I think most players could live with 2 or 3 names. 1 is kind of harsh. As people change clans, they don't want to have to delete their name to create a new name with clan tags. I could still live with 1 -- however dedicated smurfs will just delete and recreate names in their 1 slot. It would cut down on smurfing though.
Cykur
Yup, it can be annoying. It is also pretty annoying when you get into a game jamming up a slot and complain until people leave, and then you announce you didn't want to play anyhow, and then you leave. I've seen you do this three times in one night. Kind of wastes everyone's time. Felt you should know, considering how you complain so much about everything else.
[quote]Perhaps mitigation could be a fixed value all the time since you can't order ships to spread fire anyway. Even AI targeting uses focus fire so FF is pretty much always the case.[/quote] I don't think mitigation really needs to be fixed. It has been working for a year. If mitigation were constantly high, very small numbers of ships would be near useless.
Working now. [e digicons]O:)[/e]
No fair, I'm still waiting! =)
[quote]The mitigation issue is not really a problem. It will only really happen with extremely small fights. The focus fire of any sizeable fleet is going to max the mitigation quickly. This only came about because JJ chose to test 1v1 ship. [_]-Greyfox[/quote] True, this is particularly apparent in a 1v1, but then again Illuminators that are being driven around and through fleets are spreading their damage on multiple targets and hitting ship
[quote]While I agree with you in the general case, I think this is matchup dependant. The egg is definitely at its best and the progen at its worst in the Advent vs Vasari matchup, so if we're speaking specifically about that situation then I have no problems saying that the egg is the most powerful cap out there.[/quote] This is how I feel. They are both awesome with the added benefit that the Egg destroys the Progen, so Egg is #1 in my book.
I personally think Egg is #1 as well. Progen is very good though..probably #2.
[quote]I've read probably a billion comments on what to do (if anything) about this issue and its been debated endlessly here at Ironclad as well. Anyways, here it was is changing in the 1.03 patch: -Carrier's squadron buildrate penalty with enemy units in the gravity well reduced from 25% to 15%. Now before I'm bombarded with another billion comments, let me explain the situation and why we've made this course correction. First, our inhouse testing and modell
Destras are just fine. They have less hull and more shields and DPS, but are otherwise very similiar to Kodiaks in capability and cost. They just don't get made much because most Advent players would rather make more Illuminators.
[quote]In practice, you rarely see superweapons. In fact, I've never seen superweapons used in a multiplayer game.[/quote] You are playing different multiplayer games man....I see superweapons in probably 2/3 of the large Entrenchment games I play.
[quote]Advent has: Better LRM Better Flak Better HC Better Caps Better support cruiser (gardian) Better late game econ then TEC Basicly better everythign in the end right?[/quote] Better LRM: Hands down YES Better Flak: While Advent has highest DPS, it has lowest hull+shields. And Sentinels take 5 supply instead of 4. All fairly comparable. Better HC:&nbs
[quote]The Illum still needs to be toned down a little BUT ONLY A LITTLE. I'd like to see them get a reduction to 1 Armor and say ballpark -50 points in health and shields. Make them frail so they can't stand alone. They do their job. They're fleet destroyers. They just need to be less beefy so the damn counters don't have as hard a time as they do now. Scouts fend off Illums easily early. In late game, HC's do it well enough. Repulse can make things extremely unfair, but that's a
[quote]You cannot proove the illums overpowerness through a 1v1 test with Kanraks. Even though the kanrak and illum are both "LRF class" , they both serve their respected races in different ways. You have to look at the big picture. Advent as a race isnt overpowered because Vasari have their own strengths to compensate for the kanrak.[/quote] It is an interesting comparison of utility. I will say, each race has its own strengths. The strongest I
Interestig test. I always assumed the superiority was because some of the sidebeams were managing to fire forward by having the target barely be in their arc. I've played enouch Illuminator vs Assailant fights to know how much more devastating the Illuminator is, but didn't know the exact mechanic. Slower shot cycling would make sense, because the Illuminators and those sidebeams would, ON AVERAGE, be shooting lower mitigation targets more often, while Assailants using
That Cykur guy isn't that good anymore. He barely plays. I doubt he is even tier 2 now that he lost alll his skillz.
Logitech MX Laser
[quote]Well you suposed to need at leat 20 to lock up 40 ships. Goign base on hoshikos were 20 will demo bot 40. Removing 40 ships form combat of your enemy is extremly usefull. The effect compiounds over time. If you had 10 ships locking up 40 ship then they woudl be oped.[/quote] I don't know about the 1:2 ratio...it all depends if the enemy fleet is clustered or spread out. The main differences are Hoshikos cost 1/2 the resources, and a bit less credits too...they are tougher, they are re
[quote]Sub will also completly shut down the enemy ship by locking it in phase space thus you cant fire at them either their just taken out of the fight.[/quote] Trust me, you can fire at ships locked down by Subverters. If you couldn't, they would be worthless! The problem is you need so many Subverters now that you are pretty much winning anyhow. I find them more useful to catch runners than I do for changing the course of a battle, like you used to be able to do in 1.05.
[quote]Why can the Guardian have area effect abilities, and not the Subverter? [/quote] All of the Subverter's abilities ARE AoE....the Subverter just got heavily nerfed in 1.1, so it is not used as much (which is when the other races became dependent on Carriers to fight Advent, btw). In 1.05, massed Subverters were the ships that saved you from an Advent Battleball and countered repulse and Illuminator swarms.
[quote]75? 25? As far as I can tell it was only 10% (500 down to 450).[/quote] He wants a definitive answer as to what the exact build penalty is for carriers. People are more upset about previous patches nerfing carrier build rate in hostile gravwells than they are about the current 10% speed reduction.
[quote]does the magnetic cloud change mean we also cannot build starbases anymore? I mean I'm pretty sure mines were the main target here, since these do not require am.[/quote] Yeah, I would expect you can't build SB since these are abilities of the construction ships (or Vasari Colonizer). Since mine deployment requires an ability to use, we won't see them in the magnetic clouds either.
[quote]How about adding them again but to capture them you need to build a SB there. First to build gets the neutrals. To take them over you need to build your own SB and destroy his. Should there be other SB in the gravwell neutrals should transfer by the Build order the SBs were built. Would be interesting.[/quote] I think the Magnetic Cloud would prevent you from building SB in the first place.
[quote]This may sound newbish and correct me if Im wrong but from Im reading if there are neutrals in a Magnetic clouds now there is literaly no way of getting them now?[/quote] There never was any way of getting them. Which also happens to be why there are no neutrals in magnetic clouds. Go figure.
Blair! I am amazed it took you so long to reduce carrier max speed! I figured you would do it in the next patch after I kited all your assailants to death about 6 months ago! I tend to agree carriers should be a little slower. Now if we could just get the carrier build rate penalties cut in half! The Marza nerf is pretty mild. I think it is a good change, and I use the Marza a lot.