Cykur

Cykur

Joined Member # 635909
4 Posts 495 Replies 888 Reputation

Well...everyone keeps talking about situations where their "fleet is away" or a Starbase is snuck onto their world while they are fighting. I agree, it can suck, but it does take resources and research to put that Starbase there that would have otherwise been spent making a fleet. I also find it sucks to have a Halcyon, 30 Scouts, and 15 Disciples show up while my fleet is away too. My vote would be that Starbase build speed is ok the way it is, based on the current balanc

913 Replies 1,712,536 Views

Not sure why everyone assumes they have to start building a fleet after the starbase starts building on their HW. They should have a fleet. The other day I destroyed a building starbase with 17 scouts, 2 disciples, and my Marza. It isn't that hard to kill it while it is building unless your fleet is tied up somewhere else or you are fighting 2 people at once.

913 Replies 1,712,536 Views

[quote]Uhm..I..actually miss the point of this thread, not much exciting to watch a replay against an AI and if you intend to play online the AI is a bad trainer since it's rather predictable and require all another tactic than when facing a human opponent. Anyway, 1 Unfair AI is a little bit too easy...perhaps try more? (obiviously all teamed up against you) Lo[/quote] Yes, it is different than playing Online. Did you watch the replays?&nbsp

34 Replies 68,112 Views

[quote]Ya those replays pretty much prove your point about scouts.You killed 4 sb 2 of which were upgraded 3 weapons and 3 health.You beat those sb with only 3-400 scouts.The really interesting part is the stats at end.I didnt watch past the last upgraded sb cause all ai had was fleet but by that point you did more damage hull wise than the ai with its diverse fleet and the really interesting part sb too.Really shows the efficiency of the scout is off.[/quote] Yeah, it was a bit more

34 Replies 68,112 Views

[quote]Because even tho its a gamble it can end the game.Fairly high payoff.If it doesnt work the enemy fleet is still in his home space and you have time to prepare.Its not an actual end gamer for a vas tho it can make it very hard for the player if you lose it.[/quote] The reason people hate SB rushing is from multiplayer games where the Vasari SB rush is part of a team tactic. Yes, it is deadly in this situation, but mainly because of the teamwork involved.&nbs

913 Replies 1,712,536 Views

Just a note about SB rushing....in a game I was just playing as TEC, a Vasari AI tried to sneak a SB onto one of my worlds...I was fighting the AI's ships, and chased them off and I noticed that while I had been fighting, it had started building a SB. (way to go AI!). Most of my cash had just gone into my own TEC SB, which of course was not close enough to the Vasari base to do anything, so I immediately put my fleet -- 17 scouts and 2 cobalts, on it. My low level Marza had to chu

913 Replies 1,712,536 Views

[quote]Call it splitting hairs if you will, I find it has significant tactical importance. With the right backup or advantage in numbers, heavy cruisers are capable and in fact quite competent at killing carriers. You cannot, regardless of what support is on the field, use fighters to kill flaks. It just won't work. For that reason it's categorically different.[/quote] So by your definition, there are only 2 hard counters in the whole game? Flak vs Fight

28 Replies 18,223 Views

They build kind of slowly in enemy gravwells already....they slowed down SB build speeds once already back in beta. The main problem here is when someone feeds the Vasari player to SB rush you. In which case, you should probably ask for your own feed. The other time SB rushing is a problem is when my fleet is tied up fighting someone else....so really, these are 2v1 situations, hard for anyone to deal with. If it is a true 1v1 situation and the Vasari rushed you with

913 Replies 1,712,536 Views

[quote]Bombers are a counter to HC, not a hard counter. Compare flaks against fighters to bombers against heavy cruisers and you'll see what I mean. Generally it's viewed that two flak per (TEC/Vasari) carrier is a sufficient bare-minimum coverage. That's a counter ratio of about 4:7. A similar ratio for heavy cruisers to carriers would be 2 carrier to every 5 heavy cruisers. I'm sure we can agree that this will not cut it, which is why the bomber vs heavy cruiser counter is considered c

28 Replies 18,223 Views

[quote]This is not completely true, particularly in small gravity wells like asteroids. I find that heavy cruisers can in fact stay within range of carriers and force them to either jump or start taking serious casualties. Even with bombers you're on the losing side of this exchange.[/quote] While this is true, it is equally true that the carriers could just pick off 1 or 2 HC each time with a bomber pass before they jump or run. Based on the information provide

28 Replies 18,223 Views

[quote]For all three of those technologies, I think Pbhead got it right, they need to be lower tiered for anyone to care to use them. I would put them at tier 4 and 6, because to get a good economy going, each race needs AT LEAST 3, at which point "1 more lab to get a nice fleet helping tactical structure" might not be so bad. As I have said before, and has been mentaioned above, the Shield Generator is obsolete due to starbases and their much easier to get planetary protection. The only thin

913 Replies 1,712,536 Views

[quote]Trying to tread lightly here, but do you believe the opposite, i.e. as long as scouts are countered, you don't care that lrf are imbalanced?[/quote] When you say LRF, do you mean Illuminators? Illuminators are the most imbalanced of the LRF. Illuminators are too tough right now, and that seems to be partly due to a bug that was introduced that countered some of the small nerfs Illuminators were getting. I would like to see Illuminators working properly and bei

71 Replies 111,777 Views

[quote]if you field LRF, chances are his scouts will do more cost damage to your LRF than you can do to his scouts unless you have a massive numerical superiority. This is why I say it totally imbalances the game, because anyone who tries to field LRF will start to lose the numbers game as long as the enemy is spamming scouts. As long as fighters don't work as a sufficient counter ( and I say they probably never will without being OP in general ), I frankly could care less.[/quo

71 Replies 111,777 Views

The best thing to do is find a replay from a more experienced player and get some ideas from them. Some of the multiplayer replays are also very good to learn new tactics. I have a thread in the General section with a couple replays where I beat Unfair AI's, but it won't help you much since they are Entrenchment 1.041 replays. You should think about getting Entrenchment though, it adds Starbases and a some new strategies to the game.

9 Replies 7,750 Views

[quote]I guess this is where we differ. I think scouts and lf's are both, as I say in the OP, ineffective . Scouts are only good against 1. Seige frigs ( no one builds these online so moot point ) 2. Colony Frigs ( a nice bonus but anything destroys these ) 3. Other Scouts ( Rock vs. Rock.....favors Advent currently, I'd like it to be that it's an even fight for all three races) 4. LRFs (this is w

71 Replies 111,777 Views

[quote]I did a little messing around to see if Seekers were really as good a counter as they appeared to be on paper. Math doesn't lie! Seekers are an excellent counter! Thanks RA! I even have some examples in a game I posted recently in this thread: https://forums.sinsofasolarempire.com/369258[/quote] I still think that at 3 supply scouts would be a counter. They are still cheaper than a Illuminator. I've already spoken at great len

71 Replies 111,777 Views

I did a little messing around to see if Seekers were really as good a counter as they appeared to be on paper. Math doesn't lie! Seekers are an excellent counter! Thanks RA! I even have some examples in a game I posted recently in this thread: https://forums.sinsofasolarempire.com/369258

71 Replies 111,777 Views

Replays made while running Bailknight's mod will desync and crash if viewed on a regular Sins install. Is this expected? I thought the mod was just graphical and didn't affect anything else? I really like the enhanced graphics, but based on this info, it seems wise not to use the mod for anyone that plays online.....anyone else have a problem like this, or problems sync'ing on ICO?

273 Replies 928,928 Views

Here are two replays of me vs an Unfair AI. It is in fact a fortifier AI, because we hate to see Attack AI's building nothing but Siege. For the first two replays I'm building only Scouts because it has been suggested that they are ineffective units, while I think they are a little bit too cost effective. Mind you, the same people who suggest they are ineffective are probably the people who kill you online using scouts. Please feel free to critique and give feedback.

34 Replies 68,112 Views

[quote]I agree now. In that previous game, my opponent essentially overwhelmed me with a Scout/LF spam. He had 50 Arcovas and 15 LFs up in about twenty minutes, that just wiped out my fleet in minutes. And the Scouts I killed off just replaced so quickly. Even with just a supply increase, Scouts wouldn't be able to counter LRFs to soundly. Which should hopefully make Carriers and Flak a bit more useful. [/quote] Well go let Deceiver know if you want to change your votes around on his

71 Replies 111,777 Views

[quote]The folks who want to move away from scout spam should explain what will happen to the game if we adjust the scout, and why such a modified game will be better than what we have currently. For instance, will we move back to illum spam again? If so, this is better WHY? Since Cykur is both extremely knowledgeable and quite well-spoken (as well as being the nicest player I've ever had the pleasure of being face-raped by), perhaps he can take a crack at this?[/quote]

71 Replies 111,777 Views