[quote who="ZombiesRus5" reply="37" id="3377937"] Now that I know who Jingly is- I find his trolling in this thread even funnier. [/quote] Way to completely misrepresent what actually happened in ICO chat to your benefit... IIRC Jingly said he was trolling in his methods but in essence agreed with my main idea. We need more player input in this, preferably multiplayer folks, not snobbish, stuck up, and rude modders
Sinkillr
I have also experienced an increased number of lobby crashes and DCs since patch... seems to be a daily occurrence now.
Im not sure if that was a poor attempt at trolling or what. There are a number of things wrong with your video, one of which is that the disciples are moving to the OUTSIDE of the gravwell starting from the inside, and the cobalts are at best parallel to it. That is why you see the some of the discs behaving strangely at the start of the video, because some of them get caught in the center yellow ring. Plus, I seem to recall ships move faster when they move closer to the center than to the ed
[quote who="ZombiesRus5" reply="22" id="3377358"] Quoting Sinkillr, reply 21I think this proves my argument... the cobalts are clearly doing some sort of Indian war dance; the disciples in contrast are neatly packed together, always staying in close proximity to the marza and shooting at it. A Marza has a max speed of 525. A Prog has a max speed of 450. [/quote] Now you are just throwing numbers around without explaining how they lead to a different
I got some screenshots. Make sure to watch all of them in order: Cobalts- http://imageshack.us/photo/my-images/600/6lqx.jpg/ Disciples- http://imageshack.us/photo/my-images/607/3wu3.jpg/ I think this proves my argument... the cobalts are clearly doing some sort of Indian war dance; the disciples in contrast are neatly packe
[quote who="ZombiesRus5" reply="18" id="3377323"] You don't know what you are talking about... all frigates behave the same way. I have no idea why you are imagining TEC LF behave differently from any other. Considering your MP experience is no more vast than mine I can only assume it's a lack of experience with the actual game. [/quote] I have played around over ~200 multiplayer games in the past 5 months... 150 o
[quote who="Seleuceia" reply="15" id="3377242"] There are 2 things you can do when chasing a fleeing ship... One is to actually select the fleeing ship as a target....it is quite common for fast moving ships like LFs and HCs (technically flak and corvettes too, but who cares about them) to literally overshoot their target...it can happen to both fleeing ships and stationary targets (like SBs and targets holding position), though it usually only occurs with targets that recentl
I do... I predominately play multiplayer [e digicons];)[/e]
Double post
[quote who="ZombiesRus5" reply="9" id="3377118"] WTF? Sounds like sins- but not the same one I'm playing. [/quote] I frankly am confuddled by Seleucia and Zombie's comments... I thought this problem was common knowledge among players... It almost seems like we are playing a different game. Maybe singleplayer and multiplayer are different? And I have personally never seen cobalts OVERSHOOT their targets... Just barely get in range for one volley
[quote who="Seleuceia" reply="6" id="3376961"] LRFs also don't move as fast so they are less likely to "overshoot" targets they are chasing... It's not like I've gone out and proved this, but I just don't feel there is any difference between cobalts and disciples/skirmishers when it comes to this problem...if someone is up for testing it and decisively proving it one way or another, I'd be up for seeing those results... My experiences tell me th
If i recall correctly, it had powerful income bonuses, yes... But never to this extent. The screenshots prove this is absurd. It also seems to perform significantly better when a player drops mid game as well.
I've never found the long range frigates to have this problem, as their absurd range allows you to scoot-and-shoot easily compared to light frigates. Seleucia- the point is this behavior seems to be almost exclusively affecting tec lf, instead of all races. Its balanced in the other cases because every race is subject to it.
On a scale of 1-10, disciples/skirmishers have it 2 and cobalts 9.
Seems like when the devs say they buffed ai, they weren't kidding. So i was playing a 5v5 game the other day in the eco position. One of our guys MD/DC early and left. 1 Hour later, the ai proceeds to steamroll the other frontliner by building a massive fleet of heavy cruisers and other ships. The other guy was no chump either, he had ~150 games. I check the stats after we won the game and it turns out, even though I had a massive income of above 430, and had
Seriously... this is causing me to hate playing tec... The problem I am talking about is when your cobalts try to attack a fleeing enemy ship (lets say a cap). The idiot cobalts run to cap, decide to stop JUST at the edge of their attack range, decelerate and shoot one volley, and dilly dally for 3-5 seconds while the enemy cap laughs and retreats with sub 500 health. This is extremely frustrating, as even a few seconds could have meant a dead enemy cap. None of the other light
There is a huge bug on the map "The Void" (small map). The number of civic labs and military labs (quick start) present at the beginning of the game differs for both players. Sometimes, one player will have all 16 military and civilian labs while the other will have zero. Others, the balance will be equal. This is a huge imbalance b/c you cannot build any more buildings on that map
Thanks!
Where is the button to switch it back on?
I just recently installed the beta. However, as i started playing matches i noticed that the games dont auto-record. It works fine in trinity but not in rebellion. Is it because since its the beta that feature hasnt been implemented yet? Or im i doing something wrong?
The splash damage should solve the problem of bombers and corvettes reaching critical mass and just being unstoppable. To compensate, they should have weaker overall damage.
Does anybody else find it frustrating that it takes a few seconds before the shield/hull numbers catch up with the damage? Is it lag or something? Like the HP numbers stay static and then all of a sudden jump 500+ in large battles. This also gets worse the more ships you have, so while your firing all your ships at that target, it might already be dead. And its not because the missiles havent hit yet, because most of the time the shield/hull numbers change BEFORE the missiles even get close.<
if you read it carefully, it says that the person who posts and has nobody post after him for 24 hours wins (time subject to change). Meaning, it is not like the forum game of no end.
For those of you who shop at amazon... you may know this thread. For anyone else, KTT stands for "Kill the thread." You kill a thread by having no one post after you in a set period of time (say 24 hours). For example, say John posts after me, and if nobody posts after him for 24 hours, he/she wins. Some history- This guy wanted to promote his book on amazon. It became a big hit and spawned numerous spawns with like 7000 posts each. Prize- You get some karma by fellow forumers
I was playing an offline single player game. I had 0 credits on my head and there was this Advent guy who I put 500 on him. Suddenly pirate raiders from 2 planets away come and completely destroy my planet. Is this because I put the bounty after the pirate raiders launched? Or something else?