I think the reason I don't like the Kortul is just because of my style of play. I don't want one uber ship. If I lose that, I'm a dead man most likely. I think my reasoning is this. I like to expand early as much as possible. That means either the Egg, the Progen, or for TEC, the one exception, colony frigates. That means as Vasari the only capital ship that's likely to hit level 6 is that egg. The devastator is great if you can get it to level 6. I do like Jam weapons, I do l
Raging Amish
True JJ, Very true. I stop making Assailants once the other cap is dead. Then switch to flak. Only thing that seems to work for Vasari. Ur welcome Derek06. I love the little suckers. They're fun to use and even more fun to use against someone who won't stop making Illums.
I think the whole point of the Vasari scout is it's supposed to be good at getting neutrals, so I wouldn't be bothered by the fact that the unit would actually be able to defend a neutral. It'd force a TEC or Advent to bring a carrier to get rid of the thing. Vasari have the worst Scout, worst light frigate, worst starting long range frigate, and the worst HC. Their advantage is they can buy upgrades out the wazoo thanks to neutrals and their resource increase research in the econ tre
I can't say I'm not surprised, but I didn't think the results would be THAT slanted. I think I'd like to see a test where each side has every possible upgrade up to tier 3. I'm not trying to poke holes here, but you never see unupgraded fleets go up against unupgraded fleets. I'd just like to see Vas with 20% bypass, +2 armor, +25% health, or whatev their health upgrade gets, and +10% shields. Neutrals give Vasari a superior early game econ, so their fleet is upgraded more than the Ad
I'm out for a couple days. I think the title basically explains my situation. I'm at a friends house, and killing time. Enjoy the SINS until I get back.
I don't mean to discredit anyone's imput yet, BUT here's a moment of reality. The only changes that are going to be made to this game are going to be simple changes. I don't know these developers, but I've watched how this game has changed since it came out. I played on a cracked copy on 1.02, came online on 1.03, and the rest is history. I've seen the patches. Except for 1.1 on the original sins, where the Dev's OVERHAULED the game, the fact is they're not going to make radic
Enforcer takes up 12 ship slots. Kodiak takes up 10. A fair fight would be 5 enforcers vs. 6 kodies
J, you're points are logical, and while I understand completely where you're coming from, there's one problem that you seem to discard. It's the fact that Vasari don't really have a good answer to Illums. TEC have the best scouts for doing damage (TEC Scouts do more damage to Illums than Illums do to them) and HC's for combat in the game. Either is their answer. Advent has the toughest scout pound for pound, so there's their answer. The problem is Vasari. The Vasari answer is
Were you boom or shadow?
Rubee's word holds weight in my book. A lot of other people's too. Ur in BIA. No disrespect, but of course you're going to come to side of ur clanmate. I'd rather hear the word of the others in the game, the "neutral" parties so to speak.
Oh, and in a moment of humility. I have tried going on the offensive with scouts. They worked on newbs. Not on vets. Vets eventually figured out to switch to something besides scouts. Trust me, I've learned the hard way what WILL and will NOT work with scouts.
Don't worry about it dude. Disconnects still plague ICO. The odds are if you disconnected, someone else probably did too. One piece of advice. After every game you complete an online game, restart sins. I don't know why it works, but I used to DC (disconnect) all the time, but now I haven't dropped one in weeks. Other than that, enjoy the game. Peace!
Fair enough. I'm going by your memory, not mine, so here goes. Any time I see an Advent with three Military Labs, I strike earlier rather than later. Not two. Not five. Three. Three military labs with Advent and a few Illums already out meant you were going Illums. You could have gone carriers, but because I was watching your homeworld and saw you starting to make Illums, I hit quickly. The fact is I didn't want you to get Illums in decent numbers. It's a bitch to counter Illums.
I don't remember the game, but I can guess what my logic was. You had made disciples. Everyone makes those to expand, but the fact that you started making illums is why I hit you. I wanted to stop them from coming out at all. Not to mention they're a good cheap first fleet. I wasn't rushing you cause I wanted to hit you with scouts. It's cause I had the opportunity to attack you and gain the upper hand and seized it. No idea if it worked, but that's why I did it. You didn't have a fleet. I di
Holy crap. Kudos to you if you keep this thread up.
I wouldn't go that far. LRM's are actually still a very very good unit. The problem with them is they don't work on Illum spammers. TEC has the best scout and light frig. LRMS are good, it's just Illums crush them. LRMS beat Assailants though. Garda flak is second only to Vasari flak. I say that because Vasari flak get phase missiles. TEC carriers are poo though. Lose to Advent fighters. Bombers just aren't my thing. Hoshiko's kick ass. Mobile repair bays. Cielo's are great, b
You do get that scouts are ONLY good at taking out long range frigates and other scouts right? I mean it. That's it. [quote who="Ascension" reply="2" id="2263386"]i cannot agree on the fact that SCOUTS should be able to FIGHT nonetheless DEFEAT a heavy combat unit and do 200 percent of the dmg against it? that just sounds, and is, completely wrong. sorry amish. but i feel you need to find a new way to counter your rock vs rock scenario.[/quote] Ok, let's see. Flak work too, bu
Mitigation isn't a problem. What you saw in Assailant vs. Illum was the hypothetical never going to happen in the real game 1 v 1 situation. The fact is in real battles with 20+ ships on both sides, you're not going to have each of your ships target a different ship on the other side just to take advantage of the lesser mitigation. A wounded ship does as much damage as a non-wounded ship. A DEAD ship is what you need. Now, the game automatically adjusts for this. You will tend to see
I like flak now, but probably not for the reason you'd think. Flak are great for sending in ahead of your own long range frigates to absorb the side beam damage from the enemy Illums. It's an odd thing, but your flak can absorb a ton of punishment, effectively nullifying side beams. Pure flak can push them back, but you shouldn't ever be able to go on the offensive with flak. Anti-very light multipliers are awful against anything besides very light and light armor. It's just not a fle
The pirate HC? What are you on? Not sure what you actually meant there. The post is up now.
For what it's worth, I'm going to throw in my input. I've scout rushed more than anyone, and I can tell you, this strategy isn't designed to be the superior late game fleet. Massed scouts in late game are overall weak, and I do not think this is the fleet you want if you're going to be going on the offensive. Scout rushes should only be used on a map, such as single system 5v5's and 4v4's, where youre homeworlds are 5 jumps or less apart. Scout rushes in my book are making a ton of sc
I made a post to give as much explanation as possible about this. Scouts aren't impossible to counter. If anything they're incredibably easy to counter. Check my post. It's in this strategy section too.
But I almost always use scouts because almost everyone always goes straight to lrf's
It's not that I don't like the either ability, it's just that I'm saying in the general picture, I've seen other abilities be put to better use. My main criticism of Demo Bots is that the tech is expensive and isn't really logical to buy until later in the game. You spend so much for the ability when the fact is you'd be better off put that money towards kodiaks to be supported by the Hoshiko's that you probably already bought. I like what the ability does, just not the cost.