Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,842 Replies 1,395 Reputation

Most people here seem to agree that the destra dominating after all its upgrades being researched is okay, but it's probably not okay prior to all those upgrades being researched. I still stand by my initial gut feelings on the roles of these units: the destra is a late bloomer with lots of high level upgrades, the Kodiak is an early bloomer with early upgrades, and the enforcer is expensive to upgrade but the best unupgraded. The other two fulfill these roles beautifully, i

113 Replies 269,805 Views

[quote] The problem with that is the same effect applies to you. [/quote] Precisely where strategy comes in. Knowledge, positioning, and timing need to come together.

12 Replies 10,482 Views

[quote]I'd say that the enforcer needs a buff of damage to perhaps 21.75 (21.5 seems too low and 22 seems too high...)[/quote] If we normalize this based on their 12 fleet supply (21.75 * 10 / 12), we get 18.125. In other words, the number you just said still leaves them as the lowest DPS HC on a per-fleet command basis. This is before we account for the fact that it's likely they have fewer attack upgrades than the other factions do. This is why I think 25 is a bett

113 Replies 269,805 Views

Probably not. At this point, there are going to be two more micro-expansions like Entrenchment, and those are too small to include a full campaign. Who knows, maybe there will be one someday, but right now there's no indication.

19 Replies 26,368 Views

[quote] ingame example:pirates - most of ICO fears to play with pirates and doesnt know how to deal with them.nubs.meh.[/quote] Honestly, pirates will predictably attack one or two planets. Put up a few turrets and send a low level capital ship, and it's free experience. Sun Tzu's dividing tactics are not as applicable to gaming as they are to reality. This is because in games there are seldom the concept of supply lines, and the distances armi

12 Replies 10,482 Views

The reason I erred on a high number is because their attack upgrade is very expensive (the first level doesn't become available until level 4 iirc, which is higher than any other attack upgrade). As a result, the other HC's can easily have +10% or +20% researched before enforcers are even unlocked. I think upgrades notwithstanding enforcers should be the strongest HC, because Advent are the strongest once all upgrades are accounted for, and TEC brings out all of their HC upgrades

113 Replies 269,805 Views

Vasari units are typically higher supply. Light frigate, flak, scout, and heavy cruiser are all the highest command cost of their respective unit classes. The LRF is the only combat-type unit which Vasari do not have the highest command cost. I think this is part of their faction flavour, and shouldn't change. Increasing their performance (rather than decreasing cost) is the way to go IMO. I think a damage buff would be the best approach; if I could hazard a ball

113 Replies 269,805 Views

The original Overlord was a decent game, but if the sequel is just more of the same I'm not interested. Storyline was too linear, minion controls were finicky and frustrating at times, and there wasn't that much to actually do. A lot of the boss fights were overly scripted and it was trial and error until you figured out the timing and positioning the devs had intended for you to use. Game had potential, but it was still a ways from tapping it in the original. If thi

11 Replies 43,491 Views

The biggest surprise in those results is Advent's performance against Vasari. The TEC vs Vasari results don't surprise, and the TEC vs Advent results are almost exactly as I expected them to be. I'm extremely surprised that Advent won (by a considerable margin, no less) the unupgraded battle and low-tech battle against Vasari, but what surprises me more is that the improvement to maximum tech was negligible in this case. I'd be interesting in knowing how that happened.

113 Replies 269,805 Views

I'd agree; this is a fundamental flaw with unlocked teams as it's implemented currently. There only [i]needs[/i] to be one loser. While the AI's are a bit psychotic (to say the least) and this keeps things interesting in singleplayer, in multiplayer humans just end up forming an overpowering team and claiming victory. Hopefully the next expansion addresses this, and I agree limiting the number of winners is the best way to achieve this.

2 Replies 4,244 Views

The problem is that multi-star maps are absolutely MASSIVE. There are no mid or small-sized multi-star maps. You have to use galaxy forge (or a stock map, but there are only 2 or 3 maps like this) if you want solar systems with fewer than 10 planets each, which is a shame because those are actually very interesting scenarios. Goes back to the simple issue that we can't transfer maps. We're stuck with stock maps and randomly generated maps, and that's a bit of an over

9 Replies 8,567 Views

[quote]one (if not the MOST) useless ship.[/quote] Nah, siege frigates have that distinction. Subjugator and Subverters are on relatively equal footing, and personally I prefer subjugators to heal caps. Small quantities, manually managed. Otherwise, I totally agree with you. This is a unit that requires painstaking attention to detail to be effective. It [i]does[/i] have the potential, but it can't be used en-mass because of this. </

10 Replies 47,085 Views

[quote] Option 6: Domination on the Rapture Capital Ship [/quote] Actually, if you dominate a guardian in the middle of their army and use repulse, it can be absolutely devastating. The repulse will go off right in the middle of their army, pushing all their illums into range of your units!

8 Replies 3,958 Views

[quote]I think these abilities are the only thing these ships have going for them[/quote] Energy amplification and microphasing auras are extremely potent. They're not as noticable, but they're working in the background giving a very decisive advantage. Because they're both passive, this saves anti-matter for their primary abilities, so it really works out very nicely. [quote]I guess my point is that I feel Carrier Caps should have stronger SC abilit

45 Replies 142,907 Views

TEC starbase is most dangerous for the big red button. Basically, don't ever consider fighting it in close combat. However, it's largely helpless to long-range bombardment from either bombers or anti-structure cruisers, and will need support to take these out. The Advent starbase is most dangerous for meteor control, which can annihilate large fleets that engage it shockingly quickly. It can even take out long-range attackers like the anti-structure frigates. T

14 Replies 42,964 Views

The superweapons should definitely remain uncounterable. They are supposed to be tools to help break stalemates at the end of long games, and any ability to neutralize their effect would be a bad thing, in my mind. Besides the fact, as mentioned, flak frigates don't really need any improvement at this point in time.

18 Replies 32,726 Views

Some graphical effect for missile barrage needs to be visible at larger zooms. The new graphics haven't changed much because we have to have our zoom so close in to actually reveal the graphic that the increased visibility isn't necessary!

7 Replies 10,579 Views

Carrier Caps: nay nay nay yay yay If you're going to bring up support cruisers (with a buff in mind) should be subverters and subjugators. Cielos and Overseers are fine; not great, but they're doing their job. Again, I think siege frigates are a good potential topic to vote on, since that unit is completely unused in the current build.

566 Replies 1,292,107 Views

[quote]Capital Ship carriers have been a bit lackluster and underappreciated by players and the developers.[/quote] Sova I can see calling lackluster, but Skirantra and [i]Halcyon[/i]? Gimme a break. Halcyon is fricken awesome, one of the best caps in the game, and Skirantra is absolutely critical for any Vasari player who is using strike craft. Yes, they're overshadowed by the Progenitor, Jerrasul, and Marza, but those caps overshadow [i]everything[/i], not

45 Replies 142,907 Views

Kodiaks are definitely the best overall. Their relevant upgrades are very early in the tech tree and they offer a great economy in terms of performance for their cost. If it runs late game, however, and Advent manages to finish the plasma research line, I'm shifting to the destra's camp. That thing is ridiculously difficult to fully upgrade, but it's fricken scary when it is. I think the Enforcer is a great stand-alone heavy cruiser thanks to its self-healing ability,

113 Replies 269,805 Views

I don't think the illuminator is the problem. Someone has to have the strongest LRF, and that happens to be the Advent with illuminator. I think the problem is that the current meta-game overvalues the LRF to such a degree that having the strongest LRF is an overpowering advantage. This, combined with the fact that the guardian can negate heavy cruisers, is the problem. I think the focus has to be on the game mechanics to make strategies like the battleball less effe

8 Replies 9,465 Views

It was a complete and total abuse when people would just scuttle the units that RA gave them for money, basically allowing you to use phase stabilizers as extra trade ports. RA can still be used to raise a pretty substantial army at a low cost very quickly, but it's a much later game feature. It's certainly not in the "useless" bin of upgrades. There still remain several upgrades which are absolutely or borderline useless because they cost so much to bring out and ha

5 Replies 3,211 Views

You can't compare the battleships directly, because they aren't [i]really[/i] equivalents in practice. The Kol fulfills an anti-strike craft role and is an excellent tank. The Kortul drains anti-matter with its attacks, can disable strike craft, and has a decisive edge in any battle of attritian. The Radiance is dedicated to the role of disabling capital ships. All three are strong damage dealers and the toughest caps of their respective factions, but this is the only

71 Replies 37,353 Views