the problem with refineries and resource focus tradports is that by the time these things could actually turn a useful profit for you in the typical multiplayer game, the game will have already been decided anyway.
Valkya
[quote who="Raging Amish" reply="4" id="2325733"]Upgrading phase missiles doesn't help flak, this is true. [/quote] Whoa just a second. Flaks aren't *only* for killing strike craft. The phase missiles come in quite handy for defeating those scout rushers/illum spammers among other things. Also gotta put in it perspective here. Flak pwn fighters regardless of type. Fighters are so weak phase missiles or no they go down like a
This is really a flaw in the game browser, what it should do is display all games, with their version indicated allowing you to only join those that match your version
This seriously has gotta stop. What's the excuse for this? the 100 peak time players too much load on the 386sx CPU you have hosting ICO? The frequent game lags/freezes and disconnects are killing the already small playerbase. Please address this Stardock!
This kinda crap had bugged the hell outta me for several games where various opponents abused it against me. Apparently what you have to do is set a hotkey for it (~ was recommended to me). By default it's not even set so you actually have to go into key binding to set it up. Anyway the way the grav wells are set up it's shaped like a very tall cylinder there is a *LOT* of room above and below the planet or whatever is in the well. Anyway this control can be hand
never tried playing like this but I'd bet it'd be a pretty steep uphill battle for advent. Not sure who'd have the edge between vasari/TEC though I'd wager Vasari for the ability to stack repair cloud not to mention nano disassembler
Top Vasari I have to disagree, while his scouts won't be able to stop a starbase from going up he can eat up any assailant force you try to mass, and he will be able to kill the starbase before it does too much damage, meanwhile the mazda is free to eat your homeworld. It's not gonna work that way I'm sure of that much
The last game where I fought this particular battle both caps died, egg before marza, if one was to survive it was going to be the marza most probably, even though he had raze planet. The reason for this is not because the Marza is better heads up, it's isn't as nanos > all. But, the scouts are indeed dangerous to the egg. As the first thing the scouts do is go thru and kill off all the constructors, so repair bays if you have them at all are rare and not necessarily
Anyone have a strat to counter a TEC scout rush in the very early game for vasari. Scout for scout is a losing proposition, assailants are a losing proposition, light frigates too are a losing proposition simply cuz they don't swat scouts fast enough and a little micro from the scout rusher will totally kill their effectiveness. That leaves carriers and starbases. Problem is both of those are very expensive in the early game, while they do effectively counter the
ROFL it's a game people to the original point, there is no friendly fire probably by design, if anything it prevents accidents or people intentionally throwing the game for their allies. But this previous post really goes clean off the deep end. N3rull, before opening your mouth and spraying the forums with your complete misunderstanding nuclear physics and such, you should at least attempt to do your homework on the subject. Statements like "A hydrogen bomb that can
The point I was making is that the early econ advantage of asteroids has a snowball effect on the early game allowing you to get more if the real planets even faster. So say you're the guy with 1 asteroid and 5 ice/volcanic. In the time it took you to gobble that up, your opponent with the 3 asteroids, also might have managed to get 4 ice/volcanic. Under these circumstances the guy with more asteroids typically always has the stronger
The map issue is something that hasn't been addressed as much on this forum but it really does decide a lot more games than it should. I think random map is definitely more desirable and interesting than having some prearranged map that some of the players might know in advance. However the randomness of the random map settings is just too extreme for several reasons that will often decide games (particularly between skilled players). Here's a few examples: 1.&
JohnJames makes an interesting point though. Repulse aside illums are still way better than the other LRMs. Just today I was in a game as Advent versus a TEC player. His fleet was essentially a Mazda + Javelis spam and a small number of hoshis, might've been a carrier/flak/lf or two in the mix. Mine was Progen + illums and maybe 2 guardians. My scouting was superior so I was able to control the timing of the engagement but my fleet was still somewhat outnum
In the case of the early LRM rush, which this thread seems to be focusing on, the real issue that's at stake is that there is no early game counter to an LRM rush. Carriers don't work as they are typically higher in the tech trees than LRM and more importantly the lower tech flaks render the fighters nearly useless. HC's aren't a solution either, too deep in tech. What the game needs is an adjustment that allows you to counter an opponent that masses LRMs early on
[quote] The Uselessness of Light Frigates [/quote] I agree completely on this point. Particularly the point about the damage multiplier. If LF's were more effective offensively then they'd actually get used. Particularly they need help against flaks but I don't see how it would hurt to up their damage via the multiplier to hurt support cruisers and carriers too. [quote] The OP of Repulse [/quote] This might actually be cleared u
People seem to be grossly underestimating the value of the Kol in this situation. Flak burst is hands down the best anti-strikecraft tool in the game albeit with somewhat varying effectiveness depending on what race you are facing. Against advent 2 level 3 flak bursts will destroy all bombers that are hit by them 1 level 3 burst will annihilate all the fighters. You just have to do it a few more times if yours is level 2 or you are up against the tougher faction bombers.&nbs
Carriers are fairly obnoxious from their need for constant micro but 2 aspects stand out. 1. Every time you build a damn carrier you have click it and assign squadrons. This is annoying to say the least when you have factories at multiple planets printing out carriers to some forward deployment and having to constantly go back and find them to assign squadrons. The fix is incredibly simple. Split the build carrier button into 3-4 buttons. First butto
all of the above
It'd be nice if you could disable menu/title screen music, since often you have to sit for quite a while on ICO trying to get a match set up. But ideally this would work without disabling the ingame music which can sometimes give useful cues to whether or not there is a fight going on and so forth.
The real problem with these things (particularly the starfish) is that they have to get in range of the starbase's abilities to attack it. The most obvious case is the starfish going up against an advent starbase, 2-3 meteors even a very large group of starfish will be wiped out. Given their excessive cost, it makes them pretty much pointless. You are much better off just massing a bunch of carriers with bombers for a strike force that no starbase can di
[quote who="superfingers" reply="8" id="2106727"] PLEASE say you had vasari! and to OP if they spammed refiniries please say they lost. [/quote] I was TEC, and ya they lost. I'm pretty new to the game (about a week and a half now) but we had a mexican standoff on eitherside of a small system that only connected up thru the star (which I fortified with a fully upgraded starbase). I outproduced him bigtime so even when he fired the Kostura at my homeworl
And yet 1 level 3 flak burst from the Kol lurking in your fleet and all those fighter drones go splat if you execute it correctly
Last night I was playing a game versus a Vasari opponent and he built something like 6 matter processors at one of his desert worlds, I thought this was like a normal refinery and anything more than 3 (4 if bordering on a unclaimable with mines in it) of these things was pointless did I miss something?
This is pathetic particularly given how few players there are for this game. Unless it's *peak* hours it can be very difficult to find a game. With the ICO server crashing and ruining everyone's game this will be the last nail in the coffin for a game that already seems to have a pitiful online showing
[quote quoting="post"] It's also interesting to note the economic upgrades are rather imbalanced as well. Vasari gets colony pods which while rather expensive produce a nice economic boost to drive their war machine in a late game scenario. Advent gets the 30% allegiance boost. This upgrade can be particularly good since it'll scale with the economic output of the planet and structures in the gravity well espescially if they are further out from the homeworld, lik