Well guys I think the advent scout is so much stronger because its special ability sucks hard.Tecs scouts can snipe buildings and vas scout get neutrals.I agree with grey and sanchez on this tho.The strength of the 2 leaves almost no room to build any other ship and be effect.If you dont have the edge on the lf/scout mass then there is no chance to build mil and build any other ships.The main problem which I think grey and sanchez are talking about is the rush.RA mentions you can use these to
MindsEye
[quote]So basically you're saying that Vasari's strength from neutrals compensates for its weakness in light frigates?[/quote] No but I mentioned vas is a bit of a wild card because of neutrals.How do you balance this race correctly when in one game vas can have easy access to 3-4x more metal income from 10 min of the start while the other races cannot reach them?The next game as you mentioned there might not be any.Its a gamble to play as them because of neutrals.When there is 15 met
[e digicons]:rofl:[/e]
ANyone ever check the balance to cost for dps instead of supply.The disciple is 56 cred per dps based on 8 dps.The cobalt is 55 based on 10 dps and the skirm is 73 based on 10.5 dps.Cost is based on 5 to 1 ratio for metal.So to field a fleet with equal dps you have to spend considerable more resources to do it.However a skilled vas will control more neutrals and 1 metal a sec more than your enemy is like having a 4-5 cred second better eco.Nuetrals make vas difficult to balance and make them
The thing is game is balanced by race.Meaning the vas ability to handle anti heavy is weaker then other races but is made up for with its lrf and phase missiles.They are best at tasking out single targets and caps.If we make all ships balance out by supply and dps and hull to be the same then the races will all be the same with a different look.However the prob with the current state imo is early game as vas skirm dps is to weak to fend off lf+scout rush.
Whats the point then karma?The devs wont implement something just cause you say you tested it and its balanced and if you dont release it as a mod then there is no point.RA,Eadteas,and myself all tested balance and made changes and released our balanced versions of the game with little succes of it being accepted.
Yay to damage increase and reintegration and nay to others
Karma we tried that.Prob is mp community wont accept a mod as the stantard.
P5 has a point on its use tho.Its rarely used as a siege weapon against another sb.More so on sneak attacks and traps because of its fast build speeds.
I tend to agree skirmishers are weak but I think their intended use should not be without reintegration.I think the devs designed it this way.They the only lf that can heal themselves and its at tier2.I never use them in mass without it.In a lf to lf battle especially since the buff I would think reintegration would have a sizeable effect.Plus you get buffs on your hull.
Click on fleet leader and go into tactics and you can set formation to large spread.This lessons the reformation I believe.
100% Agree with how.Especially for cap ships.They go out of their way to run into things.
2 things.Starting balance(no roid,1 phase lane) and neutral balance.
Well my original thought is its mostly op in early game when a vas can planet a sb down before you can roll out your first ilum.So my idea was have enemy grav well build times longer and then the tec that allows you to build them faster be higher.That way early game and later game will be balanced.Easily done in a patch.
[quote]I don't think that falls under the area of bugs. I don't think there should be a "Starbase is under construction at one of our planets" warning, however, I think the "Hostile forces are inbound" warning that you get after researching the phase lane monitoring techs should apply to starbase construction vehicles. This way, a cunning Vasari can still sneak a starbase in on a player without these techs, but may have a much harder time (though not an impossible one) against players who hav
Nice post deciever.Be Nice to see a warning when someone starts to build a sb on your world.
JJ is right and you must scout to know what to build.For instance if your opponent is spamming sb then he doesnt have as much fleet as you and ilums will not be handy against a sb so you must adapt for situation.Sometimes it is best for bombers(which I prefer) and sometimes antisb ships.
[quote]scouts are ships too[/quote] [e digicons]XD[/e] [e digicons]\o/[/e] [e digicons]:rofl:[/e]
[e digicons]:yes:[/e] I thought that game we played yesterday was pretty epic.I owned 3 planets but still had 115 cred/sec income with 20% upkeep
[quote who="chris0101" reply="22" id="2403522"]Lol - I've traditionally used heavies as my backbone, combined with LRMs and flak, especially late game. If supported by offensive and defensive units, its the best combo all around. [/quote] Not if opponent has heavy force of bombers.Your heavies will be poofatized[e digicons]:O[/e]
I get advanced manuevering alot as tec.It actually helps in saving your cap when you need to run away from an egg.
1-Fix the empire tree so I can manage my fleets(I really think devs are watching from ICO as I try to select a ship and the tree jumps then they all laugh at me) 2-I think a few things could still use some tweaking(slight sc buff,need more ways to counter repulse mainly make some abilities outrange it like dunovs emp,vas hanger bay ability op imo,and more balance to sb rushing) 3-what ra,dirty,fuzzy,kitkun,and darvin said.
IMO its op.Imean a few hangers taking out your entire sc fleet.You cant get close to them to kill anything.Its a bit rediculous.
Most likeyl if you have the labs to get a sb you can get some fighters which will chew up bombers into little bomblets for the sb.Then your sb is nearly invincible.