Cykur

Cykur

Joined Member # 635909
4 Posts 495 Replies 888 Reputation

[quote]Cykur you got some good points in there, but I also play primarily Vasari, and while this strat has caught me off guard a few times, theres a few things I personally do to fight it back. And while I certainly feel that with the weakness of both the skirms and navigators make it particularly tough to manage an opposing army of similar units, watching how guys like JJ, Howthe and Fortune manage those types of fleets has taught me some important stuff. First, going on the defen

71 Replies 111,724 Views

[quote]P.S.S. If the scouts/lf's are in masse, where the hell's your fleet? If your enemy invests in a fleet, you have to invest in one too. And I feel this further cements that the users of this tactic are the users of the Illum spam: Going after the cap is something we saw a lot of when LRF was god, but now there's another tactic that's trying to do the same thing at the same stage of the game (first 30 min), and is actually doing it slower so as to allow the cap to make it to a repair bay,

71 Replies 111,724 Views

There are already a bunch of threads talking about this, but since you have your own now, I figured it won't hurt to cut and past some of my opinions from other threads: First: Scouts have serious limitations, but skilled players can use them effectively to get an upper hand before you can progress far enough to make their scouts obsolete. I can play any race, but I tend to favor Vasari. Vasari don't really have much of an answer to Advent or TEC scout spam.

71 Replies 111,724 Views

[quote]On a side note, the developers are recommending using flak for clearing mines, not the scouts themselves.[/quote] Well, you need the scout to see the mines, but yeah, the flak is awesome for clearing. Just group a couple flak with a couple scouts and make sure the scout is the fleet leader, put the scout on auto attack, and you can totally ignore them for a while..come back and a huge minefield will be gone. (obviously not if there is still fighting going on in the

37 Replies 121,732 Views

[quote]A lot of mod have similar problem... by example, the BSG mod, the 7DS mod, etc... seem that recent patch have mess up with the code... some very valuable people investigate it... once a solution is found by someone, i am sure that ALL the mod who have similar problem will be corected in a fast way...[/quote] Oh well, 2 steps forward, 1 step back. I'm sure it will get figured out. The thing that was odd about it, is it seemed like it DOES work in some

1,775 Replies 3,772,584 Views

[quote]I think this is a damn fine point that Cykur made. This may not even be an issue in "normal" start. If it isn't, then play normal start if you don't like the potential of a scout spam. Any balancing or rebalancing of the scout should NOT be around the quickstart option. Hmm... said another way, the game should not be balanced around quickstart.[/quote] I think Normal start games add a bit more strategy to the early game, but Quick start is somewhat of a blessing i

40 Replies 134,026 Views

I just don't like the game being dominated by Tier 0 units. Yes, Scouts do lousy damage, but enough of them will take out a cap. I haven't been able to play the last few weeks, but when I had a chance to play a bit last month, and people were getting me to retreat caps with their mostly scout, some disciple armies. Scouts are meat shields....they suck up damage from your secondary batteries while you are trying to kill the more dangerous LF's. They are replaced as fast

37 Replies 121,732 Views

[quote]I will agree about the Seeker. Not about the Scout. Not about the Navigator. As a matter of fact, I think the navigator needs a pretty decent buff. I really think there's almost an exponential drop off of how effective scouts are as the game progesses. I don't want them nerfed overall because I think that will bring back lrf superiority. I get why this strategy is annoying. It comes out so early that HC's aren't an option. It has scouts, so LRF's aren't an option

40 Replies 134,026 Views

[quote]Dang it. I copied the wrong line. It should be: # AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%. So, scouts were actually buffed as well, but not specifically against LRFs. [/quote] [e digicons]:D[/e] Well there you have it, they were buffed. This would be another factor that contributes to the current state of things, in addition to what I mentioned. I have old memories o

40 Replies 134,026 Views

[quote]Every ship has a weapon to be able to participate in combat. Even Colony frigates have a weapon to at least fend of other Colony frigates or Vasari scouts and defend neutrals. Scouts can explore- but every ship can fly around to scout out a place. It's just that Scouts are better at it. If Scouts were really nerfed, they'd be useless for just about everything.[/quote] Yeah, I don't think scouts should be nerfed stat wise so they are totally useless. I DO think they should

37 Replies 121,732 Views

[quote]Backtracking a bit, and hopeing to clear things up. Scouts WERE BUFFED way back in 1.1! Their damage was doubled against 4 types. And at some point, the Devs even made comments that they wanted to give scouts a bigger role, including minesweeping. It just took people a long time to believe they could be effective against anything. The reason I feel the current scout/lf spam is a problem, is because it is a mindless strategy. No labs, no strategy, no fun. Just

40 Replies 134,026 Views

Hey, I was playing around with the mod the other day and I tried playing TEC vs some of the other races. I found my repair bays were not working reliably..sometimes I had ships sitting next to them in need of repair and the repair bays were not autocasting on them. Has anyone else seen this? I have not noticed the problem when I was playing with other races using this mod, just as TEC. Certainly not a huge issue, but I thought I would ask. BTW,

1,775 Replies 3,772,584 Views

Nerf Scouts- Decrease hp/shields? Nay- Decrease DPS? Nay- Increase Cost/supply? Yay- The problem is not that scouts do too much damage...the problem is that they are too cheap. All scouts should cost about 250cr and take 3 supply. You still want scouts to be able to fight a bit or shoot down mines, but you don't want the cost / efficiency ratio to be so low that you reward players for spamming a l

913 Replies 1,712,301 Views

Yeah, like Pbhead pointed out, it is affected by the game income speed and by things like cargo holds -- but not allegiance. Allegiance only affects planet based credit and resource income. I think 0.06 is the "normal income rate" amount, right? I don't quite recall, but it sounds about right for the baseline. Someone who mods and looks at all the source files would probably have to verify it. If you take .06 and multiply it by 10 extractors (your refiner

5 Replies 4,692 Views

Magnetic clouds are good places to have strikecraft heavy fleets try and make a stand against ability heavy fleets. I've seen em used as such a couple times. They are graveyards for capitals which live and die by their abilities. I think the problem with lava / ice isn't that they have only 2 extractors, I think the problem is asteroids shouldn't ever have 3...they should only have 1 or 2. A string of asteroids at the beginning of a match can give one

913 Replies 1,712,301 Views

[quote]Actually, having them start with auto-attack on would require some reprogramming. Scouts with auto-attack on will fight before they'll scout. Also, technically the Light frigate is only the cobalt. The light frigs are technically called basic assault frigates.[/quote] Have you no sense of humor???? What is wrong with everyone...sheesh

913 Replies 1,712,301 Views

[quote]I hope that some day they actually give us dimensions on their vessels... because I know this game is not to scale in any way shape or form. I mean really, the Jarrasul would have to be several times the size of a Kol, lol... of course then it'd have several times the hitpoints, you'd think... and that would be imba as hell in game .[/quote] Yeah, it would be bigger, but not necessarily any tougher than it is now. The Jarrasul is a big colony ship with comb

47 Replies 16,240 Views

[quote]P.S. the Nimitz has a lot more aircraft on board than a SINS carrier cruiser.[/quote] Probably because there are NO aircraft on board SINS carrier cruisers.

47 Replies 16,240 Views

If you had pushed him back to one world, couldn't you have rebuilt your fleet? You might have lost some ground, but if you pushed him back once you could probably do it again. And yes, watch out for TEC starbase traps.

17 Replies 10,575 Views

[quote]Needless to say, after he spent all that money upgrading it (and the 4 repair bays), I just took my huge fleet somewhere else and he was left with a useless asteroid.[/quote] Yeah, this is the catch 22 of starbases....good job. =)

17 Replies 10,575 Views

[quote]1.) Returning Armada does not work, it's craptastic. But enjoy if you're winning already anyway Make sure that you have available fleet supply and the necessary resources to pay for your ships... sadly, they aren't free anymore.[/quote] No, it is pretty good. It gives you roughly a 50% discount on ships you were probably going to buy anyhow. I have used it many times to turn a fight around.....yes, the new reworked RA, not the old one. Late game I am usually u

58 Replies 41,508 Views

Reintegration works fairly well now...there is no reason to "fall back" to another system. In the time it takes you to leave and come back you could have self repaired your ships! Just repair on the spot, even in battle. The only reason to fall back is if you are getting pounded and need to retreat so you don't lose your fleet. Vasari ships are individually tough, even skirmishers, especially when fully upgraded. The problem is they are all extremely expensive, s

58 Replies 41,508 Views

[quote]JJ once took down my 9000hp 1st tier weapons upgraded Orky with 3 skirantras fighting it head on (their bombers helped of course), and didn't lose a singe one.[/quote] Heh...JJ is just the sort of ebil person to be using tactics like this....capitals are actually pretty excellent to fight SB, it is all the little ships that get shredded. You almost never see 3 Skirantra in the field, but if you do and the other guy knows how to micro their repair, then watch out.

19 Replies 19,597 Views