Really good write-up. I agreed with most of your points. As someone who started playing Total Annihilation in 1997 when I was 10 years old, graduated to TA Spring later, then Forged Alliance, Supreme Commander 2, Ashes of the Singularity, Planetary Annihilation, and most recently Beyond All Reason - I can say that you seem to understand some of the aspects that make this particular genre so great. In particular, I'm glad that Ashes 2 is going even further in the direction of m
Wingflier
I've tried your mod, and I really like it so far, I just have a few questions. Why do random Capital Ships (that I can control) just start showing up at my Homeworld later in the game? Also, is the mod balanced for the "competitive play" random maps, or should I just use the default type? Thanks in advance.
Does deathmatch also increase the battle speed? Which I find to be unbelievably slow, especially at the start. Thanks for your help by the way, I can see why you have so much karma. Edit: Testing out your mod now. Thanks again.
As the title says. I'm a bit flustered that the +speed in-game option only works in single-player. Sins just happens to slow for me, even with all the settings maxed (yes, fastest). You can't increase the battle speed for some reason, but that's an entirely different rant. Is there any way to mod the game speed multipliers in multiplayer? Thanks in advance.
When I stopped playing this game about a year ago, the biggest reason I stopped was because I felt like the game wasn't being supported enough by the company. Good games (from my experience) have patches weekly, monthly, or at the very least bi-monthly, to keep up with the constant bugs, exploits, and imbalances that people find. Even back when I last played, there were plenty of bugs and imbalances with the game to be had, and the company seemed to be very slow about fixing the
[quote]No matter what is buffed or nerfed, someone is going to find something to exploit and spam. Spam isnt going to stop. And its surprising how much buffind and nerfing has gone on yet no one has learned their lesson yet. Eliminating one sort of spam, is only going to start another spam.[/quote]But that doesn't mean we should stop trying to balance it. Think if modern scientists had your attitude: "No matter what kind of medical breakthroughs we make or what new type of
The reasons I feel comfortable posting on the forums after only a couple weeks of online experience are a few: 1. I've played RTS games my whole life. Mostly ground-based series but many space ones as well (such as the homeworld series). While each strategy game is different, they all share many things. 2. I can beat 75% or more of the people I play online in a 1v1. I've played about 30 games so far, even against pros like JJ, and I feel like I un
Obviously there is always going to be a fine line between Scout/LF spam vs. LRF spam and trying to balance that between 3 races whilst keeping each race individual and unique. Ironclad's (in my opinion) not so bright decision of making a basic unit (LFs) counter 4 types of ships (Flaks, and 3 Cruisers) meant that they needed a heavy counter to keep them in check: Enter the LRF. However, the LRF would be TOO specialized if it countered only LFs, so they also made it counter
The problem is that TEC can do eco just as well or better than Vasari, yet aren't so easily dominated early game. Obviously if you ARE going eco you can assume you'll be safe, but I'd rather have the option to defend myself as TEC if I get attacked or my ally needs help outside of feed.
[quote]like others have said, there is no rule to say you cant spam the same units as your opponent and then hope to get some sort of advantage, be that numbers, extra research, defending home turf etc.[/quote]yes [quote]send scouts out to neutral GW's and other places where a scout can sit without being attacked between you and your enemy, and when the enemy fleet comes into one of those GW's, you can then see what sort of fleet he has and how to counter it.[/quote]This is very impor
I agree with Darvin. If the Ironclad devs would just make these couple simple changes, it would work WONDERs for the balance of multiplayer games, and also (hopefully) make Vasari a viable race in the early game battle. That would be so beautiful.
[quote]The secret of using scouts as a counter to LRMs is now very widely known and it along with the increased strength of LFs has transformed the game into one of Scout/LF spam.[/quote]I strongly disagree with this. First of all, Scouts only counter one thing, and that's LRFs. LF's counter 4 things, Flaks and 3 Cruisers but even still, with simple LF + Scout spam, you will be extremely weak against capital ships. LRFs counter not only LFs, but also capital ships, and t
I agree with top vasari.
[quote]Is there some sort of a game rule that prevents people from making their own LRMs to counter an opponent's LRMs?[/quote]Is there some sort of game rule that prevents people from making their own Scouts to counter an opponent's Scouts? [quote]You've missed the point completely. The problem is that instead of being a game of LRM spam it's become a game of scout and LF spam, so now the games will be won early on with scout and LF spam.[/quote]Scout and LF spam is beat simply
On the nerf Scouts section: Put me down for no nerf needed. On the nerf Advent/buff Vas Scouts section: Y, N, Y, N
[quote] Now I have that off my cyber chest I will go and make some more siege frigates.[/quote] This.
You seem to be looking at this with a very narrow-minded view which somehow portrays LRFs as the victim of the current game balance. You say: LFs and Scouts are too powerful together, they counter too many things and can only be stopped by LF spam. First of all, considering that everyone has access to LFs, I don't see the problem here. But barring that, you could put any 2 of the 3 units being talked about together and say that they counter too much and are hard to
[quote]I also hate using fighters as a counter to lrfs purely because for TEC/Vasari they're tier 3 (aka expensive to tech), and if flak are out in sufficient numbers, the fighters will die quickly.[/quote]This. Fighters are hard to get en masse early game without severly hurting yourself in other ways. They are not a sufficient counter to Scouts and are too easily countered by flak. [quote]That leaves scouts as the VERY VERY early game answer. Scouts are so ra
Guardians' shield protect works regardless of whether the unit(s) they are protecting have shields. However, if the guardians themselves lose their all their shields, the ability ends.
[quote who="Greyfox2" reply="32" id="2440084"] Quoting Wingflier, reply 27I HIGHLY disagree with OP. If you nerf scouts against LRFs, the only counter you have then are Fighters (they are the only other class that hurts light armor). HOWEVER, fighters are extremely easy to counter, with a host of capital ship abilities that rip them to shread (flak burst and telekinetic push come to mind) and just massing flak frigates. If you were to nerf scouts, all a p
So I've heard a LOT of complaining lately, either online or in the forums about how Scouts are just too OP against LRFs and need to be nerfed because they shouldn't counter LRFs the way they do. What people seem to fail to see is that if you take Scouts out of the equation, the only other hard counter you will have against LRFs are Fighters. There's 2 problems with this situation: 1. Getting mass fighters early is hard because Carrier caps are expensive (not to m
Yeah right now Advent LRFs plus Halcyon carriers is almost unbeatable. The Carriers mass bombers, which combined with mass broken Illuminators can take out an enemy capital ship in seconds. The enemy is then forced to go fighters (which counter both bombers AND Illuminators) but this doesn't work either because of MASS telekenetic push which just rips your fighters to shreds. The enemy can also bring in a few flak frigates to counter your mass fighters and boom, you lose.&nb
God I hope they fix Illums soon. They are so abused in multiplayer right now, massing about 10 of them can take out pretty much anything in seconds.
I HIGHLY disagree with OP. If you nerf scouts against LRFs, the only counter you have then are Fighters (they are the only other class that hurts light armor). HOWEVER, fighters are extremely easy to counter, with a host of capital ship abilities that rip them to shread (flak burst and telekinetic push come to mind) and just massing flak frigates. If you were to nerf scouts, all a player would have to do would be to mass LRFs AND Flak Frigates and they would win the ga
My problem with ANY race's LFs being weak is this: It can't be replaced. Light Frigates are the staple "anti-heavy" unit, countering FOUR types of ships (flaks, the 2 types of support cruisers, and carrier cruisers), and have NO substitute to do their job. For example, against "light" armor ships, you could bring mass scouts, but you could ALSO go fighters. Against "very-heavy" type ships, you could bring bombers, but LRFs also work as well. Against bombers