SageWon

SageWon

Joined Member # 3240874
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[quote]What other Advent caps have an interrupt ability?[/quote] Whip, I can't believe you don't know these. The following 3 are also essential in battleing Titans because these abilities are also one of the few abilities that effect Titans! Advent: Radiance - Detonate Antimatter, both removes AM and interrupts. TEC: Dunov - Magnetize, EMP Blast interrupts and also removes AM to potentially stop casting. <p

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[quote who="SageWon" reply="25" id="3396180"]Ofcourse, if you can get a Marza to level 6, then it is worth it. [/quote] I play 5v5 online all the time, and the ONLY non-colony cap I see is the Marza (except for Noobs, who build something other). And like I said before, the Marza is worth the additional hassle. But... For others IMO, its not worth the hassle and delay/slowed expansion (weaker econ), or inability to grab valuable distant planets/chokes (ie:

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Reply to best Cap ship in Strategy

[quote who="Ekko_Tek" reply="28" id="3410432"]I wish that 2 Cap openings were more feasible in online play as some of the synergies are pretty cool when you can pull it off[/quote] I agree. I wish more than one Cap ship made sense. I wish it made more sense to build something other than Colony Caps. But it really doesn't untill late game, or untill you've leveled your first Cap to level 6. The synergies would be fun. Two things would have to change IM

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Reply to best Cap ship in Strategy

Colony frigates suck compared to Colony Caps. The frigate starts with 225 AM (antimatter), uses 100 AM for each jump, and needs 90 AM to colonize. (So: 225-100-100-90=-65short). Frigate's AM regeneration rate is about half that of Cap ships. Frigate's regen .5, whereas Cap ship regen .85+.1 for each level, (lvl 3 Cap = 1.05 regen rate). Frigates are very fragile compared to Cap ships (about 1/4 the hull, and basically no fire power).

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[quote who="GoaFan77" reply="5" id="3407440"]I meant the militia guarding them, not the civic labs. Sorry for being unclear. And again I think Ferrous is the only one that has noticeable more militia than Ice/Volcanic. *Barren - 1 Light Frigate, 1 Flak, 1 Siege *Greenhouse - Basically identical to Ice/Volcanics *Oceanic - This one is actually a bit weird, in non-competitive maps its a "Strong" militia planet, but in competitive maps it used the same militia as ice. That said in

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Reply to best Cap ship in Strategy

[quote who="SageWon" reply="25" id="3396180"]Colony frigates are just not cut out for the task - they need better antimatter capabilities. You can't colonize more than 2 jumps out without the frigates taking long, unacceptable delays.[/quote] Bump.

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Awesome charts Valpheus. Thank You. (I don't know how I missed these before - back in July)! Your charts also don't show the affects on ship build speeds. IMO, This is especially significant for Volcanos. Also, take note, and be careful about the factory speed reduction on Homes having many Social upgrades. And IMO, all cultural effects are insignificant. Its probably too late to add these figures? &nbsp

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[quote who="GoaFan77" reply="1" id="3407113"]but the rest of the planets are no harder to take than an ice/volcanic.[/quote] Wrong! GoaFan, whats up? Your comments are full of inaccuracies lately. All of the DLC planets require 3 civic labs or more (except for Advent Greenhouse). And they usually have a lot more militia! As for playing the suicide spot, starbasing your home as TEC or Advent usually just delays the eventual loss of your homeworld.

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[quote]I'm one of the creators of Sins and a co-owner of Ironclad.[/quote] Hey Blair. Good to see you around again. I will definitely check this out, and bumping this post to top, as it seems to have gotten lost in the crowd.

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[quote who="Pupetier" reply="4" id="3401829"]5 games 5 MDs after ICO reboot.[/quote] I am also having too many minidumps. Something is not right!! It had gotten real bad before the server crash. I thought last Sunday's reboot might have helped, but I've seen other problems appear. (Like not getting a win - because it shows one player still playing, even though he actually quit). If I watch a replay in Single Player before joining

6 Replies 14,326 Views

[quote who="trigorin" reply="89" id="3402447"]However I would appreciate if you published an official sheet with all multipliers of difficulty levels. There are a lot of speculations here and there, but nothing seems to be clear. [/quote] Its easy to figure out. You can determine the amount of cheating by looking at the third charts down (for credits/metal/crystal). To get a quick picture of how much each AI is cheating: start a large game with each type o

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Reply to best Cap ship in Strategy

Interesting conversation. But, I'd have to say that the all of the Colony Caps are almost a required first choice (Akkan, Progenitor, Egg). Why? Well, because each are a well rounded ship, that makes colonization so much easier. Colony frigates are just not cut out for the task - they need better antimatter capabilities. You can't colonize more than 2 jumps out without the frigates taking long, unacceptable delays. Ofcourse, if you

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Nice Table. So which is the best bonus?? Maybe Modern Society, or is it Pacifist Society? I get confused by the positive and negative bonuses. Or maybe, just plain old Plundered Booty, or the Expert Miners?

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[quote who="Sinkillr" reply="5" id="3393249"]Repulse DOES affect titans. [/quote] Yeah, Repulse does affect titans. I can confirm this. It shouldn't. Thus first candidate for Repulse nerf. And No, I don't think repulse has ever been nerfed, at least not recently, despite many cries for change. I will go back, and review old posts for evidence.

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[quote who="GoaFan77" reply="1" id="3393112"]Repulse is perhaps the scariest ability in the game [/quote] Goa, I agree. What is the counter to Repulse? And why hasn't it been nerfed yet? Most micromanagement is simply Focus Firing ships on valuable or vulnerable targets. Often good micromanaging simply involves ship placement/movement, and then turning autocast on. For example: keep Eradica's Chastic burst off until it gets i

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[quote who="JinglyGoo" reply="110" id="3361617"] havent even tested it properly[/quote] Jingly we tested it properly (just like Quar does). Used an Egg, etc.. After all its a simple strategy. I think the biggest factor is getting the starbase building as soon as possible - befor the opponent has a chance to build fleet.

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[quote who="JinglyGoo" reply="99" id="3360876"]It happens so often in 5s there is really nothing to prove or dissaprove here.[/quote] Well, Cykur and I got a chance to test it. And he was right. It wasn't hard to kill the Orky! Believe me, I was surprised. Like Cykur mentioned above, the building starbase's health started declining at about 20 disciples, or 15 disciples+Progenitor. We tested on the Close Encounters map. It was the clo

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Cykur, yeah JinglyGoo is right. It is difficult (as Advent). At least that has been my experience, on several occasions. Two factories going full tilt, with immediate fleet upgrade weren't enough to kill the Orky. I suppose how far the Vasari colony frigate has to travel, or how long before it starts building makes a difference. But if your roid is only 2 jumps away, then there is "no way". Maybe lag, and connection speeds are a

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[quote who="Turchany" reply="259" id="3359239"]the Vorastra, it is almost invincible, you will never catch it and destroy it due to it's unmatched mobility [/quote] Timmaigh, give up. The above is the key point. Its almost impossible to KILL the Vorastra (Vasari Loyalist titan). Its too good at running away.

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[quote who="Seleuceia" reply="26" id="3359412"]it took about 20-25 or so minutes [/quote] It currently takes about 20 minutes minimum to rush to a Titan (without feed, fastest settings). No matter which way that you do it. Or Race. I've tested all the possible approaches... Scuttle your cap ship, only tech one Cap crew upgrade, scuttle all frigates. Only colonize adjoining roid. Use TEC's tier 1 factory cost reductions. You

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Zyzyfer, I'll volunteer some of my advice/observations. But I think people have differing opinions on some of these questions. 1. Engagement range: If you put it on hold position, you are committed/forced to micro constantly. Therefore, only the best do this, and most just leave on gravity well. 2. Focus fire: On frigates, unless your sure you can kill the capital ship before it retreats. Some Cap ships deal AOE damage, and become more leathal

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[quote who="JustAnotherName" reply="32" id="3318733"]turtleundefeated , always goes afk on losing game. This is the 4th time i've seen it myself and i'll post replay if needed for proof.[/quote] [quote who="Seleuceia" reply="33" id="3318734"]Is that the troll who scout spams?[/quote] Yeah, he tried that scout spam on me this weekend. My fighters decimated them. But Seleuceia, this time he led with a Radiance not a Rapture, and he quit when he

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