SoundReason

SoundReason

Joined Member # 3089465
1 Posts 17 Replies 262 Reputation

I spent about an hour writing a reply to this thread today, and for some reason when I hit post I was suddenly logged out, and my huge diatribe was completely lost (yes, it was gone if I hit "back")... I wanted to shoot someone. Maybe I'll fill it in again, if I manage to find the spirit...

104 Replies 66,016 Views

LeCutter: When you select your frigate factory, there should be two yellow buttons in it's menu. One of them is for frigates, and the other should be for your 4 Cruiser options. These cruisers are "unlocked" by researching their respective designs in the military tech tree of their race. Hope that helps! P.S. Hover your cursor over the grayed out ship designs in your research menu to see if they say they allow production of a cruiser, or a frigate.

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[quote]Both LRM and Flak require 2 military labs iirc, so by researching flak, you don't lose any real time to your LRM using opponent. Point of this discussion is to validate scouts as a cheap counter to LRMs. As it stands, I can't agree with the OP. The limited nature of the scout doesn't make it a viable counter irrespective of the zero research that it takes to obtain a number of them. They still cost more than half the credits of a flak without half the utility or survivability. Furthermor

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[quote]That will only work if the LRM spamming player is stupid enough to attack the scouts, while scouts are only useful at killing LRMs.If you have an equal amount of resources invested into scouts, the LRM players will just ignore the scouts and kill cap ships, light frigates & buildings, then switch to building everything but LRMs making your army of scouts just as useful as those dead LRMs.If you don't invest into a lot of scouts, the LRM will easily kill the rest of the defense then with t

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[quote]Subversion still isn't that great. Against the right types of planets (recently-established outposts or ship-production planets) it can be amazing due to its build rate penalties, but against a trade/resource planet, it's basically a glorified eye in the sky, as they've already built everything that they intended to build anyways.[/quote] This more or less sums up the way I see it being used, too. Early game harassment on the home system, or to stop crucial expansions. That being said

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DPS = Damage Per Second, not Damage Per Shot This is a standard convention across many genres of game.

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The great thing about the Phase Hull ability, though, is that you can basically remove one of their ships from the battle entirely. Particularly in early-game fleet clashes, you can just keep phasing out their Cap ship, and significantly lower their effective DPS in the system, while your Marauder + Light Frigs (or whatever) tear through their contingent/defenses. Gotta love that Phase Hull. Thanks for the feedback though, I'll try playing around with this some more.

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And now for some reason I can't edit the above post! Awesome! innociv: I haven't had the chance to play the patch yet, but how different is the black market now? I personally play Vasari, and I've noticed that the black market is more or less my primary source of credits in the early game :P. They're short on credits as it is, so does that mean they basically are broke-ass now? It's hard enough to get my economy running as it is :(.

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Edit: For some reason my last post came up twice? No clue. Anyways, edited this one to fix. Sorry people.

24 Replies 13,159 Views

Hmm, but with the 1.03 patch fixes, your research times are severely delayed, and LRMs are much costlier. You can probably pump the Cobalts without difficulty, but you're strat will be stretching your resources across at least 3 labs, not to mention the cost of initially getting your trade ports up and upgrading the logistics slots you'll be needing (a fair deal of which will already be taken by the aforementioned labs). Those trade ports won't pay themselves off until they've been up and runnin

24 Replies 13,159 Views

I've pretty much stuck to playing Vasari since picking up the game, and one of my favourite ships of theirs to play with is the Antorak Marauder. It's AoE speed buff and Phase Out abilities are awesome, and complement each other well, but its third ability (and I'm sorry but I don't remember the name) that is supposed to interfere with construction times I'm not so sure of. How long is the effect of the interference? It's really hard to guage, and I don't think the skill itself specifies.

15 Replies 9,689 Views

Amish Monster: I'm not sure you're going to earn a lot of support in thinking multi-player and single-player should be balanced differently. They are both the same game, no? If a balance change is positive for one format, it should be so for both, and unless you'd like to specify how this isn't true, please refrain from making vague statements. Stardock/Ironclad: I'll have to play with the new unit adjustments (I just patched, but I'm on my way out). I like the way they look on paper, t

137 Replies 163,580 Views

I'm not sure what the link Aquilantus just posted was, but if you look at the top of the strategy forum there's a stickied post by Zyrxil with unit stats in it. Take a look at the damage types chart: that should provide you with the information I think you were looking for. P.S. Speaking of, I almost shit myself when I read that Advent Illuminators deal Capital type damage! WTF?! Monk: While what you said about counters being situational is true, it's also deliberately obscure

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This seems like the appropriate place to post this, because other threads have become quite cluttered and convoluted with posts on multiple topics (unit spam counters, player skill, clans, and stats, etc...): "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 ga

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[quote]The phasic cloaking on scouting is supposed to be used for scouting, not battle. Lol. That 5 seconds of invulnerability makes ships turn away and go back to their positions giving the faster scout time to escape afterwards.[/quote] ...what? How is a tier 4 tech ability going to help at all with this kind of thing? You'll have pretty much all available systems scouted out by the time you're hitting this level of tech, and you'll probably have cleared out the neutral units in tho

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Um, maybe your scout is fighting LRM's because it does 200% damage to lightly armoured targets (i.e. LRMs). I've been reading all the complaints about LRM spam in the meta-game right now, and how unbeatable it is. I was looking at the armor type chart found [link="https://forums.sinsofasolarempire.com/post.aspx?postid=177682&p=3#1644111"]here[/link], and I couldn't help but notice that, particularly at their price, scouts seem to be an effective counter to LRM's? Especially because you'

11 Replies 7,391 Views

Just some quick feedback on the chart: Great work, but do you think you could format it to be printer friendly? The frigate and capital ship sections in particular are partly cut off when I ran them off, even on landscape format. Tiny issue, I know, but I wanted to have some reference on the go (bus, etc.) and it was somewhat incomplete. Maybe moving some information for ships down to a second row of entries? Could be a lot of work, I'm not sure, but something to consider, at any rate.

109 Replies 382,333 Views

Funny, I have the 1820m and I'm having the exact same problem (no sound after intro), but I don't have winamp... let me test and see if it works with iTunes running :P. Kryo: I'm not sure what you meant there? Stardock People!: Please release an update to accommodate Creative Drivers! Edited Update: Running iTunes worked! Great find dude, and thanks for sharing! Please fix this regardless, though.

3 Replies 1,872 Views