Schod

Schod

Joined Member # 2601097
101 Posts 4,917 Replies 21,456 Reputation

I can see there being reason to change it, thats not what I'm concerned with. but the fact that this change comes out within DAYS of release is foolhardy. neither a dozen people playing the same way repeatedly (referencing gamma) nor a hundred thousand newbies playing the game for a few hours is a viable data pool. certainly not worth making game adjustments over I asked for patience and time, instead we're getting reckless crowd-pleasing.

55 Replies 66,580 Views

heyflies the issue with the AI is another concern entirely, I wholeheartedly agree that the easy is too strong for newcomers. kinda wish they had put time into that adjustment instead. but the siege frigs: those have not changed (at least, they werent changed) and the ways to counter them remain(ed) solidly intact.

260 Replies 231,617 Views

[i]we[/i] were not kowtowed to within three days. I can understand concern based on a few people over an extended period of time, I can understand concern from a group of people over a short period of time, but you still need to wait until you have a lot of people over an extended period of time before you jump to any conclusions. you simply do not have the data pool to be making reflex decisions and modifications, thats how many many games get ruined: under an ever expanding wave of r

260 Replies 231,617 Views

they will avoid them, but they wont go past them. not unless, of course, theres a way around. [quote]15 to 20 turrets? How do you suggest affording to do that while still actually building up a fleet and researching[/quote] it doesnt need to be that many, 10 or so can double up defenses for one entire planet (planet, not asteriod) and then those should be enough to stop early raids of 5-10 siege frigs, after the enemy progresses to 20 or so siege frigs (something I havent seen withou

85 Replies 104,225 Views

[quote]-Siege frigate survivability decreased. -Pirate raid frequency decreased.[/quote] :NOTSURE: if you guys go balls to the walls everytime someone cries wolf, this game is going to go down the tubes VERY quickly. make this another starcraft, not another supreme commander. this is a bad road to start traveling down, there were at least as many people opposed to the concept as reflexively attatched to it. going with the more vocal group, let alone the unexperienced vocal

260 Replies 231,617 Views

[quote]While they have been nerfed for the latest patch, here is tutorial on how to deal with them in either case[/quote] :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( you have got to be kidding me, talk about a knee-jerk reaction. you devs need to practice some patience.

55 Replies 66,580 Views

the point of the element isnt to slow down initial growth: if you play multiplayer games you will see people constantly and repeatedly using the pirates, its a way to accomplish many different strategies (amongst my favorites being punctures, distractions, pressure on two fronts and sneak attacks!) its not about slowing you down.

218 Replies 214,351 Views

[quote]1) Siege Frigates: I know there has been a lot of discussion regarding siege frigates but I think it is undeniable that they need to be rebalanced. They are so ridiculously powerful at this point in time. Yes, I understand that they are expensive, but the computer knows and the players know, that the return investment is insane. With just one hanger, and a handful of defenders you cannot destroy a fleet of siege frigates (no escort required) before they wipe down your planet. This wouldn'

16 Replies 27,865 Views

nice annatar, I only dissagree with one point: [quote]Try not to have asteroids as your front line planets if you can avoid it[/quote] not true, asteroids tend to have the greatest use as strategic defense, they may be weak but even if you lose one getting it back up and fully upgraded is not a real labor (its relatively cheap) and additionally: you aren't split in terms of defending a massive surface area, so those 25 points in defense can be much more effective (as the turrets will be

85 Replies 104,225 Views

homeworld has no more movement to its ships than does sins, I dare you to prove me wrong on that point. [quote]And since implementing moving ships is foolhardy[/quote] bingo, you would make any form of micromanagement absolutely impossible, holding positions: impossible, fleeing would be another thing made quite difficult. its a very big can of worms that would be opened for no other reason than "it seems right".

294 Replies 303,626 Views

ah yes, shield mitigation! if i'm not mistaken I proposed the concept pre-beta, I believe... well in any case, the contrived reason for the sheilds getting more powerful is lengthy and technical (and probably wrong) but the use is mostly for gameplay: it means that someone who is focus firing will at least be slowed down. however, its not all that powerful, so focus firing remains the strategy of the day.

14 Replies 27,862 Views

its been clearly found to be an impulse concept, "moving ships" has not been existant in any major and succesful game I'm aware of (yes that includes homeworld), it has no "realism" value, and it certainly would only make gameplay more difficult (its irritating enough as it is when cap ships go flying through heavy defenses to try and do a 180) the idea of implementing it [I]sounds [/I]cool, but its foolhardy in just about every respect.

294 Replies 303,626 Views

issue is that 1) this is purely a TEC only fix and 2) we have very little to suggest that this is some dire issue yet, we need to wait. for once I am preaching patience and humility, accept that for now we are all but noobs in a giant confusing noobpyre, until we all get a little more experience with the game jumping in and yelling "broken" is likely to do more damage than good.

12 Replies 20,082 Views

oh well, some of us are forever stuck as cute rodents :d [quote]...ok, but attribute the hypocrisy to the forum's evil alien entity-ness. That way, you're totally absolved! [/quote] deal! [quote]good point. i think they should be weakened so they are easy to kill and IF the cost is lowered, that its not lowered too much. your frigate fleet would be great for colony raiding but if you don't scout, you might find your fleet being decimated by a well defended enemy planet. [/quote]

227 Replies 234,507 Views

[quote]What? I thought it was perfectly possible to turn off the pilot in the random map generator? Or is that just the galaxy forge? Or am I speaking through my forehead? [/quote] hey look, he's got a stain on his head! silence it, quick! with the tide bleach pen! [quote]Schod, how big are your fleets late game?[/quote] they tend to number in at least the dozens, I usually assign at least 1-1.5 upgrades per fleet (150-220 fleet points, usually) so usually I can handle p

218 Replies 214,351 Views

ok fine, I can accept that line of reasoning. what I cant accept is the broad demands people are making based on limited game exposure. calling for an immediate and broad spectrum nerf (especially one that would only exacerbate the problem, what now when you have to deal with 28 siege frigs instead of 20!?!?!) people dont have the experience yet to be making these judgements.

227 Replies 234,507 Views

that sounds REALLY funky to me... in any case try these few tips out and get back to me: 1) dont build defenses too early, especially with regards to rushing the hanger tech. start with an economy and for godsake MORE than 8 frigs before you start on your second level tech tree 2) rely more on mobile defense, they are capable of hitting for longer and covering more terrain, and are ultimately cheaper. 3) mess around with your build order, the AI should not have money to spe

6 Replies 10,874 Views

[quote]The best way to deal with this (in my opinion) would be to reduce the HP and also reduce the cost accordingly (reduce HP 40%, reduce cost 40%) It may have already been said, but after a while of reading posts for the sole purpose of insulting each other, I gave up reading. [/quote] *practices ritualistic hypocrisy* this would only exacerbate the problem, the current thing that is going for any person FACING a frig spammer is that 20 frigs > 55 light frigs, thats an INSANE tra

227 Replies 234,507 Views

[quote] This is a repost for the people on page 4 who apparently didn't READ page 3. This is for you guy who just thought I was being rude. Great! I already provided a response from a Stardock staff member, with minimal page space, that said they needed to be nerfed. [/quote] are you kidding me? where did he say that at all? he said everything to the absolute CONTRARY! watson! /puts his head in his hands ok fin

227 Replies 234,507 Views

oh please, learn to read what? how am I supposed to differentiate between hosting and playing in game as the host? pfft, you forum trolls are everywhere. [quote]Oh he wasn't in the game, he only hosted it. [/quote] so who else did you play with?

21 Replies 21,334 Views

I've had enough of the misunderstandings: theres a difference between playing to a single rigid strategy (something I swear my hands by, sins forbids) and playing an open strategy while maintaining some minimum key defenses. obviously if your enemy isnt doing siege frigs you can be a bit more lax, but you cant "play it your own way" by going on a uniquely economic or war focused path, you need to diversify at least a little bit. and that little bit is all you need to really take care of those si

227 Replies 234,507 Views