[quote]Their carriers are the heart of an advent fleet, without repulse you could just rush some frigs or hcs to the rear of an advent fleet and destroy the carriers, bye bye advent.[/quote] No, carriers really aren't the heart of the Advent fleet. They were in patch 1.10 / 1.01 Entr. Illuminators are the main ship of most elite players since strikecraft can effectively be countered now, though it is smart to have some carriers to force the other guy to build counters. [quote]Repulse put
Cykur
I'm not entirely sure what you are trying to say by "being a bit previous" ... Windows 7 is not even out yet, though you have probably been using it as an MS dev partner. I certainly hope they have learned from Vista...I get tired of trying to help friends and family solve their Vista related problems. It is ironic how much you dislike the generalizations in the Mac advertising....because your post was full of hyperbole as well...bottom line, you don't like Macs, I get it. But from wh
[quote]That's kinda cute....Macs claim to be sooo sophisticated in comparison to the humble PC....that all that was needed was an equally sophisticated trick...and they are ALL turned to crap. Bang goes their holier-than-thou claim to being immune to virii, etc. Sad for Mac users...but about bloody time they were shown just how level the playing field really is....[/quote] Someone has a chip on their shoulder? =) Macs are just PC's running another O
[quote]Yes indeed. Witch is why the first thing I am fixing in my mod if the flak VS carriers. If the counter chain si reinstorad most problems will go away. The other change I done so far is with the Illumes. But one I get the flak carriers to were i think they should be and get the LFs anti AM abilaties doing decent shit, i'll look into repulse and stop it there. See how things play out. I hope you will be testing I'll be lookign into the feed from the high skilled players.[/quote]
[quote]I just had a thought on repulse, not sure if it's been brought up yet. But what if instead of it being an ability that pushes ships around, that it be more of a barrier ability. You use it once you set up your guardians to project shields and then everything outside the ball is stopped from getting in. So it'd be more of a proactive ability so you use it right before the battle begins. Any enemy ships inside the ball can get out if they want, but they wouldn't be allowed back in as
[quote]And yeah were is IC , after their last patch, witch did to few good to fix the game, they haven't said a single word.[/quote] I'm sure they read this stuff, but if I were them I wouldn't want to address all of these changes either. There are so many changes in these lists that it is plain silly...just a couple tweaks to ships or game mechanics can have a huge impact to the way the game is played -- if all of these changes were made at once, we would have to relearn the ga
(Oops, commenting on page 1 stuff....thread has moved on I see) Advent econ is not quite as bad as you make it sound. Generally you can get most of what you want with just 3-4 civic labs, which means you get just put the money into more tradeports rather than upgrading various technologies -- it is pretty streamlined, letting you focus more on the Advent military of Death in the early to mid phase of the game. Allegiance bonuses from tech and starbases are also very valuable for large emp
The main annoying thing with pausing a multiplayer game is that in game chat messages don't send until after the game has been unpaused. You can still talk via server chat commands to your friends, but it is pretty annoying trying to communicate to all of the people you don't know in the game, especially to the one who paused it to try and figure out wtf they are doing.
[quote]Returning Armada is never used. Imo, RA should be changed so that each individual phase stabilizer can only support a limited number of fleet supply points worth of ships. This way the ships you receive are free, but only unlimited as they get destroyed. Also, you can't use them to build up a fleet from scratch as they would only be good for reinforcements with this change. What do you think of this suggestion? Also, making them unable to give you ships that haven't been researched may
[quote]with nanoes and assilents before all the scouts take out your assilents you will be able to scare his marza away then you go to his HW where you have a SB almost built. unless he starts building lrms he will not be able to take down you SB with an early scout rush. If you dont want to be offencive you could also build a SB at your HW but then you wont be able to attack him as easily. its up to you.[/quote] We're talking about a rush. A
[quote]Specificially I'm reffering to the situation where a TEC player that starts 2-3 jumps away and sends his Mazda right to your homeworld and asteroid with a swarm of scouts and immediately starts bombing the hell out of things wrecking your economy.[/quote] Yes, this is a bad situation for Vasari, but you should see it coming when you see the other guy massing scouts and moving his Marza towards you. Vasari should always have built at least one military lab, so try and get
[quote]Serevun Overseer- Allow 'Jump Degradation' to disable passive regeneration? Not a good idea. Repulse- Increase cooldown rate? Probably not a good solution. Increased Antimatter cost would be better. Bottom line, multiple Guardians will be able to get the same effect either way....there has to be a solution to counter Repulse without nerfing the ability to uselessness. Light Frigate- Decrease LRF damage bonus to medium armor? Nah.
[quote]You really do have to give JJ, Tyr, Berzerker and some other folks who amass exceptional records with large numbers of games played. They were able to do it--in spite of other players wanting to compensate for their presence (or in some cases overcompensate or stack the teams against them).[/quote] The only time it sucks is when your team is saddled with the new to game weakest players and everyone expects you to magically save the universe. Then the other
[quote]maybe you have a way to crush a start base rapidly that i dont master actually... ?[/quote] It builds really slowly....you have to make sure you see it in time and get your fleet killing it before it is finished. If you wait until it is done, yeah, you have serious problems. If you think 1 is bad, just wait until someone feeds your enemy and they are building two on you at one time in two different places.
[quote]Random thing I noticed. For the record, if you decrease the damage bonus scouts get against light armor, you're also decreasing the bonus fighters get. Need I say more.[/quote] [quote]Correct. Both are anti-light, so unless you want to make LRF's unstoppable, don't do it...[/quote] Yep, an example of how small tweaks have a large impact. For example, in 1.10, carriers built fighters fast enough to be resistant to flak (which was having target selec
The support cruisers have abilities to help fight HCs. Advent Repulse pretty much renders HC's useless while you kill them with Illums. Hoshikos with Demo Bots are useful if you have enough Hoshikos to muck with the HC's while your other ships are killing them. Vasari used to be able to use Subverters, but they run out of juice fast now and don't give nearly as much bang for their buck....the HC's won't die fast enough and will just kill the Subverters most likely.&n
I kind of like Quickstart because it speeds up the game....Entrenchment games can go really long.... but I agree, it almost removes the "early phase" of the game that allowed Vasari their early advantage. Before Quickstart, Vasari countered their "most expensive" ship costs with an early neutral economy a full 5-10 minutes before anyone else could have trade up. As we know, mid game is a tough time for Vasari until they can start to implement late game technologies like Phas
It sounds like your friend is raiding you, destroying things, and then pulling his carriers out when they need to rebuild their strikecraft so he essentially is taking almost no losses while he whittles away at you. You could do the same thing right back at him with Vasari carriers. You also have to take the battle to his carriers after you have killed a lot of the fighters...don't let him rebuild in peace to come raid you again...keep the pressure on so he takes losses. This migh
[quote]Serevun Overseer- Allow 'Jump Degradation' to disable passive regeneration?[/quote] Not a good idea. [quote]Repulse- Increase cooldown rate?[/quote] Probably not a good solution. Increased Antimatter cost would be better. Bottom line, multiple Guardians will be able to get the same effect either way....there has to be a solution to counter Repulse without nerfing the ability to uselessness. [quote]Light Frigate- De
Krath is an effective scout + Marza rusher, though he got fed pretty well the time he used it against me. [quote]This is also why I try to not play rush maps. Rush maps are where you're hands are tied and there are only so many strats that can be employed. When the map gets bigger (not too big mind you), the options become more diverse and overall more fun. That's just me though. The fact that the majority of the community seems to love 5v5 huge single star and 4v4 larg
OK, as I've stated in previous posts, I'm not as pessimistic as the first presented scenario. Not all of the electronics are going to be destroyed, and not all of society would break down. That said, if you destroy the power grid with EMP it is not that easy to rebuild and has very severe repercussions to people living in cities (lets just assume it is possible, I totally agree this is a very improbable threat.) Los Angeles, for example, pumps in all of its water. So
I don't quit just because I've lost allies if I still think I can win. I've had several games where people on my side bailed or crashed, including a couple where all my allies got disconnected and I was still able to carve out a win. On the flip side, I've also had games where I was doing very well in my own part of the map and probably could have made the game drag out for an extra hour or two, but conceded knowing there was no way to win. I can understand that some
[quote]Which is why I think they should be very heavy and let bombers be the hard counter and lrfs be soft counter. With early game fleets being lrf based, and the cost of the damn things, siege spamming won't be a viable strategy, but they will be significantly tougher to kill. Also lets not forget that in entrenchment at tier 3 one can build a starbase and prevent the loss of control to bombardment, sapping much of the siege frigates power. They may be tier 1 and 2 but with the c
[quote]I disagree, giving Siege Frigs heavy armor will make the LF the hard counter, LF do +50% damage vs. heavy armor and they have +50% faster speed then Siege frigs. So, in theory, this alone should make LF a real threat to Siege Frigs. So if someone "goes Rambo" with Siege Frigs, all you've got to do is build LF. Even if they drop the supply points of SF from 14 to 10, you can still build 2 LF for the equivalent number of supply points. I say its a fair match.[/quote] No one is go
[quote]with very heavy armor, it doesnt mean a siege frigate is only counterable by bombers, it just means bomber are the only thing that can deal 100% damage to them. Siege are tier 2 and so are hangars. I feel with heavy armor, hangars will be used more to defend against them. Since siege frigates sole purpose is bombardment, I think they should be hard to kill with conventional early game units. If given heavy armor, a single bomber squad would be able to down them relatively quickly. Thei