gamerlamb

gamerlamb

Joined Member # 4405519
0 Posts 256 Replies 138 Reputation

Perhaps rather than countering the starbase by buffing the defenders why not address the issue at hand which is that Vasari can field a starbase much more cheaply and efficiently in the early game since it deploys from the migrator and only needs 2 Mil Labs. Why not simply move the starbase construction up the research tree to at least be equal to the other races? Right now Orky is 2 Mil Labs but Tran & Argo are 3 Mil Labs. I see no justification besides blatant fan-boy-ism to allow Vas S

26 Replies 24,293 Views

As Goa has pointed out, the Vas would so much more strategically & tactically powerful than anything the others could do as to be laughable in comparison. I think from a Lore standpoint, the "offensive" manipulation of phase space already exists in the form of Jump Degradation and Inertial Field.

36 Replies 23,639 Views

[quote who="Wrath89" reply="13" id="3006243"]Don't they automatically target the combat structures, no matter where they are in the gravity well?[/quote] I believe it's AI level dependent. Most times when I play with Pirates they just attack the closest structure or ship when they first phase in. Though I have noticed they will chase down merchant ships and colony ships first.

15 Replies 9,070 Views

Defense Guns are best used as follows: Group your civilian structures together and near the planet as much as possible. Then put repair platforms and guns around the structures. Pirates and AI will try to attack the civ structures but have to fight off the guns to do it. Usually I can protect my planet and my labs/trade etc with 2 repair and 4-5 guns. This is the most you would ever need to delay until your fleet arrives

15 Replies 9,070 Views

[quote who="Wrath89" reply="37" id="3006225"]I think the Progen is an Advent cap ship. The Skirantra is a Vasari cap ship. Good luck trying to build them at once You must have discovered some sort of interbreeding technology![/quote] Haha Yeah, I meant the Egg. lol [e digicons]:*[/e]

40 Replies 61,686 Views

[quote who="hank1893" reply="30" id="3005926"]I'm starting up another campaign as Vasari ... I really like their ships ... the design that is. I'll find out how well I like their capabilities soon.[/quote] Progen+Skirantra is a highly effective 2 capship opener combo. Skir provides repair and SC and Progen provides Cap ship sniping & Colonize. Kanrak is the earliest LRM to hit the map needing only 1 Mil Lab. I usually skip LF and go straight for a Kanrak + Scout early flee

40 Replies 61,686 Views

[quote who="XATHOS" reply="7" id="3006062"]I'm a Progressivist.[/quote] The term is Progressive. And this isn't a political forum so I won't get into it but the progressive agenda is generally responsible for the rise of minority poverty, stunted education, multi-generational welfare & divorce in this country so I wouldn't really be applauding them.

25 Replies 11,089 Views

I think I would rather slit my wrists and do push-ups in salt water before playing an Enterprise Mod.....

25 Replies 11,089 Views

Most of the players are pretty good natured. Fact is, we have a great game to play whether it be those of us playing 5 player FFA with Cruel AI or 5v5 MP crowd, either way-this is a great game that IC has given us. I was merely pointing out that due to the inherent rushing nature of online MP, those of us who are natural turtling players are sometimes turned off by the nature of MP. But I have nothing against that crowd and love this game.

40 Replies 61,686 Views

I have played mostly Private MP and SP and was thinking about trying the general MP community and had a question. Does every ICO MP game generally involve tons of rushing or will people abide self imposed rush timers? I CAN rush but I think a game is much more fun when I get to mass a huge fleet of advanced warships rather than killing you early with 2 carrier caps and a sh!t load of LRF. I typically like my games in the 1.5-2 hr range so that's probably longer than most ICO MP games?

40 Replies 61,686 Views

Interesting Idea, I like where the discussion is headed. My only concern is the Cap Ship requirement, I don't think people will pay not only Fleet Supply but also Cap Ship Pts just to have something slow down an enemy fleet. Just my opinion. I know you have to make it prohibitively expensive so its not abused but why not make this a tactical structure? It would give more incentive to actually max that improvement; don't know about the rest of you but I rarely max that unless its at a

52 Replies 31,623 Views

[quote who="Mecha-Lenin" reply="15" id="3003525"]Sins early game[/quote] This is the fallacy that us Sins players constantly fall prey to. The Devs aren't trying to balance the factions equally across all phases of the game. The Devs seek to balance the races dynamically as in 1 race is great early game and loses steam late game, another struggles early but is decent in mid game and a powerhouse at the end and the other is ok early great middle and ok end game. TEC aren&#3

25 Replies 96,066 Views

[quote who="Pedro_Firzen" reply="51" id="2917373"]but since it's just one ship per player[/quote] Source? I've heard nothing about limiting Titans to 1 per player. Granted, there is only 1 "type" per faction but I've heard nothing preventing multiples.

84 Replies 245,975 Views

[quote who="Wrath89" reply="11" id="3003096"]Ion Bolt.....but it's better for sniping caps than Gravity Warhead.[/quote] Completely Agree. For a single ship, Ion Bolt is king. My point was more broadly proving that it easily is comparable to Grav Warhead and not OP at all.

25 Replies 96,066 Views

[quote who="Wrath89" reply="14" id="3002248"]The only use I see for it is for repairing starbases, structures, and capital ships, which it does pretty well in combination with repair bays - however, when LRF swarms can be doing like 500-700 DPS (before mitigation), I'm not sure +25 hull/sec would help all that much, even on large targets which'll survive long enough to soak up a good amount of healing.[/quote] 500 DPS after mitigation though will drop to 175 DPS. So with a per

19 Replies 55,459 Views

Couldn't dis-agree more. Ion Bolt is the only truly useful general combat ability for the Akkan. TU has only the most MARGINAL of uses ie out ranging a SB and Armistice is situational only. Lets compare that with the combat utility of the other Colo Caps. Evacuator: Nano-Dissembler- widely accepted as the single best sniping ability in the game. Chews through cap ships like they are breakfast. Gravity Bomb- Si

25 Replies 96,066 Views

[quote who="Wrath89" reply="20" id="3002220"]Does it work on Orkuluses?[/quote] Nope. [quote who="Sinperium" reply="18" id="3002202"]Something even cooler would be to make it so Titans can ram enemy fleets and cause damage with the collisions.[/quote] Interesting idea, but not feasible IMHO considering the Titan will likely move about as slow as an Orky at least. The reverse could be interesting though, maybe the Vas Titan has some kind of gravity weapon

29 Replies 32,650 Views

[quote who="EternalRequiem" reply="2844" id="3001729"]your post is lacking information... mod team needs more info in order to narrow and understand what is happening and possibly get straight to the source of the issue.[/quote] Sorry bout that. I'm compiling all of the ability bugs, my original post was just in the nature of seeing if this was more of a widespread problem. Specifics forthcoming.

5,100 Replies 12,673,275 Views

[quote who="Darvin3" reply="7" id="3000495"]Bombers, on the other hand, are very agile killing machines that excel against big targets, and they're already used extensively in large groups so a big swarm of them is no stretch of the imagination.[/quote] There is a part of me that really wants to believe this won't be a problem because I think Titans will have either 360 Flak guns in addition to everything else or a very powerful Anti-SC ability. Nothing to confirm this, but it

29 Replies 32,650 Views