the asteroid sooner/assailant tech sooner/1 extra assailant
Yeah. I've been playing it with my wife (more like dragged her to play it :p )over the weekend. Great game
[quote]You can go use that other chart which is impossible to read. Have fun.[/quote] And your chart makes my eyes bleed. Way to be objective. But seriously... ever heard of colour coordination? Why post a chart at all if you're going to dumb it down? You keep saying this is for people who like it "simple". I'm sorry, but WRONG does not equate to SIMPLE. Charts are made so that people can understand more about the mechanics of the game. They want to know how much damage t
The less strategic option you have, the more critical micro becomes in any RTS. Sins as advertised as a real time 4X game, but it has several orders of magnitude less strategic options than other "true" 4x games like the moo series or even Stars! (if any of you have played it). For example, in typical 4x games, you put population into colony ships - colony ships don't magically produce people. Because of that, population is another variable you need to keep track of. You also archi
No, the entity files are correct. They're the numbers that the game engine actually uses. I never thought people could be so willfully ignorant.
[quote]The numbers the game developers provided within the game will work just fine. I don't care about your fascination with decimals.[/quote] Please stop trying to defend your chart. Wrong information is wrong information. At the very least, please update it so that the numbers are correct.
the whale is the evacuator (colonizing cap ship) upgrade home planet = upgrade the planet population Vasari empire tech tree line is a waste of money in small/rush maps. If you're preparing for mid game, the media center helps (and if you're not worried about getting a military up quickly, trade centers are nice).
[quote]And when you lose a frigate, you build another. When you lose a level 10 battleship, you build a level 1 crappy one. It's not worth making more than 2 caps except as advent. Tec and Vasari don't benefit from more than two.[/quote] QFT - if you're tec or vasari, please stop attempting mass cap rush.
This is an excellent chart. One request I do have is for someone to provide acceleration, max speed, and turning speed of all units. Currently, I can only do empirical tests by "racing" my ships from one side to the other side of the grav well. I'd be grateful if someone can dig up the numbers. [B][size="5"]MODS: Please sticky this. This chart is much more informative and accurate than the one currently up there. [/size] [/B]
Depends on the race... usually the counter ends up being out zerging them. For avent, the iconus guardians have an amazing ability to push them back. It pushes the heavy cruisers out of range of your ships (just put the guardian in front of your ships) and you bombers/illuminators will do the killing. For vasari, the counter is essentially to just have a bigger fleet or RA. Microing your units definately helps, but if they've managed to amass such a huge fleet, you should alr
[quote]If they have hangars too I am going to have to ask: ...boxox has a good point. To get all this planet infrastructure/tech/crystals in place to create such a defense, it will take time. Time/resources that are not used in expanding, ship spamming or investing in other techs (econ/mil boom types).I would venture to guess, that all the while a defense such as this is being put up, a good counter that could be created with the same amount of time/resources would be a large balanced fleet to o
[quote]This whole "returning armada rush" thing I keep hearing about, imo, is a really good way to have a boring, mediocre game, and then die horribly. Some other guy made a thread about why RA rushing is a horrible thing. He was pretty much an ass about it but did make valid points.[/quote] And HuntingX and I beat him 2v2 using an RA rush strategy. RA can be very potent.
[quote]Instead, I'm pretty sure it's there so that a user can react when a ship gets injured and pull it out or activate a heal on it.If that was really the case, shouldn't the mitigation fall off after about 10 seconds? Kind of like, the shields start taking huge damage, so the power core warps up it's output to 150% or something to compensate, wouldn't it then overload and be forced back to normal operation?[/quote] I don't think so... I think shield mitigation exists to facilitate ea
Unless that amount of FF damage you're dealing to one ship overkills it (and thus results in a loss of dps for the wasted shots) FF is always good. FF = less units shooting back at you. I'm quite certain that shield mitigation was NOT put into the game to thwart focus firing. Instead, I'm pretty sure it's there so that a user can react when a ship gets injured and pull it out or activate a heal on it. This is so that the general pace of combat isn't too slow, but simultan