Ke5trel

Ke5trel

Joined Member # 3041813
7 Posts 343 Replies 26,868 Reputation

Once you have RA up each phase gate will import new ships based on the gate's antimatter, gate's ability cooldown (about five minutes), and fleet capacity. You will not get any ships at all if you have not researched extra fleet capacity. However, within those constraints, RA will import ships...forever...

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Edited main post: Added Scout Rush, Scout Rush Counter... Also, apparently 1.05 doesn't allow 1.04 replays or save games, so I'll be taking down 1.04 replays and replacing them as I get them. Keep this thread in mind if you play a sweet 1.05 game anytime soon :D

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@ Raging Amish...This is good. I could see the counter failing on small pre-made maps like Close Encounters without cutting more corners per Jinx but on anything random or larger it seems like an effective proposition. We'll have to try it. I'll edit the scout rush into the main post today. Meantime, I'll look to catch you as Gamma for replay purposes (I'll be on Saturday morning).

88 Replies 328,642 Views

Emperor1G - I'm sensing some hostility :P Can you give us an example of a game that you are glad you payed the princely sum of $40 for? One that came perfectly balanced and met all possible expectations right out of the box? We'd really like to play that game too, so let us know ASAP. What about one where the prez of the coproduction company responded to your rant (albeit to disagree) within the day? How about one where there were 5 patches within 4 months of release in response to

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the ones Retro didn't worry about: 3. Selecting a group of ships and pressing control + 1 will assign them to the 1 key. 5. No simple answer: sounds like you are playing against the AI mostly so alot of techs that don't get used that often in multiplay can be useful. One that can be fun to try out for the late game is Vasari Returning Armada. I've got a game going right now against 7 hard locked AI that I'm winning pretty handily with that tech. A useful

17 Replies 98,617 Views
Reply to cap ship exp in Strategy

My understanding is that all cap ships in a given grav well will get experience evenly for every third-party ship killed (by any thing). This can be pretty devilish if you use it right. If for example you call down pirates on your opponent and peacefully park your cap ship on the edge of his targeted gravwell - your cap will leech experience for every pirate your opponent kills :P

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Here's the link on Fleets: https://forums.sinsofasolarempire.com/170693 Blair's Beta Dev Journal :D Throw a little karma his way for answering so many of our questions before we knew we had them :P

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Almost certain I've seen Radiance auto-casting Burn Antimatter at militia cobalts when the main target was a militia heavy cruiser or LRM. Now this might be because the cobalt was the only thing with anti-matter in the vicinity, but still shows multi-target scripting. I feel like I came across an old Beta Dev post introducing Fleets in which they pointed to increased functionality of the swarm by class; where if you grouped as a fleet and targeted something the HCs would shoot, the s

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Mehoo - Intriguing. Some thoughts - 1) Were your light frigates grouped as a fleet or manually? Have you tried both? With and without focus firing? Fleet-grouping might solve the issue if you haven't tried it (which, given your comprehensive tests seems like a slim possibility, but anyway) as it is designed to allow each class to do what it does best. Fleet grouping a mixed unit swarm, at least for support cruisers, greatly increases their contextual ability auto-casting.

18 Replies 69,138 Views

Lol at this thread... "Doom! Doom awaits all who dare multiplayer! It will steal your cattle and pillage your RAM! The twin demons Minidump and Casual Ranking will tear the flesh from your enjoyable gameplay!" Seriously guys, melodrama much? Multiplay has issues, no denying, but they aren't nearly as frustrating as you are making out and the very small team that made this very big, very sweet game are working hard on them. Meantime threads like this one are scari

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well not broken is something... boring is no good though... In my experience reductive tactics like this one usually get co-opted pretty quickly, to the point where counterbuilding becomes a default once it's mainstream enough. At that point it starts getting interesting again. It will be harder to follow that curve if counterbuilding cripples gameplay, however. Guess I'll have to roll up my sleeves and find out.

88 Replies 328,642 Views

You had me at "IM sick of arguing with people who dont know what they are talking about." :P But seriously- Why don't we agree to disagree on this one. Meantime if you ever happen to see me online we can play a friendly game where I promise to use no shield restoration whatsoever, against however many Progenitors or Dunovs you make. By the way, I'd be interested in seeing that replay with the 4 Dunovs. Peace

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@ Jinx, Thanks for getting back so quick - Wow, that's a doozie, pretty much changes the face of ICO. So if you modify build order and tech labs and possibly tech to hangars you have a chance - OK. Of course this leads to more questions... Is the trade-off just between labs and infrastructure or are you tweaking other aspects of the buildline/black market trading? If you counter-build for a scoutrush that never comes have you crippled yourself? (Is this

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@ DrathKar, Hmm, you edited before I could reply, but most of my points stand, so: Let's put this into a different framework and see if it makes more sense. Have you ever played World of Warcraft or an equivalent rogue-like? We are looking at class issues you would find familiar if you had. The Kol is a defense-oriented warrior (good at absorbing punishment and dealing just enough damage to hold aggro). The Sovas are offense-oriented hunters (good at sniping from a distance

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Aww Foundation come back...I played a couple of games against you a month or two ago as Gamma back when I was still spamming Sova embargo and you trounced me soundly. How can you flee to greener pastures before I get my revenge? :P Ideally upcoming hotfix will solve at least 50% of minidump issues and 1.1 will take care of hosting..

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2 cents - Kol is an Offensive Tank, designed to wade into an enemy fleet, firing on all sides while absorbing huge amount of punishment. It's not meant to kill one enemy at a time. If by warship you mean frontal damage-dealer then you are probably looking for the Marza Dreadnought, which would clean out your militia much faster than either a battleship or a colony support cap and suffer more for it, too. Two lvl 3 Marzas using DoT would have stood a better chance of whittling down y

31 Replies 51,066 Views

Edit: added replay of 1.04 Guardian standoff, 1.04 Repulsion/Carriers as a counter for LRM. Could still use replays of Colony Rush, Econ Booming, RA, Fluid Defense, and Free-for-all strategies, so if you have crisp examples of any of them let me know. Thanks, Ke5trel

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@Bfeetful0 Good, glad it worked out :D @ Raging Amish and JinxOfSin Re: Scout Rush Very interesting. I've seen this in passing, (I played with you last night as Gamma, Amish) but never really tried it. I have a few questions: 1) Please explain in more detail why this is more effective for Advent. (I assume it has something to do with relative strength of Advent scouts and relative strength of 1.04 Advent Illuminators, but it's not my strat:P) Jinx, when X pl

88 Replies 328,642 Views

Mehoo, I'm the last person to argue in absolutes. Under certain circumstances scouts can be incredibly useful (see JinxOfSIn and Angry Amish's discussion @ https://forums.sinsofasolarempire.com/308726/page/2). As commandos they excel. As a main fleet in a game with such a fragile fog of war I can't see it. Let us know how it works out though, and I'll keep an open mind.

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Hmm, not really sure what to tell you if you can't see Ironclad Games folder...make sure you go into Local Settings before application data, it's tricky because there is an app data at the same level as local settings that won't have your game in it...Local Settings/Application Data should have Ironclad Games folder...

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CromOnRoids, Certainly more micro intensive, but splitting your forces would work better against lone guardian charges and starts moving toward tactical play, something you still don't see alot of in Sins: "Let's both line up like Redcoats and shoot at each other until numbers prevail!" A smart Advent player is always going to have a few guardians with the main carrier group however, against the possibility of opposing forces slipping around his initial repulse-charges, so

21 Replies 23,680 Views