Once you get level 2 colonize, however, it isn't a bad option to fly in to a 4 mine lava/ice, colonize immediately, let the pirates kill the planet or scuttle it, whichever comes first, wait till you kill all the pirates, and then recolonize before you leave. I've done that a few times, and while rare, it's a slight bonus to the eco.
Raging Amish
[quote]# Significantly nerf the amount of damage that scouts to do to LRMs. # Limit the amount of scouts that players can have in the game to a reasonable number, say 12.[/quote] To nerf the amount taht scouts do to lrms, that would require nerfing the bonus that anti-light gets against light armor, which will directly affect fighters. You could buff the damage fighters do to compensate for the damage fighters do against light armor, but then this opens up having to balance the s
I know you guys don't agree with this, but the fact is in very early games, scouts+lf is a cheap fleet, but rather ineffective. The simple counter is if his fleet is around half and half (so 2 seekers per disciple), a light frig fleet will crush that. If it's leaning heavily towards seekers (say 3 seekers per disciple), light frig fleet mixed with carrier fleet will win. Or perhaps a fleet with a second cap that's out early (carrier cap would be best for fighters). If he's leani
[quote]Starbases build too quickly. (I don't, this is a pet peeve of mine, but I'm still gunna say it)[/quote] Actually I eel this is still too true in enemy grav wells. I think the build rate should be lowered, but then the Vasari should be able to upgrade so their starbase can build faster. (They already have it, just tweak it to better balance VERY EARLY game starbase rushing. )
[quote]If your opponent is going with scouts and disciples you need to counter that and god help you if you're not Advent.[/quote] If you see the mix, the answer is just pure light frigs. Those scouts are only good against long range frigates and seige frigates. That's it. Or a starbase. Or some version of an early game cap spam (2 caps with light frig support would be a good example). It's not hard to counter. It's like any other strategy out there. Send out scouts to see wha
Also yay Make it 12.5 dps (+2 net) yay - I say yay because I think this would would work, however I would go with the above point, not this one if forced to choose nay yay Possible Issues that may or may not need to be mentioned in this post: The Vasari don't have access to a support cruiser until tier 4, while TEC and Advent both get them at tier 3. I think overseers should be tier 3. Futility of Magnetic Clouds. These things a
[quote]I have refused to do this crap myself on principle despite playing advent only but others have picked up on it quite readily. If it continues like this, I will just quit sins and move on(which on previous occasions of imbalance I have not even considered). [/quote] Ok. Get down off the cross. Use the wood to build a bridge, and get over it. [quote]I refuse to use scouts in mass. Maybe 2 or 3 to take out constructors or fight for neutrals, but not as part of my offens
I haven't read all of the replies, so bear that in mind when you read this. Also, I will be getting more at the advantages/disadvantages that refer to online play. TEC Greatest Advantage: The direct nature of the capital ship abilities, and more specifically, The Akkan's colonize ability. This ability has renewed my faith in TEC. I know there's a lot of things about tec that people could say is the greatest, but in terms of indirect impact in the early game, the Akkan
[quote]It wasn't illums that brought JJ to advent. It was scouts and discs. Wrap your head around that.[/quote] What I always tried to wrap my mind around was how JJ used Vasari and stayed with Vasari. I know JJ is if not the best player out there, definitely top 2. With the deficiencies of Vasari, I figured he like the challenge of hunting for neutrals and beating down opponents with experience. I've pointed out numerous times the ridiculous stats of the disicple and seeker
[quote]Use the starbase argument is not bullshit. It does a pretty damn good job against illums unless you have a buttload of illums.[/quote] I never denied that, and actually was adjusting my post to include some of the points you have made when you wrote this. I am well aware that starbases counter well, but that's more because starbases counter basically everything except for bombers/anti-module cruisers. The issue I have here is that as Vasari you have to put the ef
Yes and no. The strategy is strong. The rush I've seen most myself is the one coined by krath, a Sova and a Marza. Similiar situation. I say yes it's hard to counter because of the bonuses the carrier caps get to their strikecraft. I say no because carrier caps are like any other caps. They make lovely gigantic targets. Espcially early on. I personally am playing a lot of TEC lately, and love using the Akkan. Get a decent contingent of flak out for the fighters, get the lrms o
Lol. Imagine that. People are experimenting with new strategies. I've said it before, and I'll say it again. Give the Vasari a scout that can actually counter LRFS and the Illuminator spammer won't be a problem for Vasari. Scouts are the very early game answer to Illums for both TEC and Advent, an answer that Vasari doesn't have. Why would giving the Vasari scout buffed stats be so ridiculous. Have you SEEN the stats on the seeker? I'm not saying give the Vasari scout like
[quote]The current balance is ok. It can still be improved upon. Of course, my opinion is that the game will never be completely balanced.[/quote] This is to repeat a point to an above poster. This game will never be completely balanced. We've gone from a game full of exploits to a new game that is balanced enough, but in online play, we are still finding small exploits. Is the skirmisher's state game breaking? No. You can just get by with using Assailants, caps, carriers, or
[quote]What hampers balance is not having enough neutrals- space should be full of mining opportunities.[/quote] This is the very problem with Vasari. They are the only race reliant on neutrals. TEC and Advent have kickass colonize abilities. Vasari doesn't. Maps flooded with neutrals HEAVILY favor Vasari. The current problem is that about half the time the neutral balance is about right, but then 1/4 of the time the number of neutrals is ridiculous and other times there are practical
To add to the skirmisher debate... 1. Buff the skirmisher to something like 12 or 12.5 dps. Problem solved. 14 dps would be ridiculous considering the ship gets reintegration. 2. Fix reintegration so it kicks in when 50-60% of its health is left. Maybe even at 75%. Point being the ability goes to waste if the ship dies before the effects wear off. 3. Buff the Vasari scout so that it can fend off an early game LRF (specifically Illum) rush. Don't overdo it, but so
[quote]I got to admit, that I get tired of these whining threads.[/quote] My instinct is to say Amen, but you have to admit the Vasari got the short end of the stick here. TEC and Advent scouts both MAUL Assailants early. Skirmishers are pathetic light frigs. The scouts are best used for neutrals, cause they suck at combat. Without a sufficient scout, I feel Vasari is vulnerable to an early game rush from Illums/LRMS. You can say starbase all you want, but that is a floating d
True. Reintegration means skirmishers should do slightly less damage compared to the other races, but they lowerd the dps too much. Argueably the skirmisher should do 14 dps (as opposed to 10.5). I would say the happy middle ground to accomodate the skirmisher (as I've argued before) is 12.5. BUT IT DIDN'T HAPPEN.
The devs ignored this issue before. They didn't fix it in the last patch, so I doubt it'll be fixed. I pointed it out months ago And i made the arguement in the one post the devs definitely read Who knows. Maybe it'll be fixed.
I tend to ask the room if they recognize any names, and I try whispering the newbs too. I'll never boot on this alone, but if someone whispers you back really quick, they probably are a smurf and aren't new. I don't do that to newer players. Unfortunately most smurfs go as far to try to impersonate newbs, but in the end, it's still annoying. Grrr.....ICO. U still suck hard.
Start booting with an iron foot! When I host, I realize you'll never catch all of the smurfs, but seriously. If I even suspect somoene's a smurf, or see a name that I know is a smurf, "Eeet getz zee BOOT!". This includes my own clanmates. That's definitely gotten me a lot of WTF?! messages.
I can give you a few good rules of thumb about quick start. The days of yore when no quick start was the norm is when I was at my best. Not to make a duh statement, but quickstart essentially puts you about at where you would be at 10 minutes into the game. That's the way I see it. The mines are built. You already have a cap factory. You already have two scouts. Your homewold is at full population. If you want to play quick start, here's my general rule of thumb: <p
There's a pretty good rule of thumb for this. If you're playing quick start, this shouldn't be a problem. Scout, figure out what each planet is. Build your two labs, and send about five frigs (2 lf, 2 scout, 1 colonizer) to the roid, and a couple frigs with your colonizer. This shouldn't be a problem because you get so much money early on with quickstart I don't advise double colinization if you're not playing quick start. Get your roid first, everything else second. No quick
[quote]I don't think poor multiplaayer scared them away[/quote] If the current ICO was around when the game came out, this game would probably still have a decent sized (300 ish) player pool on at all times.That's just an opinion Here's what I think did it. I know that not everyone likes to play complete strangers, but for a lot of the guys who did, this is what was flat out pathetic: 1. If the Host left the game, the game crashed The game was out for a total o
Economizer done. Up next is Aggressor. My favorite.
[quote]As you might imagine, in multiplayer disabling an enemy capital ship is a big bonus, which is where the real power of the Radiance shines.[/quote] 100% True. In online play, if a capital ship has a kick-ass ability that can be exploited properly, you can bet a person will use it. The radiance is so powerful because at level 1 you effectively nullify an ability your enemy was relying on, such as say Missile Barrage, Ion Bolt, Power Surge, etc etc.