Deceiver_0

Deceiver_0

Joined Member # 3404945
8 Posts 458 Replies 28,272 Reputation

[quote]The fact you must "earn your place" is the problem. It may have good intentions (if someone waits hours for a game they want a good one), but that doesn't make it good for the community. It ruins it.[/quote] "Earning your place" reall isnt that much of a problem. If there are lots of people on MP, hosts can pick and choose who they want to play with. But most of the time hosts are hard pressed to fill large games and dont mind playing with noobs just to have more players.

150 Replies 433,197 Views

Oh yes, definitely liking the direction its going in. Ima have to try it out on MP to get the full effect of each of those new techs (boy do they sound cool as hell.)

7 Replies 13,999 Views

[quote]five roids within 3 jumps of his homeworld.[/quote] It is more likely that a player will have 2 roids (sometimes 3). But in the unlikely event someone has 5 near their HW, that also means the players on either side of them have access to those roids as well (as they are on the outer rim and would be between players. In the 5v5 maps, players are generally 3-4 jumps from each other (unless you put TONS of planets on the outer rim), and on my map those jumps would most likely be a

15 Replies 15,664 Views

OK guys slow down, Im sure we have awhile before the next patch, so no sense in rushing. Ovi, DE is on my mind, but I need some recommendations for fixes. Also demobots is similar to suppression on the subjugator. Subjugators have to channel AND face their target, demo bots dont have to channel (as far as i know), so I don't think its a bug. Hoshis are good suport frigs as is, I dont think they need any adjustments. DesConnor, I'll put the siege milita thing up next time I upd

913 Replies 1,710,065 Views

Spent 10 minutes and got one that people liked (if you see Ferdie or TehWinner ask them about it) To decrease the likelihood of a bad roid start, I put 12 extra asteroids on the outer rim where the HWs are. I got the phase lanes to be of sufficient length by populating the middle area with enough planets. Put some neutrals on the outer rim, and dispersed the rest in the middle and close to the star. Previewed it a bunch of times to make sure it there werent any gaps (areas of space where it d

15 Replies 15,664 Views

[quote]I've tried that before. The Map Designer maps are often unplayable (phase lanes too long, takes to long to travel them) and those that are playable are kinda meh.[/quote] Its true they take quite a bit of tinkering to be playable, but honestly they are the same thing as the random maps. Perhaps I can create one you like Sanchez.

15 Replies 15,664 Views

[quote]You know, the funny thing about Entrenchment is that even though we all play Entrenchment online and prefer it to Regular Sins, you really don't see all that many starbased being built in online multiplayer, especially by non-Vasari players. You don't see mines being deployed nor the long-range torpedo ships either. The only thing Entrenchment really adds is Quick Start and the possibility of having starbases. Perhaps Diplomacy would play out the same way online--people might do a l

48 Replies 32,467 Views

The solution: Create the random map with the in-game map designer. Those maps do not have to be downloaded and placed in the folder. The only problem is it still leaves phase lanes to probability, but with some manipulation one can make the probability of being roid fucked very low. Also you have to get people to play it (which is a problem in itself).

15 Replies 15,664 Views

All players will have two things around their HW on a random map. An Asteroid and an ice/volcanic planet. Thats guaranteed. The random maps generate a certain number of each other kinda of planet in varying distances from the star, then its draws phase lanes based on an average/maximum phase lane length (predefined) and a phase lane probability (also predefined). When you're "roid fucked" what happens is the map generates planets close to your HW (within the average phase lane length), at whi

15 Replies 15,664 Views

Recently I haven't seen much of BIA involved in clan activities (ie clan vs clan, or 4BIA vs 6 etc). Mostly they just come and play with their tags on, and occasionally find one of their clanmates to join games with. I don't think its fair to blame the entire clan for what one of their players does, and to associate the attitude of the other players who wear those tags to only one of them. If that were the case, DT would be a league of A-holes just because of Siddy, but most of those guys are

150 Replies 433,197 Views

[quote]He means that there is a section of the empire tree on the left that shows ships that are currently jumping. Since jumping ships are a very fluctuating thing, it causes the empire tree to bounce up and down making it difficult to select something using the empire tree. They are suggesting that it be moved to the bottom of the list so that ideally the list jumps up and down less. [/quote] Thanks for helping clear that one up Grey

913 Replies 1,710,065 Views

ICO requires two things: A whole lot of patience, and a whole lot of not taking people too seriously. Any online game will have Jerks. All the clans have elitist pricks in them (as well as some nice guys, don't get me wrong) so you just gotta take it with a grain, or rock, or boulder of salt. And who knows, maybe one day you'll garner those guys respect by laying some smack down upon them, or helping them out of a tight spot. Bottom line is there's no ICO police to stop people

150 Replies 433,197 Views

Scouts are: Faster, Cheaper. Scouts Require: No research Scouts can: Capture neutral extractors, kamikaze attack ships, blow up structures, detect & destroy mines, kill colony frigates and long range frigates, auto-explore, ignore phase jump inhibitors, enter phase space at will, leave recon probes, outrun pirates and militia, and allow you to see an enemy planet after theyre destroyed. Lets see an envoy ship do that.

11 Replies 6,554 Views

[quote who="Haree78" reply="8" id="2463379"]It's not the look the bothers me, it's the size, what the hell does it need to be as big as a continent for?[/quote] Agreed, thats my only complaint, theyre huge for non-capital ships. Shrink em a little bit (and their icons too Jeez) and theyll fit nicely.

30 Replies 12,943 Views

[quote]I have some suggestions beside those metioned before for next patch: Buff overseers jump degradation OR make it stackable (max 10 times becouse unlimited stacking really stops time for incoming fleets) Decrease cost of 2nd level of colony pods - 2700credits (and lot of resources) for 1,8 income? its just too much. TEC trade ports T2 is much better than these 2 ups and cost twice less. this is optional but it would be good if eggs colony ability could ma

913 Replies 1,710,065 Views

Ok Mindseye, Greyfox, Agent- I'm working on a fighter Topic. So far I have my recommendation (added armor/health, something i recommended in the previous patch), but Mindseyes suggestion requires adjusting 3 ships. (fighter/carrier/flak) I can't put that up as a votable topic because 1. Its a bit lengthy 2. Multiple adjustments are more likely to had adverse effects elsewhere (example- increasing flak dmg to bombers [light armor] may increase flak dmg to lrf as well, that kinda thing)

913 Replies 1,710,065 Views

[quote]Personally I'm a little fearful of buffing fighters because I don't want carriers to become what they were before.[/quote] Ditto. I am also curious as to what you think should be done? Personally I don't understand the mentality that carriers are useless after all their sc are dead, and why Grey and Mind think that fighters being counterd by flak is any different than lfs being countered by lrfs as far as fleet dps goes. Either way you lose that "pivotal battle", that planet ge

913 Replies 1,710,065 Views

[quote]This is my point that you said yourself.This means there is no mid game counter besides your own lrf.[/quote] By rush situation, I meant early game, not mid game. Carriers are fine in mid-game IMO. [quote]In a real mp battle we would have 200 fp to play with not 100.That means you would have 30 fighters and I about 20 flak and 20ish ilums.Maybe you would kill 5 or so but I can replace them faster then you can kill them and 15-20 ilums can make pretty good work of a cap

913 Replies 1,710,065 Views

Competitive gaming will always yield smack talk, its really just part of the game. Try playing Halo without running across a 12 year old with a better vocabulary of trash talk, stringing together curses you never even knew could go together. Seriously you just have to ignore those people. /ignore works. And honestly, I can think of about 10 people who talk way more trash then the guys on your list.

14 Replies 8,905 Views

[quote]Even if you kill half my lrf I will eventually kill your carriers and win the day because once I destroy your fighters You cant ever kill another lrf.[/quote] I find this horribly untrue. Fighters are replaceable with no cost. Yes they take a little time, but if I can take out even HALF the lrfs, the resulting loss of firepower would allow the carriers to live longer, and thus produce more fighters. If you destroy all my squads, Im not going to let my carriers send the replacem

913 Replies 1,710,065 Views