N3rull

N3rull

Joined Member # 3360631
5 Posts 538 Replies 2,274 Reputation

Your ideas are similair to my first ones. I dropped them, because they would cause a lot of further confusion. - giving the Vasari starbase an option to be built in another system and then immediately phased into the targeted system would be definately a "Vasarish" feature, but I'm not sure about how to balance it. For example, a 3k HP starbase pops up in the enemy system. When it shows up, it could be quickly upgraded to lvl1 defense, which means 6k HP after a short period. That

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[quote who="Ryat" reply="21" id="2121119"]But they work. Sometimes the simplest things work better than complex schemes.[/quote]I checked. It takes 60 vasari bomber squads about 2 minutes to down a 3-def starbase completely unopposed . That's well over 25k credits and lots of metal/crystal dumped into helpless carriers stuffed with bombers only (what if the enemy has any AA defences or light frigs?). Any other faction would n

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You hired the frigate and its crew ;p But seriously, scouts sometimes are stupid. I am afraid that recent memory optimizations affected the speed at which scouts choose their next system to check. Yesterday I've had a navigator who got killed by 2 light frigs and a siege frig in the orbit of a neutral volcanic planet, because it didn't choose where to jump next for 40 seconds.

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[quote who="JuleTron" reply="18" id="2121053"]Anyway, I've noticed a SB bug. When you send ships to an enemy planet with an enemy SB, it says on the infocard that you ships have lost all AM and 30% current health, even though they havn't left the planet yet. Stranger, the ships havn't actually lost all their AM or any health yet, despite what the infocard says. Anyone else noticed this?[/quote]EVERYBODY noticed that after 15 minutes of playing with a starbase around. It

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[quote who="crashmatusow" reply="14" id="2120629"]why not just use bombers like the devs more or less intended for orky's?[/quote]Did you even try to figure out the numbers of bombers you need to eventually down that 'orky' and just how easy they are to eliminate? Ogrov is cheaper than Vasari carrier, yet you'd need twice as many carriers than a TEC would need Ogrovs to kill the starbase. NOT a good counter. [quote who="crashmatusow" reply="14" id="2120629"]even anti-structure cruisers g

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[quote who="crashmatusow" reply="11" id="2119766"]1. pretty sure orkulus doesn't outrange transcencia.[/quote]Whoever did imply that it does?? Vasari build their starbase out of Transcencia's reach, prepare it and then FLY IT INTO THE FIGHT. If the Orkulus has frontal deflectors up, it has a great advantage. There's no imbalance here because the defending Advent player has five minutes to bring/build a flet for defense, before Orkulus is ready. [quote who="crashmatusow" reply="11" id=

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[quote who="Annatar11" reply="1" id="2114636"]At the same time, the Vasari are best suited to take out starbases without anti-structure cruisers, with Nano-Disassembler and phase missiles/subverters[/quote]Just as a side note, subverters don't work on starbases (neither! ability). Oh and even if they did, it doesn't hurt my point at all, because all of the above can be used by both the attacker and the defender alike. So there's no attacker's advantage here in a fight against vasari o

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[quote who="crashmatusow" reply="6" id="2117742"]1. have you ever taken on an upgraded advent starbase? can guarantee that thing will sting like none other.[/quote]Orkulus out of reach -> frontal shield deflectors -> stinging turns into tickling. [quote who="crashmatusow" reply="6" id="2117742"]not to mention tec can crank out a fleet like none other--what started out as a grav well full of tactical structures can turn into a fleet staging ground in just a few minutes.[/qu

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[quote who="Ryat" reply="3" id="2117341"]Um no offense but this is a classic military situtiation. Against two equally prepared armies the aggessor always needs three times the force as the defender. What you are gripping about is something that armies have had to deal with for millennium. So grip away, but if things are balanced like you keep projecting this will happen.[/quote]Hate to repeat myself and I hate even more when people quote me out of context. Tec and Advent only need a sta

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hmmm... I'm not sure. I do agree that siege frigs should cost 12 supply at most. They're enough expensive anyway. A little buff to their effectiveness might be good as well, but let's not allow too easy, uncounterable planet kills. However, all the other changes aren't really necessary and would, as said, lead to lots of balance issues. I believe, which I dedicated a thread to, that Vasari vs Vasari is the only no.1 most screwed matchup when we're t

5 Replies 5,190 Views

Cykur, you have a lot of patience for this discussion and I admire that. Still, you don't get the point. I will repeat - the defender is not a turtler who begins the game with building defenses. No, by all means. He starts just as you do, builds a nice fleet, expands expands expands, builds more fleet and expands some more. He clashes with you, wins a fight , loses a fight. Then he takes over a significant strategic point, which is arguably the most important place in the system fo

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[quote who="Cykur" reply="22" id="2116551"]you are criticizing me for using a super weapon against someone who has build a deathtrap chokepoint??? Jesus.....[/quote] You said you bombed the gravwell into oblivion , not just used a kostura. My point is that if you cranked out 3+ kosturas, they should have had a fleet 2 times bigger than yours. That is because Kosturas are MORE ENDGAME and MORE EXPENSIVE that making a starbase chokepoin

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[quote]I'm just letting you know options. I have killed heavily entrenched Vasari before. Very skilled Vasari players, not beginners. I used Kostura strikes to kill everything in the gravwell so my fleet could fight the Orkulus (and an allied TEC Starbase) completely unopposed by fleet and defensive structures. Before I launched my Kostura attack, I DID in fact jump 1/3 of my fleet across a double system chokepoint and capture 3 rear worlds including the enemy HW.&nbsp

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PS. The reason I wrote this wall of text above is to show you how limitlessly sophisticated it is, for a Vasari set up against an entrenched Vasari, to mount an effective offensive. By effective I mean an attack, during which the attacker has at least one advantage above the defender. In Any other matchup the attacker has an advantage . - in Tec/Adv VS. any faction , the attacker has the advantage of

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[quote who="unicatsins" reply="13" id="2115829"]but your opponent has the same Problem. So may the better tactic win...[/quote]NO. The defender does NOT have the same problem, because he has a fire spitting dragon ready in the gravwell, while the attacker has a jarun migrator that can suck its tentacles at best. About two* minutes later that migrator, should the attacker have a dozen overseers healing the starbase as it is constructed, will become an awesome 3k HP, 149 pulse cannon damage dea

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[quote who="unkn0wnx" reply="9" id="2115499"]Haha. Don't play Vasari?[/quote]Go home if you can't handle exchanging arguments. [quote who="Annatar11" reply="6" id="2115456"]Ever notice how the Kotsura has no research pre-reqs? 8 labs is hardly much of an issue.[/quote]8 weapons labs = home planet + 6 asteroids stuffed with weapons labs only or a little fortune spent on early logistic slots upgrades. [quote who="Annatar11" reply="6" id="2115456"] Moreover, they allow

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Kostura is not quite a viable argument here. You can have a well upgraded starbase in, like 30 minutes? While Kostura requires craploads of money spent on 8 weapons labs, expensive research and loltardedly expensive cannon itself. You have to sacrifice your whole economy if you want to rush to kostura. It's not something you can dish out of your lunchbox at any time. On the other hand, a starbase with 2/2 colony pods becomes one neat money machine. So I'd stay away from Kost

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Edit: I added an idea of how I'd like the issue fixed at the bottom of this post. It's basically the same thing I posted in one of the posts below, but I suspect nobody in IC/SD has time to reap through these walls of letters, so I copy-pasted th idea here for easier reference. This is a hard one to fix. Every other matchup is more or less fine, maybe requiring some minor balancing (nerf dmg of that thing, buff hps of the other, etc.). However, there is a

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As for groups jumping not really as groups, I believe at least a part of it is intentional. Look at it from this rerspective: have you seen how the frigates move? Their AI regarding obstacles and stuff? How they can get stuck in each other? How they push and twist bordering ships as they try to sqeeze themselves into formation? Lastly, did you see how slowly they all turn? Now imagine if group jump required all ships to jump simultaneously. If it was a 150-ship fleet, t

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I played another game and this time a no-assault-deployment-upgrade starbase was being built even slower than I've seen before. I will sit some more on it. Maybe my results were an unlucky set of planet characteristics that affect structure build speed or something.

8 Replies 6,552 Views

I dunno about what the threat should be or will be. However, I do have a thought on my mind that bothers me. If Vasari are so pants-dirty scared of that thing that seems to follow them wherever they go... how the phawk did they let themselves get involved in a 15-year position war (i.e. entrenchment story). If I were in their shoes, I'd have dropped this stupid war with those useless humans and just found myself another galaxy. Vasari didn't attack the humans to con

118 Replies 391,516 Views

[quote]That's exactly what I asked you to do, thank you.[/quote] Ow... ok. [quote]Just to make sure we're on the same page here, this is 1.02, right?[/quote]1.02, yes. I have had no contact with previous versions or the beta, cause it was just yesterday that I bought the expansion (and swore the sh1t out of myself for an hour, trying to make impulse download it ;d)[quote]I understood it to be the second...but I think there may have been a maximum targets as well as a maximum ban

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[/quote][quote]I'm not sure if this made it in, but I do remember discussion about the idea that starbases would take longer to build in hostile gravity wells.[/quote] I decided to run an extra test with a handwatch and here are the results: 1. Starbase in my territory , no assault deployment upgrade : builds at standard rate ~1%/1 sec . 2. Starbase in my territory , with assault depl

8 Replies 6,552 Views