I've never understood why people get so scared of a scout fleet. Build a fleet of light frigs and the scout army is done. That is the early game answer. And don't give me the "but he will bring Illums then" arguement. If he's reeeeally investing hard in scouts, that means he hasn't invested in Military labs yet. You want to know what my most recent tactic is? Use a fleet of mixed disciples and scouts. The scouts can stop an Illum spam. The light frigs can stop a starbase rusher.
Raging Amish
Oh, one last thought. Here's what I see scouts as. Specialists. They are good at only one thing: raping lightly armored frigates. What I would be curious to see is how big your fleet is compared to the scout user. I can tell you from experience that I have been repulsed using scouts by SMALLER fleets. Map set-up also can factor in a lot. Someone who likes to scout spam will only be more lethal if he has say a several asteorid start or a lava/ice with 4 mines close to the homew
How could I not be drawn to this post? What truely seems to be lost is that scouts are ONLY good against light armor. A good early game balanced fleet is scouts mixed with light frigs. I cannot emphasize this enough. Scouts can be countered by just about anything that has medium armor and up. Skirmishers and flak will take a little bit longer to do the job (skirmishers are pathetically weak compared to their counterparts even with reintegration). Bring out some fighter
Little Bit of Strategy for you with Modular Architecture I tend to tech it for 1 of 2 reasons: 1. I'm not getting the Akkan as my starting cap. It helps the earlier you get it 2. This is the bit of strategy I'm getting at. I sometimes hesitate to scrap my capital ship factory. It's expensive to replace and the amount it gives you sometimes may be not be worth it to you. What I like to do is scrap the factory almost immediately, but then get Modular Architecture ASAP af
I've given this post an update to help those trying to deal with Illum spammers. I'll read over it again, and I would like if people would tell me if I've missed something, but for the moment, here's what I have. Hopefully it helps someone!
Actually, post 1.04 is where I've been seeing it the most. And it's only garda spamming ( cause of hoshikos ) .
I do have something I want to say about this. I really feel most people don't use/preserve their caps properly. By that, I mean you see too few caps on a map because people don't want to risk the investment in them, and then they're surprised that their lone or two caps are the first thing the enemy goes after. That's not a shot at anyone, more how I percieve the issue. I really feel there's a good rule for keeping caps alive and useful in ur fleets. Always h
That set-up is pretty rare. Orange was boxed off from the rest of the map by the starbase. This isn't normal. Normally, there are at least TWO ways to get to your opponent on a 1v1 random small map, but random 1v1 is by far the most random of the map generators (i have seen some reeeeally wierd set-ups on this mode) Good lord though man. The longest I think I've ever had a 1v1 take was 5 hrs, and that's because my opponent and I were in some seriously heated throws. However, I realize
I have to ask where the love for flak is coming from. You and others use the flak + hoshi combo online a lot. I've never really understood what's so appealing about massed flak. The entity files show flak actually only fire 25% of their damage (despite the graphics) forward. It's 25% in each direction, although I don't know how large the firing arcs are. My point is flak do pathetic amounts of damage, so why all the love? Sure it'll beat back lrf fleets, but that's not what I'm using
Hands down Advent. Best Light Frig, Long Range Frig, Scout, Flak, Support Cruiser (guardian), and bitchin caps.
@52500 I hope I clarified enough, it's in the post @Darvin3 This is true. If the aggressor does decide to back down the defender can't be lazy and just let him off the hook. The whole point of playing defensively is to distract the 2 enemies enough their attention goes to you instead of your allies. Rule Added.
Role: Agressor Passive Agressive Replay In this one
@JJ My personal feeling on the matter is that you will never actually see a 1v1 in actual online play, so I say leet it go. I'm on the same page in that I'm curious as to what the hell is going on, but even without direct calculation you can get the gist of what's going on. The dps amounts are so low (which NEVER happens in real battles) that the mitigation fact
I THINK I FOUND THE PROBLEM There's a bit of a delay between when the mitigation is upped and when it starts to fall. Ok, I'm trying my best to show all of the numbers. My understanding of the mitigation factor is this. A ship's mitigation goes up 1% for every 10 damage taken per second, and then goes down constantly at a rate of 1.25%. So, let's c
To every person at ICO and/or Stardock who's reading this: BRAVO!!!!! But, with time to think about the fixes, I'm afraid I have to address these issues that I thought (and I thought the community as well) needed to be addressed but yet haven't been mentioned: 1. Single Phase Lane Starts: I've already made my case here. I just want to know if this is
[quote who="top vasari" reply="6" id="2383207"]Thank you!!!!!!! These balances look great I cant wait to try them out! Raging amsih will be happy _|~Uber[/quote] You're damn right I'm happy! WOOOO!!!!
WOOOOOO!!!!!! Start watching the skies people, because you're going to see the inferno of my ignited buggy racing across the cosmos. The days of me being a one man wrecking crew are coming back. THE GAME TOOK A HUGE STEP TOWARDS BEING BALANCED. I take back every mean thing I have ever said about you Ironclad. This update is huge! I'm a little concerned about some of the fixes, but you've changed enough about the game that I'm happy. [quote]Obviously this isn't the only change as
Stop callin it a ragequit!!!! Calling it a rage quit confuses the hell outta me.
Not at all. There's a pretty good rule of thumb. If I don't have good starting position, my enemy does. It's rare that there won't be at least ONE sensible place for refineries, but it's fairly common that your starting positon doesn't support a trade line....but your enemy's does. In this spot I gear everything for rushing. I want a knock out blow early against said opponent. If you don't move early and "rush" when you have bad economic starting position, you will lose purely by macr
I'm not sure if saying this swings the vote for people one way or another, but my take is this. If you have the ability to make a 4+ (preferably 6+) trade port line, then that is the more sensible economic movie early, especially if you're TEC or Advent. I build refineries first only when I have that crap set up where there is no chain of planets BUT there are a ton of neutrals that I can get resources from with my refineries. This is primarily with Vasari, because with TEC th
It's hard to argue against tradeports because the longer the line gets, the stronger it gets. This is why when you're Advent and TEC, tradeports make the most sense first. Ok, Advent don't have "real" refineries, and TEC refineries are tier 4. With Vasari, it actually makes sense to build refineries first. Yeah. I said it. As Vasari you end up trading a LOT of your minerals away for creds, and while you only get a fraction back (1/2?) on the black market, it's worth noting that
Populous: The Beginning. Anybody else remember this game? Course....it might be that a lot of the maps were 3v1 from the start.
I can't. I'm still on the forums a bit here and there, but really, I'm waiting for diplomacy.
you basically have to watch the caps. Don't let them run head long into the battle alone (most caps will do that). Try NOT to let a cap get stuck within your flet (your own ships can impede your retreat). With TEC do the same but keep Hoshi's near it. Guradians for Advent help. Overseers with Vasari help. They are the most direct, however the lack of a decent firing arc hurts. I personally always have the battleships sitting at the edge waiting to run. When fle
I have gotta learn to read. I'll stand by the unbugged Kortul with level 3 disruptive strikes, level 2 power surge, and Volatile nanites.