[quote]Never mind. I give up. I'm unwilling to participate in this at all. What an annoyance.[/quote] Yeah, you do seem to be an annoyance. Sorry you don't like playing a game that has winners and losers. These boards are getting more and more whinny by the day.
Aspartic
[quote] It seems to be so good that they're making a very dubious sounding change to the way buildings are constructed to get around it in 1.03.[/quote] Just kill the constructors instead next patch; those things take a good while to rebuild. That aside: It was weird how you could blow up the idea/plans to build something that was not physically there. /shrug
[quote]Clearly you have been playing with/against noobs and haven't seen how devastating a properly executed RA rush can be, even on single star maps. This is doubly true when your opponents need to beat through your teammates before they can get to you. The Vasari ultimate tech is indeed Dark Armada.[/quote] Yep, this guy has it right. Play some people who know how to do a RA rush and not random first game RA rushers. [quote]I had hoped people would reply in agreement...[/quo
Nope. You can get: trade ports, culture, cost lowering tecs, and population upgrades to raise your income substantually. Also depends on what type of map and settings you are using.
Did the planet come with "something interesting" already found? Penal colony or what not? If it wasn't a tec you had, thats what it was.
Sib, you need to just get the game and actually play. Talking about countering spammers in theory is not the same as talking about it with actual experience to back up your statements.
Flaks counter LRMs. Best tip ever. ;p
[quote]by the time you have the above mentioned fleet, they could easily have 8 capship which if firepower was concentrated on one of yours, would be devastating[/quote] LOL Sorry, I had to. Lrms, Flaks and Hoshinkos would rip that appart. All of which is tier 3 or lower same as Illuminators. If they are not using Flaks and Hoshinkoes, they need to rework their TEC game. Illuminators are a funny unit. You see just as many "illums suck" as "illums are OP!" post
You might want to do a bit more research before making a post about a mechanic. Here is some of the things you might want to add. Allegiance delta is always between -.05 and +.05. You can't move it faster then that either way. It does affect resources gathered, which is why neutral extractors are so powerful, they have no allegiance so they get 100%. It does not affect HP at all, no idea where you got that... Vasari get +damage in their own culture. [
I agree that there is a bit of an upward climb at the beginning, but when did complexity become taboo? Not everything has to be made super easy for it to be enjoyable. To me Sins plays out like a very complex game of chess, and I find it very enjoyable.
Before Sins came out I was playing CoH:Opposing Fronts. Literally 2-3 days a week my friends or I had some kind of issue come up between Steam and/or Relic's DRM. I literally could not play the game I paid for if one of those 2 servers was down. Since I have been playing Sins, you know how many we have had? ZERO. NONE. NADA. Know which company we will be buying from in the futre? Take a guess. ;)
I feel pretty meh about most new ship ideas, but I would love to see mines.
Yeah, we need better match making so people don't join games clearly labeled as locked team 2v2 for skilled players and then whine and use quit after agreeing that both sides would use surrender if the need arose. Don't you think TarIss?
[quote]while I believe desert has more metal.[/quote] Volcanoes are metal abundant. Deserts are balanced in resources.
Assuming decent players and no quiters, our locked team 2v2 games on random medium sized maps take about 1-2 hours on average, and they are slowly speeding up.
[quote]Why not make each unit of the same type purchased past the first bought at a 1% markup in cost?[/quote] Because it is totally unnecessary. If you want a massive and unneeded mechanic change, just make a mod. Astax: Do you have a partner for 2v2? We should get a game going sometime.
[quote]if i build nothing but illums for a small fleet and i see that the opponent doesn't know how to cope with them or counter them. there is no real point in putting effort into creating a balanced fleet and doing more research to get those ships or to better my armor/weapons.[/quote] I have to agree. [quote]besides, its already easy enough to overcome a shipspammer, the only dissadvantage you're held to is getting a bit more research, and if you can hold in for that he's g
[quote]I do not consider LRM's overpowered, or the practice of LRM-spamming to be an unbeatable uber strategy. I simply feel that fighting against an entire fleet of one unit type detracts from what is otherwise a beautifully complex and rich playing experience.[/quote] If it is not a balance issue, then please don't try to force changes based on how you "simply feel" onto others. You say they are not overpowered then you propose a nerf. [quote]LRM-spamming makes the game less
Early game scouts are THE most cost effective unit in the game. Since I started using a scout or two to harass early buildings, I think my record is about 4,000cr +metal and crystal in damage to my enemy...with one scout. I am still really proud of this strategy and have yet to see anyone I have played with use it (the good players learn really quick and try to do it back, but I know how to avoid it ;p ) What do most people do on their first couple planets? They queue up a bunch of buildings, b
Nice guide, SpaceDebris. Hope it helps people out. Might want to mention some of the strategies behind planet upgrades (i.e. when and why to do them).
[quote]Unfortunately, the "win at all costs" group usually does not do enough (if anything at all) to advertise the kind of play they intend to engage in, because many seem to get off on beating an unwitting opponents' brains in.[/quote] Agent of Kharma: Now I don't know any of the clans around Sins, but assuming they are not people who enjoy noob smashing, the problem is actually finding people to play. Another part is that ICO needs a lot of work to facilitate players of simi
[quote]Advent Blows. Blows Blows Blows Blows.[/quote] Great guide. Can't wait to see what you write in the future!
Frogboy: [quote]Irconclad Online doesn't include a ranking system. That wasn't by accident. It wasn't an oversight. It was precisely to discourage "playing to win at all costs" style of playing. If other people want to set up their own tournaments, that's fine. But I don't want the typical ICO game to consist of one player trying to play a fun game versus someone who has figured out that the best strategy is to quickly bulld 5 light frigates and just harrass the heck out of the other
Sibilantae, you should pick up the game and (after learning teh basics in singleplayer) hop online. I think you will see that once you start thinking in the metagame mind you will really enjoy it. [quote]What I want is a game wherein I could easily beat a spammer, but not enjoy it all that much because it was like beating up a cripple. What I don't want is a game where defeating a spammer is hard, when one of the game's selling points was the extreme opposite.[/quote] Why don't
The thing that throws people off Sibilantae, is that they expect a more rock/paper/scissors system. All too often someone comes crying that their 10 ships didnt kill X even though they are supposed to be the counter. Well, it turns out X was 10 times as many ships as what they needed to counter, so it is no wonder they were over come. Just now I got out of a game with a LRM spammer. I don't think he even built a single Cobalt all game. I saw him doing this when I was scouting, so I rese