Uncrustable

Uncrustable

Joined Member # 3150494
3 Posts 115 Replies 1,676 Reputation

The red man that pwned you (montana i think) did a great job rushing to ilums. He scuttle his cap factory to give him a little cash back and to free up a log spot for 3rd lab without having to upgrade (saving alot of time and resources early game) I always scuttle my cap factory. it enables you to tech faster-earlier. When you attacked him (second time) you only had 6 LRM, and had 8 or 9 flak. flak should protect LRFs. but they will not do much else. you had more than enough f

11 Replies 56,848 Views

[quote who="EadTaes" reply="1" id="2250475"]Advent has: Better LRM Better Flak Better HC Better Caps Better support cruiser (gardian) Better late game econ then TEC Basicly better everythign in the end right? [/quote] Tech has best HC in the game and the best economy THROUGHOUT the game. Advent also has the weakest hulls and armour, and it takes 3 labs to get that better LRF -better hurry- V

102 Replies 184,451 Views

[quote]Have you tried activating Alloy within ICO? If you activate Alloy you shouldn't need to port forward to join or host games.[/quote] this worked !!! :D no port forward

8 Replies 8,073 Views

[quote]Have you tried activating Alloy within ICO? If you activate Alloy you shouldn't need to port forward to join or host games.[/quote] Did not know this i will try it. Thanks Azrak_Navarion , <a id="ctl00__Content__RepeaterReplies_ctl03__LinkUser" class="hand" title="Click user n

8 Replies 8,073 Views

[quote]Just to explain my solution a bit further, You wouldn't only receive the penalty when building the ship in sequence. the penalty would be thre all the time for all ships. So whether you built 20 illums at once, or 20 illums mixed with other ships, all those ships would receive the penalty based on how many units are in play. There is a mechanic already in the game that uses very similar principles and that's the research to increase fleet capacity. It lowers your total overa

48 Replies 70,818 Views

Anybody else? (i am very capable of googling) the info on those help websites is massive and uses so many acronymes it would take weeks for me to sift through and figure out what i need to do, all the while i feel like im trying to learn a new language. I am currently trying to set up a static ip address however i dont know what to use for my 'alternate DNS server'. Im not going to chance messing my connection or pc up to where i cant browse the internet. I cant logon

8 Replies 8,073 Views

[quote]for instance, i play large fleet sizes. when it comes time to build a second fleet, i often like to build all at once, not 1 by 1 by 1 etc. So for a large fleet id like to build say 20-25 LRF, 30 HC etc, and if im just building my fleet up quickly, i dont want a 10 credit surcharge on each subsequent ship. but yeah. i mean, if you want to spam a certain unit fine, but spamming a single unit without backup should be so easy to counter that spaming becomes useless as a tactic

48 Replies 70,818 Views

Will someone please direct me to a thread or website or just explain how to port forward so i can both join games and host games at iron clad online. Thanks for any help :)

8 Replies 8,073 Views

My only problem wih vista is its unnecisary large size. Its like my pc is a cripple. I buy it thinking wow-this is plenty fast and powerful for anything i do on a pc. Only to later find out that vista hogs about half of it to itself. And the milllion prompts of 'are you SURE youi want to do that?...' are getting a bit irritating...

172 Replies 495,711 Views

Blair: Is there any chance of having the build penalties effect only carriers that have enemies within a certain radius of them rather than just if there are enemies in any part of the grav well. So if you had a carrier in grav well that has enemy units but those enemy units are far away from it then it gets no penalty but as soon as the enemy units get within a certain range of the carrier then it gets build penalties? Thankyou for any response. And thankyou for your response to my q

77 Replies 138,127 Views

Actualy a warp drive is entirely plausible, possible and occurs in our universe today (at an atomic level). A warp drive involves moving space-time (3D of space + the D of time) that the vessel occupies rather than the other way around. It could be done using massive amonts of anti-matter (a very reall substance). However containing even tiny tiny amounts of anti-matter is a universaly challenging task... Dont really feel like going into detail here...

36 Replies 114,125 Views

[quote]Missile Barrage number of waves increased from 20 to 25. Missile Barrage damage per wave reduced from 150 to 120.[/quote] Im curious. The overall damage seems to have remained the same. Is this for performance? Or just to make it take a little longer to kill everything in that doomsday circle?

77 Replies 138,127 Views

OK. 2nd try went better. Havnt played non-entrenchment sins in awhile...forgot i had a mod activated in 1.16. lol Did not know the replay worked like that. Kinda funny when i think about what it was doing and seeing what actually happened

18 Replies 77,378 Views

I watched this and dont understand (did i dl the wrong thing?) Cykur loses his colony frig to militia and then loses his marza to militia. All while 10 LRMs sit idly two jumps away and his fist ast and desert remain at initial pop (no upgrades). (im stuck between laughter and confusion at this point) about this time the replay minidumps... (btw does anyone know how to fix this?) but PEOPLE PLEASE tell me what i missed. all i saw was a bunch of 'seemingly' noo

18 Replies 77,378 Views

And besides...spam SHOULD be a viable (effective or inefective) tactic in any and all RTS games... Penalizing spam is 1: a cheap and crappy fix to a probably unbalanced game. 2: too controlling (less power to the player)

48 Replies 70,818 Views

Your logic makes no sense Tkins. If i have to take care of ONE person, car, spaceship (whatever) its gonna cost far more PER UNIT to manage it than if i were taking care of hundreds. And how i would hate having to pay more for more of something... bleh :P

48 Replies 70,818 Views

[quote]yeah, so you are saying, by mid game, you shouldnt be producing LFs, and by late game you shouldny be producing LF's or LRF's, because you have heavier cruisers plu support cruisers?[/quote] No im not saying this exactly. But you are close... LFs, LRMs, Carriers (bomber SC) and HCs are the main assault units of this game. -Carriers maybe not so much- So they will usualy make up the bulk of your fleet, but, MUST be supported in order to survive. And as the game

48 Replies 70,818 Views

you might be running into performance issues with alot of users. My pc barely makes it though huge maps with 3+ players as it is ( i usually have to start disabling all the eye candy by mid game- planet rings, planet elevators, asteroids, debris clouds, etc...)

2 Replies 2,753 Views

Also when 'spam' (LRM) must be 'supported' by (flak) in order to 'survive' then its not truly spam. I seriously doubt that a player builds ONLY LRM (spam) and wins unless its against the ai or a seriously noob player

48 Replies 70,818 Views

in my OP LFs SHOULD be weaker than most every other ship. They and scouts are the only combat units you can build w/o research. Every other combat ship (minus caps) require extensive research. Why the hell would you upgrade your planets so they support more buildings then build buildings (Labs) then buy research, only to get a ship thats not as good as the one you already had. LMAO RTS should have phases. Early game should feature early game units (LFs). mid game (longest) your f

48 Replies 70,818 Views

You need a balanced fleet. Which should include both flak and carriers. and LRM and LF. Some HCs do good too The whole argument is moot i think lol

12 Replies 50,079 Views