well to show how much quick start helps advent early game i timed some games i was advent and vasari With quick start on in 8 mins i got 15 assilents out, and in the same time 10 illums. Now here is the change in 8 mins with normal start i got 9 assilents out but only 3 illums. both these tests were on a fixed map i only had my HW and a roid from the start. I tried my best to make them accurate but the tests may be slightly different but the basic idea is there. <
top vasari
Many people are going to disagree with me but I think quickstart actually hurts the balance in the game. Previously vasari were by far the best early game because assilents are teir 1 and they can get nutrals with scouts. now Vasari only get a very very tiny advantage early game. advent and TEC can easily build 2 or 3 military labs and still pump out ships as fast as vasari.Before quick start it hurt your econ early game to get 3 labs at your HW, you couldnt do it and still outproduce a vasar
[quote]What's the point of the devs moving on to other issues before these are addressed?[/quote] RTS ais are never that strong. an ai will never be able to out think and outsmart a human player. The only real way for it to win would be give it a huge resurce bonus. Really Its too bad less people play online. The ai is a joke and will always be a joke no matter how much work is put in it. A computer will not be able to outsmart a human player, and it is too predicitble. the only real
[quote]But one idea is good - orkies should do a little less damage to particularly anti-structure ships. That'd be a good idea.[/quote] the only problem with that is as far as i know ogrovs have light armour. which is the same as lrfs. It wouldnt hurt for SBs to do less dmg to anti structure ships but their armor would have to be changed.
invincibility- then i can do anything i want and not worry about getting hurt.
i didnt vote this before but illums need to have a HP nerf. not sheilds but hp. right now they have so much health that they cream assilents even with phase missile upgrades. Not a huge one but maybe bringing it down to 500 or something.
[quote]Edit: another thing i have noticed... is that vasari players hosting a new map tend to pick maps that are one size too big for the number of players... while this reduces rushing a bit... it also means more neutrals.[/quote] i have seen that a bit. Rubee always hosts bigger than he will play. I usually never host bigger because i want a fair game not one with 2000 nutrals.
well the worst ive ever had is 4 jumps to the nearest planet from my HW. we almost lost that game.
this actually balances the game out because the vasari have the worst lrf, so they need money for upgrades and also all of their ships are more expensive and most take up far more fleet points than their counterparts.
my best advice to you is to create a game titled "new players only" or anything like that. It will give you the oppourtunity to learn with people at your skill lvl. Then when you get the bacics down you can play with more people and learn advanced stratagies. There isnt really a clan that would be good for you to play with because the 3 main online clans could cream almost anyone skilled or not. i would recommend starting at the bottom then working your way to the top and maybe joining a clan
im pretty sure that darvin is darvin
ok i have 1 Mhiggy. he played TEC and he went for a 2 cap start. someone rushed him with illums and killed one of his caps then he quit. he barely even played for 10 mins of the game. we would have lost if my opponents werent new.
ok for the enforcer i would like cheaper dmg upgrades and increased regeneration rate, and i have no votes for the other enforcer catagories. right now a hoshinkoe can repair pretty much as fast as the regeneration does for TEC but it does not disable weapons.
ok guys lets get back on topic to the vasari HC.
ascension has basically said what i was trying to. You can not kill gardians effectively with assilents or lrms. they do poor dmg to them. their illums will be able to tear apart your assilents befoer you kill them all because usually a good advent player will have around 10 gaurdians preventing you from killing them off. *slaps himself harder than volt slapped himself*
you are right charged missiles outranges repulse. but it does so little dmg unless you have around 100 assilents it is cheaper to just build another assilent because the dmg is so low. assilents themselves will outrange repulse but they are not a counter support crusiers have heavy armour which is the same as flack (which lrfs can not kill easily). really even with phase missile upgrades you will lose probably around 10 assilents (depending on how many you have) for every gardian you kill. ev
[quote]3. Illuminators+Repulse is OP, but counterable. They are too good, but not unstoppable. Something must be done to prevent this combo without nerfing either of the ships involved[/quote] how is it countered? lrfs are the only thing that out ranges it and support cruisers are not beaten by lrfs easily they do the wrong dmg type. subverters cant outrange repulse and lf abilities cant out range repulse.[quote]1. Guardians are not O
Amish im pretty sure assult cruisers have light armour. Fighters will tear them to shreads.
he has about 8 so that leaves 7 without his DT account. IC will have a fun time banning him completely.but they probably wont ever.
i have to agree, i had it happen to me as well. my cap was right at the edge of the grav well had over 70% hp left but it kept getting repulsed so it couldnt move to the edge to jump out. i lost my cap. Repulse should not affect capital ships in the way it currently does.
lol just make no opponents
the vasari turret also stops antimatter regeneration making it the most annoying turret in the game. the effect last for quite a long time.
despite the ridiculous overpowerdness of the illums themselves. I dont think they are the main problem with balance. The problem is every counter to the illums can be simply blocked with a ship or a technology. THe counter triangle is Illum-->Lf--->Carrier--->Illum but then flack comes in and breaks the triangle makeing it. Illum--->LF--> Carrier. the early game counter is gone. with flack illums then counter all early game units exc
Gaurdians- Increase antimatter Illums- increase cost Missile barrage is fine as it is. Carriers- Reduce build penalty.
banned for thinking he doesnt know