/signed... I don't know why anybody would oppose this...
Sinkillr
Sithlord- This issue has been around before the patch, its just more prominent now because of more regular MDs. I can't turn of all recording either, because otherwise how else am I supposed to get the replay? Seleucia- After you disabled auto-record, did you experience less MDs?
You forgot to mention the disruptor nanites. It is part of the "dirty tricks" that makes vasari OP late game. The vasari HCs need a buff too, I think somebody did a test a couple months back that showed they were severely underpowered. If you want to buff the skirmishers, then orkulus needs a slight nerf, as it is supposed to compensate for the comparatively weak LFs/vettes. Also, why would you make mass communion tier 1? The culture center upgrade requires two civ labs. Maybe
I don't really want to derail a productive discussion here, but I just have to respond to Seleucia's ridiculous post: [quote who="Seleuceia" reply="25" id="3380079"] Quoting Sinkillr, reply 8No offense Seleucia, but I've only seen you play a few times in the past 6 months... I have definitely played more than that and I see tec rebel all the time... usually the lobby is just Tec Rebel vs Vasari Loyalist... Never seen vasari rebel, unless it was a random pick...<
To be fair I think Jinglycat has been trolling the entire time with his posts. Also, I am not sure why you think the tests were faulty (did you even watch them, or are you just accepting zombie's testimony?), as the vasari sb was in the same position for both these tests (middle of fleet) and had the same number of banks firing for 90% of both tests. I can screenshot it if you want, but just watch the replay again.
The chart makes no mention of corvettes or titans...
Sometimes, when I'm in the middle of a long multiplayer match with highly skilled players, I like to manually click "record game." The reasoning behind this is since there's a 50% of the game minidumping/disconnecting halfway through, I can't rely on the trusty ol' auto record. I might as well save whatever footage I can by manually saving now. Seems like a perfectly good idea right? WRONG! In 75% of all instances where I clicked "record," the game immedi
99% of what you just posted also applies to all competitive rts games, including the Starcraft series, which is like the holy grail of the genre You say that the game is all about rushing and too fast for you. Then you go on to say the upgrades should be made more powerful (which would in turn make the game faster). I'm very confused about what you really want then. Ever heard of the maginot line? It was a big defensive fortification that the
[quote who="ZombiesRus5" reply="26" id="3380100"] Furthermore- Expecting to turtle your way to a win has never worked with Sins. So the question is how do you turn their new research into advantages in PvP battles. Fleeting up quickly, better experience gain, fighting in gravity wells you control (which includes aggressively gaining control of a gravity well), Dual BRB's. [/quote] Ding ding ding... If you need to build double starbases, you are mos
Just give Tec Loyalist a 2nd level of development mandate already... it would make the faction the best eco which fits in with the design philosophy and compensates for its weak Titan...
[quote who="Seleuceia" reply="7" id="3379770"]I see more VR than TR...in fact, been a very long time since I've seen a TR that wasn't a random pick...can't say the same for VR, which I see picked often enough...not that those decisions are necessarily based on the factions' titans, but I think that is definitely a telling sign...[/quote] No offense Seleucia, but I've only seen you play a few times in the past 6 months... I have definitely played more than that and
If you don't build at least 3 starbases in a game with vasari, you are playing it wrong.
Kultorask... theres a reason why you never see vasari rebel in multiplayer...
[quote who="Seleuceia" reply="2" id="3379733"] TR is the problem faction....in eco, they have TAR which is either boom or bust depending on how many eco players you have and how much feed you need to provide early....best case scenario, TR are better than TL in mid-game eco.. .but TR's titan is the worst titan in game , their corvettes aren't as good, and they don't have any nice end-game strategy like TL do....<b
Yeah, but it wasnt being used. I only picked it so that I dont have to make two separate games with advent; one with shield restore and one with malice.
[quote who="ZombiesRus5" reply="34" id="3379393"] Quoting Sinkillr, reply 33 50 disciples + Prog vs Orky- http://www.mediafire.com/?37dqqbqv9w9i0nj 29 disciples survive... I watched the replay and it was 62 disciples which is correct. The only problem is shield restore was never cast! I suggest re-running that with shield restore actually casting. [/quote] Nice catch zombie, edited post to include correction.
I uploaded replays Seleucia... Same setup as last time (marza with rad bomb and shells, prog with malice) 50 cobalts + Marza vs Orky http://www.mediafire.com/?3g40yyo2cv43a4x 43 cobalts survive... 62 disciples + Prog vs Orky - http://www.mediafire.com/?37dqqbqv9w9i0nj 29 disciples survive... The resu
I've actually watched all three of your replays... you are not correctly using the orky in any of them. In the first two tests, the orky is off to the side when shooting the discs/cobalts, which means only half the guns are firing. In the third test, you try to correct this, but what actually happens is that you OVERMOVE the sb, which has the opposite effect: still only half the guns are firing. You need to just let the orky push the lfs a tiny bit and let it sit there to get accurate res
Selecucia I don't know what kind of tests/experiments you've been doing but your doing it completely wrong. When I did them, I got vastly different numbers than yours. Here are my results: First Battle Level 2 Marza with radiation bomb and incendiary shells + 50 non-upgraded cobalts (300 supply) vs. 1 hp upgraded orky Results: 1 marza and 36 cobalts remaining (230 supply) Seco
[quote who="Seleuceia" reply="21" id="3379026"] In the first battle, we have an Orky with 1 HP upgrade go against a lvl 2 Marza (with radiation bomb and raze planet, pretty standard build) and 50 cobalts...that is a total of 300 fleet supply going against the Orky....TEC loses 6 cobalts (30 fleet supply)... In the second battle, we have an Orky with 1 HP upgrade go against a lvl 2 Progenitor (with colonize and shield regeneration, pretty standard build) with a bomber squadron
Get disruptor nanites for turrets... seriously... Most vasari players dont know/forget to research this b/c its hidden in an obscure corner in defense tree, but its probably the most cost effective research in the entire vasari arsenal. Stops ALL hull, shield, am regeneration on ALL ships (including titans!). Very cheap too, with it only being tier 2 and cost like 600 credits. A couple of these early game will make enemy caps semi-useless, as the ability lasts like 5 minutes, which should las
Ok zombie that last comment was harsh and unhelpful and I take it back. I still think you are totally wrong though so I will post video later in the day
Answer to Seleuceia's question [video]http://www.youtube.com/watch?v=SiMHTK15Pik[/video]
[quote who="Seleuceia" reply="41" id="3378400"] Quoting Sinkillr, reply 40We need more player input in this, preferably multiplayer folks, not snobbish, stuck up, and rude modders How eloquent...........nice to know how you really feel about me...[/quote] Nowhere in the post does it mention you... I actually think you are nice and helpful. Zombie on the other hand...
[quote who="SithLordAJ" reply="33" id="3377768"] Look, all ships in the game move the same... they act slightly different though when they have different stats. The same goes for firing weapons. Now, before I get into the rest, I will say that there is a well known issue with ships turning (I believe that was mentioned), that may be what you are thinking of. All 3 light frigates have the exact same speed, acceleration and firing range. However, some of