Cykur

Cykur

Joined Member # 635909
4 Posts 495 Replies 888 Reputation

Welll....while I can understand why it is fun to post a replay of someone you want to see humbled, there really isn't much to be proud of here. HuyMac's ally was slightly above worthless. Your ally was much better, but had the misfortune to be on the frontline and did his job of getting beat up while you maxed out your neutral economy. HuyMac played an aggressive game based on the false perception he had the biggest econ / owned most of the map. You could say his "inst

8 Replies 10,090 Views

Repulsion should probably not affect caps. It has always bothered me that just a few Iconus chain stunning caps can prevent them from escaping hostile fire. By mid-game everyone has to retreat caps sometimes.

99 Replies 39,266 Views

In addition to the points mentioned, the main advantage of Hoshikos is the 360 degree use of repair. Vasari Overseers have to face their target because their repair is front facing, and Advent Subjugators are front facing and Channeled so the effect can be interrupted if they move or are blown up. Hoshikos are very straightforward to use -- they just work much better than the other race's repair ships.

11 Replies 6,830 Views

This is a very good point. In fact Civ IV has mechanisms to counter this form of exponential growth. The way they did it was by having cities be less efficient / have higher maintenance costs depending on how many total cities exist or how far they are from the capital. Higher level techs and forms of government made it possible to cost effectively grow your empire, but if you did it too fast at the beginning of the game, you could find yourself in a situation where you had

37 Replies 32,416 Views

I am not sure why it wouldn't work. It would be hard to use if your subverters are all over the place, but it is good when a fight starts and you have a cluster of subverters. Alt click..selects the subverters...hold shift, give a move and attack order....tab ...hold shift...give a move and attack order...tab....hold shift give a move and an attack order....repeat a few times, there done! Is my cap dead yet? What are my Assailants shooting at? Meanwhile, Su

9 Replies 5,903 Views

I have said it before, for people who want stronger caps that have a really significant impact on gameplay, Distant Stars mod will deliver. And it has new content which enhances the game experience without really changing anything major about how the game plays. And it looks and sounds better. And people ARE playing it online and have been for quite some time. Chances are unlikely that any one mod will become the community standard because it is impossible to d

26 Replies 55,308 Views

Micro and Macro are both important. Many are won my Micro, especially early in the game. Many are won my Macro, especially later in the game. I will admit the speed of Sins has gotten progressively faster since it first arrived. Quick Start, Alloy Speed Boost, and the new Faster speed settings have made it a faster paced game, but it still doesn't play as fast as most RTS once the game settles in and fleets start to grow up. My least favorite part of the game whe

22 Replies 41,260 Views

Its supposed to be a Brick. I actually think 25 antimatter is too low in its current implementation. It only has to spend antimatter on Flak Burst or GRG. Unless it is in strikecraft suppression mode, it can run GRG to its hearts content. Finest Hour actually nets more antimatter than it costs, so once you have Finest Hour, it can run the GRG near continuously.

240 Replies 112,111 Views

I was just playing around with this mod a bit to see how it played. Magnetize does not seem to be working. It just shows up as an interrupt, but is no longer sucking up strikecraft.

240 Replies 112,111 Views

Illuminators had a damage bug for a long while and good stats, so they just destroyed Assailants & LRM's. Then their stats got reduced a bit, and then the bug finally got fixed. I haven't played enough to really see for myself, but maybe they need help again. It is just the way of things...there was a time when the game first came out that Illuminators were the weakest, and if they can't beat Assailants anymore, maybe they have come full circle again after two years.

16 Replies 13,874 Views

No, the devs provide mod tools and help the community by making it easier to mod their games than if they didn't have these tools. They wouldn't do this if they didn't like it, but it has been long proven that modders are a big asset to the community by making new and interesting things to do with the game engine. Some mods are better than the original games and better than 99% of the games people want you to pay money to buy. Mods also are great for people who prefer a ce

13 Replies 16,994 Views

[quote]yeah the DS Capitals really come into their own in that mod, we even had to nerf them a bit in order to make it more balanced between cruiser/frigate vs caps but our MP games show some great cap usage (the Kol actually causes the enemy issues)[/quote] You can play regular Sins without caps if you want, but trying to play DS without caps is a disaster. I only played one MP game of DS a long time ago, and I built more caps than usual and just slaughtered my opponent with th

198 Replies 68,357 Views

There is a fansite for MoM that has quite a nice little mod they have been working on recently. The site is www.dragonsword.com. Go into the forums there and look for the thread for the "Insecticide" 1.40f patch. It has a few AI/bug fixes and adds more powerful raiding parties to the game, etc.

35 Replies 93,700 Views

@ Darvin -- I'm of the opinion Carrier caps need to be reigned in just a little bit. I think all caps have their uses, and while it is true some are best early game, if you go trying to rebalance the game based on the buffed out Carriers we are going to have other problems to contend with next patch. If you think buffing up the other caps and carrier cruisers is a good solution, then there is not much reason to nerf LRMs because you will need them un-nerfed just to have a frigate

198 Replies 68,357 Views

[quote]I do think that scouts fill a very important role for early-game light frigate support. I'll agree that the Advent variety was running amok, but I didn't see this for TEC and Vasari; it was only LRF-massers that got hammered by them. [/quote] The Vasari scout wasn't so bad...I think all scouts needed to be where the Vasari scout is...and I posed a replay of myself killing an Unfair AI with nothing but Vasari scouts. The TEC scouts were just as useful as the Advent s

198 Replies 68,357 Views

[quote]Make fighters too powerful, and this plateau value drops too low and HCs become too difficult to counter....make fighters not strong enough, and you can't wittle the bomber count down fast enough to protect SBs and caps...this is a very fine line I don't know if I really want to mess with it... When players realize that LRFs are not the amazing cap killers they used to be and are not very good against flak, they will build more LFs, more HCs, and Capital ships will survive l

198 Replies 68,357 Views

[quote]Only problem I've got with vasari are skirantras and skirmishers. Skirantras are OP in terms of scramble bombers and thats it. Skirmisher takes too much fleet supply and once you do research Weapons and regeneration) is very weak and expensive and therefore most players skip them altogether.[/quote] After the general LF buffs a while back, the upgraded Skirmisher really isn't bad at all. It actually does really well when microed in small fights where you keep their casual

198 Replies 68,357 Views

[quote]Now, before I go nerfing phase missiles, I want to address some other issues that, indirectly, may affect the power of PMs... Right now the backbone of every fleet is LRFs and Bombers...later on, HCs become relevant, but for Vasari and TEC LRFs are still dominant...on a conceptual level, it is my belief the core of a fleet should be LFs and HCs, not LRFs.... Ultimately, I feel ALL LRFs and Bombers need to be slightly weakened...this will affect Vasari the most, wh

198 Replies 68,357 Views

[quote]I agree that less Vasari ships should have phase missiles. Almost every Vasari ship has them while only Enforcers have wave cannons. So I would start with replacing phase missiles on Fighters and Sentinels with wave cannons. (those sentinels sure pack lots of missiles, rapidly firing them from 4 launchers )[/quote] I could see taking away phase missiles from fighters & sentinels. They could get the same Pulse Gun damage type the Skirmisher uses, not the wave cannons.

198 Replies 68,357 Views

Illuminators were made into Anti-Medium for a good reason. You used to be able to able to overwhelm Advent with pure Light Frigate spam. Not everyone, mind you, but against the average competent player, I could just make nothing but LF's and over-run them. Advent players cried, "We don't have Anti-Medium!! Illuminators suck!" And the patch came, and the rest was history...Illuminator was the meanest LRM on the block until this current patch when its bugged

71 Replies 116,518 Views

You are looking too hard at too many different areas...it only takes a couple changes here and there to adjust the whole way the game plays. Vasari used to be arguably the weakest and most challenging faction to play, and they always had Phase Missiles in their current implementation. In fact, for the cost, Assailants are crap ships without Phase Missiles scaling to make them competitiv Biggest problem here is the Skirantra got way overbuffed. I personally think all

198 Replies 68,357 Views

Fleet is too small. The Torpedo Cruisers could do it if the Orkulus is busy fighting something else, otherwise they will die. You need about x3 as many carriers unless you want to be there all day. Bring Hoshikos....

13 Replies 7,270 Views