innociv

innociv

Joined Member # 3046772
23 Posts 730 Replies 21,144 Reputation

Cykur, thanks for pointing out how you're putting words in my mouth. Light frigs weren't good at killing LRMs either, but that didn't make them a bad unit. [quote]You know...I was just thinking, if you use micro and run your Illuminators thru the LRM positions to exploit the LRM's slow turn speed while your side turrets strafe them, you might actually do ok against LRM's. It isn't a "counter" per se, just a way to even the odds a bit. Otherwise, pound for pound, the cheaper

222 Replies 200,423 Views

And don't forget illums cost 75% more than javs, and 50% more supply. Remember how much 1.03 insanely raised Illums price? It got a 15 crystal increase amongst other things (while javs where only increased 5 crystal). And it got it's survivability nerfed by 80 or 120. So by getting buffed 200, it's really getting a 80 or 120 increase, not the 200 you think it is. Their massive nerf to cost 1.03 was completely unfounded, completely uncalled for. It got a 37.5% increase in it's

222 Replies 200,423 Views

[quote]Innociv, you always complain about Illuminators sucking.....they might have lost their special damage type, but they gained dps to compensate, and got a shield + structure boost, AND got better focused fire. They will do about the same against some things, but they are going to eat basic assault frigs alive now. How can you be unhappy, they got an overall boost?Defense vessels are still going to be effective at 4 supply. For a guy who complains incessantly about how OP Subverters are,

222 Replies 200,423 Views

eh i don't think carriers are going to counter lrms just from that. And i wasn't saying the front beam doing more damage is bad. That's great that it does. I just liked the uniqueness of the illum in having cap damage. And defense vessals are goign up to 4 supply now yet aren't getting a survivability increase. Another part of advents uniqueness getting stripped away. But it's not like discussing any this stuff does any good. Remember the huge uproar over s

222 Replies 200,423 Views

No the LRM speed change makes it so you can keep your cap out of the fight instead of being chased from one planet to the next. It doesn't make it so you can use your cap as apart of your fleet. LRMS still drop caps within seconds if the cap shows up to do it's role as support. And as I mentioend, a 30% increase in survivability still isn't enough for bombers to get a 2nd shot off. I've already given the numbers and the game shows an example of how fast bomber squads

222 Replies 200,423 Views

[quote]Nice advent buffs there. I was hoping for some advent skill tree changes or at least making culture have a more desirable effect.[/quote] Buffs? I could be wrong but I don't see how illums will have any use compared to the others lrms now. Sure they have 18 dps instead of 15.6, 10 on the front beam (compared to 11 for javs, 13 for assailants, but assailants get awesome phase missiles.). But they are mil 3. But they cost a ton of crystal, and resources in

222 Replies 200,423 Views

Fighters are AntiLight damage. Flak is the only unit with AntiVeryLight. Bombers did need a buff in survivability but at the cost of flaks effectiveness as a counter to lrms..

222 Replies 200,423 Views

I think it's fake patch preview notes, a joke to enrage us.. After all, it doesn't effect people that don't know how to play. No changes ever did.

222 Replies 200,423 Views

Flak damage against fighters is uncahnged. Fighters are VeryLight Siege, Scouts, bombers, and [B]LRMS[/B] are Light armor. Flak is nerfed against them. Bobmer survivability would of been better solved with lower hit chance and/or more bomber HP.. 30%ish less damage done to bombers isn't going to help them enough either. Flak kills a whole bomber squad long before they get to fire a second shot. In the process flak have been nerfed against lrms.. I s

222 Replies 200,423 Views

15 supply would be okay but siege caps are 50 and equal to 6-8 siege frigs(which would be 90-120 supply of siege frigs) Ugh.. this is just silly.

222 Replies 200,423 Views

eh... what.. why? The illums cap damage and spread made it unique (albeit bad early game.) It was unliek hte other lrms. And I don't see how those changes to lrms are going to alleviate their overusefulness. And the defense vessal supply increase.. Uhm.. Advent is still going to need flak to counter lrms or they're screwed. IT's the only thing that stops them from dying in the first 20 minutes of the game, and nowit's enrfed hard. Illums being buffed to work

222 Replies 200,423 Views

Ressurection is automatically triggered when a cap dies, including the mothership that has it I believe. Clairvoyance is god damn amazing in close games. domination captures forever I'm fairly sure, like vasari's replicate or whatever duplicates forever. DPS is damage per second, so each second of the 8 seconds. Yes, it's a ton of damage. Jam weapons weak? It's one of the best in the game!! Microphasing weak? Again.. it's really damn good. Needs

13 Replies 14,124 Views

[quote]Why is shared resources needed for a competitive game?..And small 5vs5's are there.And go on irc. I thought you wanted to play?To speed up the game and enhance the teamwork I am not going on IRC - i replied in other thread...Post challenge in forums and we will reply (when setting up the time keep in mind we are euro based)Ok?[/quote] how the hell are we supposed to arrange a game and get everyone ready through a forum? Competitive gamers all know how to use IRC.

24 Replies 38,343 Views

Right.. kinda well known already.. But the thing is, the 5% damage costs about the same as a factory, and less than factory + another lrm. You do upgrades when you can't produce units as fast as you get income, but not have so much income that you can make them twice as fast. In short,[B] this game isn't a spreadsheet.[/B] Could the research costs use some adjusting though, or their effects(Ie 7% more damage or something per level)? Yeah, sure.

13 Replies 26,614 Views

Culture is only good against noobs currently. Against players that know wtf they're doing, they see enemy culture lines and it just takes one broadcast on a planet to stop it. -_- One broadcasts stops freaking 20 it seems unless i'm missing something. You can have a desert next to an enemy roid with 8 broadcasts on it, then other planets behind your desert stacking more culture. The roid just needs 1 broadcast up there to stop it all. It's idiotic. It should

37 Replies 79,392 Views

We have so many people not understanding this and how to get onto ICO.. They really need to change the maps to a tree view. And "Multiplayer" Needs to be changed to say "LAN" and the setting up an account for ICO more idiot-proof. :/ Apparently some people are too stupid to see that Multiplayer is LAN and instead of going back and trying the IronCladOnline next they just go "omg how 2 online".. but .. i guess it's beneficial to "fix" it.

6 Replies 14,221 Views