[quote who="Elrosh" reply="18" id="2941930"]I can't stand all this TEC bashing while people glare over its very STRONG strengths other than Economy. I will break this down into 3 categories... [/quote] I have to agree with Elrosh. His outstanding comments say everything that I wanted to say. TEC late game bashers seem to conveniently forget Missile Barrage and the Red Button. And the ridiculously lame ability - Armistice, which makes it&nbs
SageWon
[quote who="SageWon" reply="51" id="2939267"] Like Rowanlad & Ue-Carbon, I think that simply only reducing bomber's modifier against Cap ships would go a long way toward curing Carrier cap dominance. Darvin also said "I think the best route to approach this would probably be a bomber nerf" here in reply #8. [/quote] They took our suggestion, and applied it in the 1.21 patch. Bombers' damage modifier against Cap ships was reduced to .60 from .75,
Awesome! Thanks for the tweaks. It all sounds good. I've logged on to Ironclad Online, and can already tell that it is better. Log in and chat listing was instantaneous again. Thanks again.
[quote quoting="post"]ICO is lagging soooo bad right now its not even funny,,,, [/quote] I concur. Only 7 people on this morning. And it took 30 seconds for chat to just list who was there, after I initially logged on. I timed it! Before the server went down on Sunday , log in was nearly instantaneous (maybe 1 second)! Something is f-ed up.
[quote who="Yarlen" reply="20" id="2940732"]Nope, unrelated. I can relate that we'll be releasing a patch tomorrow that should drastically help with the lag when using Alloy... [/quote] Good. Because I don't know what happened after Sunday's (yesterday's) reboot, but the lag is terrible today! All the improvement that I've seen in the past couple weeks is gone. And it may currently be worse than before. I just don't get it.
[quote who="ShotmanMaslo" reply="4" id="2940742"]I never understood the point of a campaign for a 4X game. [/quote] It could be an excellent form of extended tutorial, and way to continue telling the excellent story started in the manual. I also agree that stringing together a series of maps, would give a memorable reason to play through the beginning maps. When I first got the game, I started playing through the maps in order, fully expecting them to continue
[quote who="NickName0987" reply="12" id="2940340"] what I meant was, on the bar charts which one of those listings is the ogrov? Is it the utility cruiser? [/quote] They are Anti Module ships, and aren't shown on that bar chart. They have light armor, and anti-module attack modifiers.
[quote who="Darvin3" reply="8" id="2940290"] 6 is actually about right for a massive late-game fleet. [/quote] And 6 is the sweet spot cost wise. Since it takes research to get additional cap ships, the 3rd, 4th and 5th cap ships are prohibitively expensive. The research for the 5th opens 2 slots, so the sixth is 'almost' free, and it would unwise not to take advantage of building it. That research cost can be spread across 2 ships.
[quote who="Arthanis" reply="54" id="2939722"]I know it is drastic (and possibly stupidly drastic), but notice one thing - even if we give lrf so huge nerf against capitals, they still have an advanatge over caps because of their superior range. This nerf affect mostly early game, where small group of lrfs will not be able to kill cap before it do some doamage back. At the lategame huge swarm of LRFs will still op caps like baloons, just because of huge range advantage.[/quote] Range
This is a major necro. So many question on counters recently! So I am going to bump my old post. Hopefully the spacing is consistant for all, and it all lines up correctly. SithLordAJ's spreadsheet was created after this original thread, and it includes more uptodate information: (although I don't like it's confusing counter's
[quote who="NickName0987" reply="4" id="2940053"]Ok I had a look at that excel spread sheet. The only two things I really understood from it was the first chart detailing how much extra percentage of damage each unit did to other armour types, and the second more general flow chart telling me rough counters. [/quote] That general flow chart is not completely accurate, and is hard to follow, the rest is great. I have an old <a href="https://forums.sinsofasolarem
[quote who="NickName0987" reply="7" id="2939958"]Thanks all for your input! I'll just switch it off for the moment, and leave it on if I go online in locked teams as you've suggested. [/quote] You've misunderstood our comments about playing online. You don't need to leave it on for online. You don't need DV enabled to use the Diplomacy tree. Those techs can also help acheive a military victory, largely by increasing your economic p
[quote who="NickName0987" reply="2" id="2939715"]Really!? Haha that's funny ... unfortunately I'll have to shut it off too if someone can't properly explain it as I don't want to lose some random way without knowing how it really works. Does it go without saying then that I should pretty much ignore the diplomacy tree if DV is switched off? Or is it still useful? [/quote] Most people do in fact play with Diplomatic Victory off, but stil
Since you brought this back to the top, I decided to reveal more 1vs1 fight results. (I will probably redo this in Excel, and repost in Strategy section). Tested level One Cap ships in one on one fights, after jumping into a dead asteroid (LAN games with our 2 computers, on Pandemonium). The level 1 carrier caps always had bombers, whereas competitors had a fighter if available. Many of the opposing caps leveled up during the fight (from
[quote who="Pbhead" reply="12" id="2939426"]I thought vicious is 5x cheat. not 6x... [/quote] No, I used to think so too, but I just double checked. It's 6X. AND Cruel & Vicious can complete research faster, but I don't know by how much, or of a simple way to prove that, other than what the link above illustrates. The economic cheats are easy to confirm, just see the third charts down. The top charts (/unit), are not a fair and accurate represe
[quote who="uofadave" reply="9" id="2939284"]I don't have any complaints about the AI itself, I think it is actually prety good compared to other games. I am all for a challenging AI but come on, just tilting the table so they have more money than they know what to do with seems like a lazy man's implemtation of an advanced AI. I want the AI to be hard,tactically - but none of this "I'ma so a ah rich I make thousands a ships and send to the slaughter until I preva
[quote who="Arthanis" reply="50" id="2939146"]Sorry, I didn't notice how old this thread is. My bad, sorry. [/quote] It's really not that old. All the numbers from the original post still apply today (except for the Marza numbers, since they fixed its bug). They didn't make any Cap ship changes from 1.19 to 1.2, despite our recommendations. Maybe the next patch. I think all of my conclusions are still valid, and subsequently have be
[quote who="Yarlen" reply="16" id="2938511"]Probably not...[/quote] Wow! Maybe the type of lag I was experiencing was specific to my type of system!? (I have Vista, Norton's IS, Charter hi-speed cable access, Core2Duo E6750 2.66Mhz, 4Gigs etc). Maybe the server just needed to be reset (to help my situation)? Because I've seen a remarkable change! Log in is instantaneous now, whereas it used to take like a "minute", much as <a href="https://forums.sins
Later, I chatted a bunch (and played a couple more games) and I'm convinced that lobby chat has also improved. Halleluhah! Can anyone else confirm?
[quote who="Yarlen" reply="7" id="2937162"]We're currently investigating the lag issues with Sins multiplayer and have some good leads. If these pan out, the updates will be backported to Trinity/Diplomacy.... [/quote] It is fixed?! The lag is gone!? Today, I noticed that it is faster! It logs on, and lists games much quicker for me. Maybe the downtime was used for repairs? At least, I can say with confidence, that I can get onlin
[quote who="Yarlen" reply="24" id="2931390"]We're still investigating it, but the server's resources are barely being utilized at all. I'm wondering where folks who are playing together are from though? It could be that the distance to the server is a cause if folks from Europe are trying to play folks from North America or China or something. [/quote] Yarlen, distance isn't the problem. The problem is evident in just logging in. Ever since
[quote who="Protoplazm" reply="6" id="2926330"]just fix the frikin empire tree.[/quote] Protoplazm, I agree. Please chime in at the pinned "Long Standing Complaints" post in the Diplomacy folder , so that we can get this fixed.
I still see evidence of this guy online (today). And I sure hope he isn't the reason the lobby has gotten soooo laggy lately.
[quote who="ZombiesRus5" reply="31" id="2914912"]The damage bonus (25%) cannot be stacked per say but should last 150 seconds after the last impact [/quote] Thanks Rus, Yeah the damage bonus only lasts 2 and a half minutes! And doesn't stack. I rewatched the replay to confirm. Thats not very long. The culture spread also has the same duration, but it takes awhile for the culture to contract back to the planet, so it has a longer effect overall. Not
Some additional observations, that I may or may not add to the original post: The Novalith kills most planets with one shot. 2 shots to kill a fully upgraded Homeworld. Multiple Novaliths can be a game winner if you methodically kill all. Starbase upgrades (ie: Aux Gov) can prevent it's planet loss. [Edit]: Repeated shots from 2 Deliverance guns on one enemy planeet, say every 3 minutes, will eventually bring allegiance to zero, and affect the adjoi