I think we ought to see how the patch runs before we pass judgement. Personally I think many will be relieved by the fact that illuminators won't be quite as powerful as they were. That in itself is a huge issue. Im just happy they found the time to address a few balance issues while they're trying to get diplomacy ready to go. And keep in mind this will be the fifth patch they've released since entrenchment. Im confident they'll do more when they have more time to devote to it.
Deceiver_0
I wouldnt be opposed to a buff to debris vortex to help the Orky survive an encounter with a massive fleet. Its the only Starbase tha when faced with large late game fleets, just cant dish out punishment like the other two.
Oh ok, so.. you want the Orkulus to have zero weaknesses? Its already hard enough to kill one with assault cruisers, as it can eliminate their range advantage (adjudicators are useless, and you need a BUNCH of expensive Ogrovs if you want to take one down.) and you want to make them even harder for strikecraft to kill? Consider this: VASARI DO NOT HAVE AN ASSAULT CRUISER, how the hell is a Vasari player supposed to deal with the Orkulus if it can just suck up all your bombers and
Probably, I don't remember, it was a couple of weeks ago. I do remember that after the bomber spam 2v1 failed, the opposing team gave up and GG'd it.
In entrenchment, I believe the upgrades to the hangars, ie flak turrets, shield bestowal, phasic trap, make them worthwhile in certain situations in MP and in more situations in SP. I witnessed one of the DT guys defend himself with a Starbase, 1 Halcyon, 3 repair bays and a couple of hangars against 2 very skilled players who spammed bombers once they saw the starbase. All the while, the DT guy was able to build an assault fleet at planets he had take towards the center of the map. Per
1. Skirms big problem for me was not being able to handle their job effectively, which was caused in part by their lack of damage for the money. I think this will help quite a bit. 2. Though I think most of us wanted all scouts to be more along the lines of the TEC scout, it seems instead they reduced the combat effectiveness of all scouts, seekers more so than any of the others. 3. This is what many were asking for, an increase in squadrons deployed per level upgrade. So hope
Superweapon abilities are disabled if not enough labs are present for their technology.
[quote]I can PM you my e-mail, I'm DYING to see those.[/quote] Do it, I dont generally save my replays, but next time I use the Marauder Ill save it and send it to you.
[quote]An antorak once a millenium which proves that his owner didn't make his last mistake by building one - yes please.[/quote] Antoraks arent fighting ships, just like Dunovs. They're for fleet and cap support, and theyre damn good at it. I love em. Not my first choice for cap, but since when is first cap ever a support Cap anyway? I've said it before and I'll say it again, Marauders have saved my fleet in a pinch many times and are better ships than most give them credit for.
Illum bug fixed, seekers nerfed and skirms buffed, Im happy.
Not to mention you're talking about Tyr , who only a very few people can beat, and not because he has 1 strategy that clobbers everyone. He's among the best at this game because he knows exactly how to take advantage of your weaknesses.
I've found that after playing MP, the AI is just too easy to kill. Even diplomacy's vicious and cruel difficulties are easy to take down. MP is generally faster paced. Single star random maps are the most popular, and generally people will join larger games that are more cramped and leave less room for anything but military. Though you can find people wanting to play smaller games on large maps, which allow for more civic research before encountering an enemy. Playing against humans means tha
Agree. In most of the 2v2s and 1v1s I've played recently, fights occur more over strategic positions rather than straight forward HW to HW. It allows much more time to construct a decent trade system as more planets are taken before and around those positions. In these games economy plays a much more important role.
[quote]Expect 2 things online MP: 1) rush, rush, rush 2) spam, spam, spam.[/quote] I agree with Darvin on this one, Im seeing more balanced fleets than before. And as far as rushing goes. I define "rushing" differently than Agent does. Where as I believe he defines it as any attack in the first 15 minutes, I take rushing as a player skipping over several planets to attack an opponents HW, which is common in cramped maps but isnt entirely the norm. However In MP the rate at which
No secret. No being evil required. As said before its purely random chance. Colonize a planet, upgrade exploration in the planetary menu and hope you stumble across it. Its rarity has caused many to create stigmas about persons "being evil" because some have found it and others haven't. And people like to create their own lore about it. But its just a random easter egg. I found it on the 5th or 6th game I ever played, but havent seen it since. And as stated before, like artifacts, you have to
That might make this a little more specific, sounds good to me. Accuracy though may be tough.
[quote] They mention that they are changing scouts in that thread too which I say is great news depending on the direction they take with it. [/quote] Hopefully this thread will help point the Devs in the right direction, and since they took a long hard look at the last one, Im feeling pretty confident they'll get it right.
If the devs have taken anything from the PSCF, its that most of us dont want to see a nerf to scout, but more balance between them.
[quote]Did you carry the test through to see which one would win in a fight?[/quote] No, because I can't really fight myself. I'm relatively certain that if no other ships were produced, the disciples would win, however, if both races continued at full production speed, I think the TEC would eventually come out ontop because the losses on the Advent side would start becoming too much too fast to keep up with. With the planets and economies I built, I was producing 7-8 Kodiaks at
Then again: lrfs>lfs Carriers (fighters)>lrfs Hc>lrfs (erm at least its supposed to be, and in most cases is, save the illum) flak>scouts So its forwards and backwards. Which is one of the reasons its so complex. Also I did your test Kharma, as far as how many kodies I can produce in 30 minutes vs how many disciples. Kodiaks=77, Disciples= 243. I have seen disciple spam a bit lately, though usually LRM spam will smack it down with little trou
Volt- Let me explain something about the Health and shield upgrades. They're based on a percentage, which means that Units with Higher base health and higher base shields (like capital ships and heavy cruisers) benefit more than units with lower hp/shields. A 30% increase means that a ship with a base health of say 1050 gains 315 hp, where as something with say 560hp only gains 168. This is where your researchable upgrades are. A cap ship with a base of 3000hp would gain 900 extra hp. You sai
[quote]Scouts have changed as well (along which much more).[/quote] Giggity.
Agent- HC spam never works against LRF spam because, like you said, you cant produce them fast enough to keep up. However that does not mean they aren't a counter to LRF. First off, your opponent got a head start on you with units due to LRFs lower tier, that already puts you behind on production. So going flat out HC isnt going to work unless you have a superior economy. So instead you need to invest in a few other ship types and upgrades to make them tougher. AS TEC you should definitely in
Not expensive late game. Consider that TEC get their purchase upgrade towards the end of their civic tree, meaning they already have had access to tradeports and are likely to have a booming economy. It costs less to build and upgrade a Cap ship to level 4 than it does to upgrade a starbase to full health and weapons. And how many fully upgraded starbases do you see? I know I see lots. 1250 creds, 1500 creds, 1750 creds is only expensive early game. Even if you had a super crappy 10 cred/seco
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