Cykur

Cykur

Joined Member # 635909
4 Posts 495 Replies 888 Reputation

[quote]well it doesnt look too good. the change log for entrenchment 1.03 only nerfs carriers more. their speed is being reduced and so far it looks like nothing has been done about the -75% build time. I really hope the change log is incomplete. but it doesnt look that way [/quote] There is a tentative changelog out there for 1.03? I looked and couldn't find it... I didn't think they posted those unless there was a beta version. Can you link it?

73 Replies 143,159 Views

[quote]I was trying to make a point, Top Vasari. I don't think that they should have their neutral grabbing scouts taken from them annoying as they may be because I think that would be unbalancing in other ways. I was stating that JJ is asking for a relative buff to vasari because he didn't ask for any changes to them which he plays a lot. Nerfing illums is not the answer. Un-gimping fighters/carriers is more in line to be the answer. That provides a balance to LRF in general rather than

73 Replies 143,159 Views

I don't really think the Illuminator should be nerfed. It just needs a counter. The problem is with the carrier nerf, the counter to Illuminators is easily defended against and battleballs become hard to fight. As a Vasari player, I don't mind the early to midgame engagements with Advent because I expect to have other advantages helping me be competitive against the Illuminator. I think the problem people are encountering is that endgame the Advent battleball h

73 Replies 143,159 Views

[quote]Seriously? Wow, that's interesting. Do you happen to know in which manner they appear? Is it like every 1000th game where all pings are shown, or is it more like every 1000th ping is shown? What I mean is: does it happen randomly, or does it always happen if some conditions are fulfilled and the rest of the game is "screwed"?[/quote] I have no clue....I just see them sometimes. I never ask the other team "How much are y'all pinging 'cause I just saw one!" I do

7 Replies 6,503 Views

Phase stabilizers sometimes take a while to go active, even after it says "phase node" in the system description. I also saw a problem a couple days ago where my planet got bombed, and I recolonized it, and the in system phase stabilizer stopped working for a bit AFTER I recolonized the planet, forcing my ships to have to take the "long path" to a nearby system. It started working again after a few minutes though. If you find a reproducible bug, like the one way phase jump

4 Replies 3,810 Views

I agree the Marza could have a target cap for Missile Barrage...even if it is 30 or 40 ships. It would still inflict tons of damage with that target cap, but you wouldn't have situations where a couple Marzas destroy the entire enemy fleet. I also agree that carriers should have the build penalty reduced. The Carrier / Illuminator problem is related. Illuminators didn't seem too strong before the carrier nerf because you could successfully use carriers to fight them.

73 Replies 143,159 Views

Yeah, sometimes you can see the other team's pings. They are "silent" pings and only show up on the screen, you don't hear them. I could have sworn they were supposed to be fixed in one of the patch logs a while back, but I still see them now and then. I think it was worse several patches ago, I don't think it happens all the time anymore. Maybe if someone is really ambitious, they could form a game and try and figure out what conditions cause them so it is reproducibl

7 Replies 6,503 Views

[quote]I watched this and dont understand (did i dl the wrong thing?) Cykur loses his colony frig to militia and then loses his marza to militia. All while 10 LRMs sit idly two jumps away and his fist ast and desert remain at initial pop (no upgrades). (im stuck between laughter and confusion at this point) about this time the replay minidumps... (btw does anyone know how to fix this?) but PEOPLE PLEASE tell me what i missed. all i saw was a bunch of 'seemingl

18 Replies 77,453 Views

[quote]It seems to me that where the tale is really told... is in the statistics screen. Cykur had an actions rate of 400. Second place was at 60. Which seems disturbingly odd... either the statistics screen is for some reason wrong, or everyone else was really slow. [/quote] Actions has been broken for a while. Also, when you watch a replay, I think it shows YOU'RE actions, not the original ones, so as you change views around and

18 Replies 77,453 Views

[quote]You didn't buy the second tier of phase missile upgrades until about hour 3 (which in a normal game would essentially mean never). Even more puzzling, you researched the ability to create Overseers MUCH earlier than this, but only bought a handful (if even that) of the unit. To me, it would seem like the phase upgrade would be much more valuable as it affects the units used the most throughout the game (assailant, fighter, bomber, skirantra, kortul). Is there some sort of co

4 Replies 11,971 Views

If someone goes very carrier or support cruiser heavy and skimps on LRF, then the LF's become useful. Some games I make no LF because there is no reason to, other games, somebody attacks me with all carriers, and I go to town on them with LF. Eventually they realize and start making LRF, but they lose a lot of carriers in the meantime.

14 Replies 5,435 Views

I thought LF's did turn a bit faster? I know carriers turn slow as molasses when they are not moving...I kind of thought turn speed was tied to general acceleration speed? Maybe one of the modders can clear it up, they know the guts of the game pretty well. And it is a pretty well known micro tactic to move your targetted ships past the enemy formation to turn them and make them waste time while the rest of your ships keep shooting. LF's would have to be damn fast to

14 Replies 36,140 Views

[quote]And there is the great secret to beat Cykur (and JJ, Tyr etc...) - kill their allies before they kill you [/quote] Or team them with someone who leaves their colonies at 10 population.

18 Replies 77,453 Views

[quote]After watching the cykur replay, I was actually pretty surprised to see that he built no cobalts and simply sent his Marza in alone to handle the early militia clearing (even against a kodiak guarded world). Is this a plausible strategy with all of the caps? Or does it work mainly with stronger caps (high health and damage)? In particular, how well would a Progen, Akkan, Sova, and Halcyon respectively do on their own?[/quote] I don't always

7 Replies 3,110 Views

[quote]The first thing he noted, was that Illuminators beat out assailants because of their side beams. Get them out ASAP and run them into the middle of the assailant formation. He also noted that because of the expense of carriers, you're best bet is to pump out LRFs before carriers, and THEN start in on the carriers. If you can't get illums out quick enough, he noted that massing scouts is a good counter to LRFs because scouts do double damage against them AND because they are M

18 Replies 77,453 Views

No, there is not really one spot with especially amazing gameplay. It was pretty consistent instensity for 5 hours. If there had been a spot of exceptional gameplay, the game probably would have been over in less than 2 hours.

4 Replies 11,971 Views

For all the times people say a Sins game is usually over in 45-60 minutes, I would like to present to you flip side of the coin -- just how long a Sins game can go when neither side can achieve a decisive advantage over the other. I was only intending to play for an hour or two, and pretty much had to write off the whole morning because I didn't want to throw in the towel on this game. =) This game is also a prime example of what happens when your ally is not a noob, but a

4 Replies 11,971 Views

For 1.16 / 1.02 Agree that carrier build penalty for hostiles in gravwell is a bit high. Disagree that LF's are too weak -- tougher carriers means more necessity to have LF's. Agree that Marza could use a target cap for Missile Barrage...even if it is 30 targets or something... Agree that Subverters were overnerfed in 1.1

46 Replies 67,527 Views

Ultimately, players rating players are going to be subjective. Not everyone is going to agree with every rating. Rather than state my own opinions to players skill, which is kind of irrelevant considering I barely play, I would encourage people who disagree to create their own skill rankings. Or maybe set up some kind of process to review players, since so much of the framework is already in place here.

1,090 Replies 1,836,756 Views

[quote]You guys still haven't answered my question. What is the TEC's weakness?[/quote] The closest thing TEC has to a "weakness" is their difficulty in dealing with fleets using Advent Guardian Repulse to throw the Kodiaks around late game. They don't have many glaring weaknesses, though they are dependent on their repair ships and require a bit more fleet diversity before they can start steam rolling. This makes them a bit weak very early in the game.&nbs

33 Replies 21,275 Views

[quote]I never said they were bad. I said they were overrated. Marza and Kol fanatics talk about them as if they're in the same league as the Progenitor or Evacuator. As far as the early game is concerned (late game TEC capital ships really mature and come into their own, and that's another story) they just aren't comparable with the high-end capital ships the other factions field. They're merely above average capital ships.[/quote] We are just splitting hairs then...I think we bo

28 Replies 88,762 Views

[quote]First of all a common misconception: the Akkan is not a low damage capital ship; its DPS is actually just a hair below the Marza, putting it at second place overall for its faction. The catch is that it's a side-shooter, so half its firepower comes out of one side and half on the other. If there are no enemies on one side, its firepower is cut in half. Maneuver the Akkan into a good position and it easily matches a Marza for DPS.[/quote] Agree -- it also has a the extra str

28 Replies 88,762 Views

[quote]I haven't tested the superweapon theory, but it seems like that would fit into the theory (since firing it is technically an "ability").[/quote] Actually, it doesn't fit the theory because other abilities are not lost. That is why I mentioned it, it is the exception, right? Trying to think of other abilities that could follow this other than superweapon? I'm probably not a good person to know....people don't get my labs that often. =)

10 Replies 3,770 Views