burnout1620

burnout1620

Joined Member # 3126040
7 Posts 66 Replies 596 Reputation

[quote who="Ryat" reply="1" id="2101787"]There never will be a perfectly balance game (at least I have not found one yet). [/quote] Starcraft came quite close there at the end...

32 Replies 145,391 Views

I've had ONE minidump. EVER. During a late beta release of entrenchment. Perhaps some people should have a gaming-only rig (or at least a gaming only partition)... I rarely see any game crash since I've gone this route...

24 Replies 64,037 Views

[quote who="mbaron888" reply="25" id="2097681"] What order do you like to build your cap ships in? [/quote] I always build the Marza first nowadays. The missle barrage is a battle-turning ability when the opposing force is frigate heavy in the early game. Depending on how the SC spam is looking, I either build a Kol or a Dunov second. Then another Marza. I build the second Kol and the Sova last.

30 Replies 122,773 Views

Hey all, team the AI's together and lock teams and see how easy it is. I'm 11 hours into a 6 on 1 (2 hard, 4 medium, 7 on 1 if you include pirates, I couldn't afford bounty), and since entrenchment they actually coordinate their attacks and use more balanced fleets. Also, they do not retreat nearly as much. I had 5 out of six of them attack my chokepoint system at once!! (FRAPS reported 5 FPS at that time lmao) If it werent for my fully upgraded SB, the game would have been over. Instea

51 Replies 55,890 Views

Against 6 AI's in a game now, I am finding that my uber fleet consists of 2 Kol's, 1 Sova, 1 Akkan, 2 Dunov's, and 2 Marza's. No support, no escort, just the caps. Notice that this this is 8 caps, so I can make another identical fleet. I use the various caps for defence until they get to lvl 6, and then join them together and attack. The hard AI cannot stop this fleet. Period. Even in late game, the AI is somewhat frigate heavy. Two missile barrages, and EVERY frigate is

30 Replies 122,773 Views

I do not think that caps need a buff, and if they do, not in the manner Credit is suggesting. Part of the important early game strategy of sins (especially in a 1v1) is the selection of that first and maybe second cap ship. This is the ship that is going to get to level 6 first, and therefore, unlock its best ability. I think that the level 6 ability of a cap is a primary reason for some players choosing the free cap that they do. That is when the "boy" cap becomes a "man". This will also be

81 Replies 80,279 Views

[quote who="Howdidudothat" reply="21" id="2072249"] Their abilities, DPS, planet seiging, and hull/shield points. [/quote] As far as DPS and hull/shield are concerned don't you think you would have to do the same to the other caps for each race to keep them realtively balanced amongst themselves? So many players build caps solely for bombardment so that being said it could cause some cap carrier spam maybe?

23 Replies 6,506 Views

[quote who="Ron Lugge" reply="10" id="2070377"] Lets take the Kol: Autocannon, Laser, and Beam 'Obviously' you can't remove the beam weapons, which are it's primary damage dealers.[/quote] Aren't autocannons on the Kol the primary damage dealer? Anyways, I'm all for the idea strictly from the ASTHETIC perspective. If we have to I say give them all flak weapons that don't do anything!!! I just want more eye can

178 Replies 830,748 Views

[quote who="Howdidudothat" reply="15" id="2072221"]If that happened, you could clear neutrals in seconds. Every skilled player (and noob) would choose the cap carrier as their first cap. I know I would. That thing would be a wrecking maching early game, and early game rushes would be uncounterable. [/quote] Good point. But, the only wells ANY cap can't clear quickly are the terran worlds. Also, it wouldn't take long for players to get flak up early

23 Replies 6,506 Views

I will admit, phase gates are pretty uber. Assuming you are going to lose a few worlds to those tactics, you should invest in spreading your culture somewhat so at least he cannot colonize the (important) planets after he bombs them.

12 Replies 5,422 Views

Cap carrier should have its max squads when its constructed, a total of maybe 7 or 8 squads. As the ship levels up, it should get the usual abilities and hull/armor/shield/AM improvements, but it should also get a slight strikecraft damage improvement as well. I don't think that is too much of a buff, considering now a low level cap carrier is a waste of 50 supply. Also, one can't really spam cap carriers unless he would want to go with out the other important attrib

23 Replies 6,506 Views

You are right. The only thing one could do is to build ships with "auto-join fleet" OFF and manually add the ships to the correct fleet. Otherwise, I think the ship will join the fleet closest to itself.

10 Replies 3,917 Views

True, but sometimes on said large maps I need the voices to tell me WTF is happening a few stars away... but you're right. I just love the Marza really...

20 Replies 17,646 Views

TEC's best defence against SC is by far Kol with lvl 3 flak burst. At lvl 3 no SC in the game will survive more than 2 bursts. Aside from that, I like the way the abilities of the caps compliment each other, and I like knowing that if I get in iver my head and have armistice I can ALWAYS retreat...

16 Replies 16,396 Views