So basically you're asking for a starbase that can phase jump. There are already mods which implement this. Personally I will always believe that "super units" will either by disappointingly easy to counter to unfairly powerful with no in between. If they can't be beaten by a swarm of weaker units, the game becomes a race to get to the super units. If they can be... well, that kind of defeats the whole point of a super unit, now doesn't it?
Darvin3
[quote]Contact [email protected][/quote] If you don't have any further leads, this is a tech support issue. Follow up on Deceiver's recommendation ([i]especially[/i] if you're running Windows Vista, it's notorious for this kind of thing), but otherwise I can't think of what's causing your problem.
[quote who="TheRezonator" reply="13" id="2362566"]i would lol everytime to see different Girl Scouts with glowing eyes as the portraits of the Advent... "I just got my Community and Citizenship Badge AND WE WILL HAVE OUR VENGEANCE if you dont buy some of our oh so yummy cookies"[/quote] Suddenly my Avatar doesn't feel nearly as sinister -_-
PUG is probably the best way to keep things relatively even. You can always suggest 1212 or TvB but someone will complain it's stacked and then you will have to PUG it to keep them happy. Actually, in one case we actually did end up TvB after a PUG... Anyways, here are two suggestions to speed up your PUG: 1) volunteer to be captain, then (this is the big one) offer the other captain first pick. Deciding who picks first is one of the biggest delays in PUGs.</
[quote]How about this novalith cannon? is it worth pursuing in research? I may try it out for curiousity reasons.[/quote] Usually I only research and build them once I already have reached the maximum fleet cap. They're good, but 90% of the time making your fleet bigger is the better choice.
[quote]1. just wanted to point out that by making adept drone anima 2/4/6, it will have more SC that the hangar SC upgrade.[/quote] That upgrade is pretty weak, too In any case, we need to compare to other capital ship abilities, not to unit upgrades. On those lines, it's extremely weak and will still stand to be sub-par even after the buff. [quote]Yeah, Raging Amish has suggested the Scramble Bomber ability be completely scrapped a
What version of the game are you running? You need to patch the most recent version to play on ICO. Download Impulse (you can find it in the downloads section of this site) and register your serial number for Sins. This will allow you to update your game to the most recent version. Then ICO will work and you'll be able to play online. Just a piece of advice: try to find "newbies only" or "comp stomp" games while you're getting the hang of the game. If you
I can forgive treading old ground so long as it's done competently. The problem is EA has delivered trash again [i]and again[/i] to the point at which I'm just not going to give their games a chance.
So, basically the Marza CO is an average Starcraft character? I think my avatar would be the portrait of the Radiance.
A Progen with shield restore is a much better tank Or perhaps a better comparison, a Jerrasul with nanos will [i]kill[/i] the enemy capital ship that much quicker and relieve you of any need to tank any early game fight.
This ability would be [i]insane[/i] if it affected strike craft. It's still one of the best (if not THE best) passive auras in the game and the Halcyon's telekinetic push is a massive boon to your strike craft, allowing for supremacy.
The online community is small enough that you will actually get to know other people who play online at the same time as you. However, it's large enough that you [i]can[/i] find matches at most hours if you have patience. The fact that most games I play are 3v3 or larger is indicative of this.
I don't think we even need consider anything above support for 6 caps. Unless you're Advent with mass transcendance there's seldom enough experience to go around for that many caps. Now, I also agree that as far as increasing capital ship longevity we only need to look at LRF and bombers. Those are the culprits for sudden death syndrome, and other units (LF and fighters in particular) are already weak enough when confronted with a capital ship. Heavy cruisers ar
[quote]There is usually zero point in building a lvl 1 cap and bring it to a dense 80-HC battle.[/quote] Actually, on the flipside, the capital ship will level up remarkably quickly in such fleet battles. Just the other day I lost my egg when defending my homeworld (started wedged between two enemies). I needed nanos to kill starbases, so I replaced it. My ally showed up shortly afterwards and we had a massive 2v2 fleet battled. At the end of it&
Honestly, the comment you list there is kind of funny, because the original Majest was one enormous rush fest. KROOOOOOOLM That strike fear into any old Majesty player's hearts? Honestly I laugh whenever I hear a developer state that they've killed/hampered the rush, because they are invariably proven wrong.
[quote]I think the simple solution is: MAKE CAP SHIPS CHEAPER! Some how. Some way. That alone, would make more of them MORE VIABLE... And while we are at it, make them MORE DURABLE as well! So that big investment doesn't get instantly focused fired to oblivion. [/quote] Totally in agreement!
Seeing as most of the other buffs that Advent capital ships have work on structures (shield restore, for instance), I'd imagine that the Halcyon's does as well. You could test this very easily by building a Halcyon and a turret, then clicking on the turret. It will list the increased rate of fire as a buff if it's affected by it.
Sins of a Solar Empire capital ships [i]very[/i] obviously take their inspiration from Warcraft III heroes. Drawing broad comparisons here is quite valid. Of course, WC3 has its own problem heroes. Need I mention the death knight? The crutch of the undead faction? In fact, in many ways he reminds me of the Progen due to his massive synergies with his own faction and the fact that the other heroes available to undead are actually quite good, just overshadowed by
While in theory it may work as an explanation, in practice it doesn't work as balance.
I wonder if you'll trigger RA's "repulse" reflex... [quote]I was also shocked to see how competitive he was economically with almost no tech research done, while I had over 2/3 of the my tech trees researched.[/quote] Advent has a pretty shitty economic tech tree. For money-making, you have population upgrades, trade ports, and allure of the unity. That's it. Even capturing a few extra neutrals can overshadow this. Now, a
There will always be jerks around. Don't let them get to you and try to enjoy the game. Honestly, the most [i]satisfying[/i] moment you can imagine is when you finally beat one of those jerks and watch him quit in a rage. If you stick with it, then you'll get there one day.
If it were to work that way, there would have be some way to rebuild them (at cost, of course), and it would also have to be much more difficult and time-consuming to claim them so you couldn't just do it in a fly-by.
Ignoring the starbase (TEC or Advent) and going straight for the planet is a perfectly viable response.
These are all my tricks against starbases: Jerrasul Evacuator with Nano Disassemblers: [I]Excellent[/i] against starbase with no more than 1 health upgrade. Any stronger and it will need backup. Bombers and more bombers: the most practical way to take down a starbase. They work against any starbase regardless of its upgrades, also perform well in fleet battles. Definitely your best option agianst heavily upgraded starbases in the la
The way to make starbases counter illums is to use them offensively. Thus if the enemy chooses not to fight they are losing planets. This works best early game when the mothership is low leveled, the illum army is small, and the homeworld is vulnerable. In the long-run starbases are still one of your best weapons (particularly as Vasari) but the Advent fleet just begins to go insane.