[quote who="superecnate" reply="21" id="3023036"]12 can storm a well defended 3000 hp world and kill it with horrible losses. When a 30 seige frigate fleet attacked my world with 6000 hp, ~ 8 beam defences, and my main fleet, it still killed it with only about 8 or so losses![/quote] While that many siege frigates can still kill worlds extremely quickly, they're nowhere near as durable as to stand up to a decent-sized fleet plus defenses...
Wrath89
[quote who="superecnate" reply="19" id="3023028"]the best tactic I came up with is to have a colony frigate right next to the planet with colonize on manual. As soon as the siege frigates leaves, recolonize, and build more turrets to help kill them next time.[/quote] Well that works. To be honest I'm not all that sure about what siege frigates are like in your version, apparently they used to be extremely overpowered...
[quote who="Nightraid3r" reply="27" id="3023020"]and best of all, I never lie.[/quote] Lol. [e digicons]k1[/e]
If you happened to have a spare capital ship factory already built there and no frigate factories, go for it. But as you know, frigates are generally much better if you're trying for firepower. Actually, I just had an idea which might work to mitigate AI-controlled siege frigate spam. It works on the militia, at least... if you start building a turret in the range of the siege frigates, often they will scatter and attempt to regroup in some other section near the planet so they ca
[quote who="superecnate" reply="14" id="3022999"]I didn't. The Revelation was my 2nd. I got it for planet bobardment and fleet killing.[/quote] Meh. While it's somewhat useful in bombardment if you can get it up to level 6, it's very marginal otherwise... if I were you I'd normally get a Halcyon instead, which has much more firepower. Not as much as a comparable cost of frigates, but the Halcyon is also capable of bombing, like all capital ships. Carrier capita
[quote who="GoaFan77" reply="8" id="3022970"]Also FYI having a lot of capitalships is often not a good strategy. Capitalships are really needed because of their powerful abilities, but for their cost and fleet supply their firepower is not very good. As you'll mainly want firepower when dealing with siege frigates, focusing on combat frigates is a much better idea.[/quote] This. As a rule of thumb, having more than 2 or 3 capital ships is rarely a good idea, except in the very lat
[quote who="superecnate" reply="7" id="3022965"]Do updates allow AIs to train? I wish my fleet could face at least a level 3 cap.[/quote] Get a single capital ship and keep it out of harm's way, if your fleet is in another part of the gravity well destroying the enemy's fleet, your cap will level up in no time. Destroying enemy AI capital ships is simple, they'll fall to ~100 supply worth of LRF quickly.
[quote who="Qu4r" reply="25" id="3022952"]Star , Siddy will never ... be generaly offensive... We like new, fresh meat [/quote] I guess I'll just take your word for it on that, although others may disagree :)
[quote who="superecnate" reply="3" id="3022946"]I have the very basic version without all expansions ( I can't update for some reason.) An example of one of the fleets is on the other side of the syestem. My vasari ally's planet got insta-killed by a fleet of 43 siege frigates. 43 seige frigates. On my side is an enemy fleet of now 2 battlecruisers, 25 discipes (20 have suspicously dissapeared), and 25 seige frigates.[/quote] I would highly recommend getting Entrenchment/Diplo
Siege frigates have light armor. Therefore, the best ships to use to take them out would be either fighters, or (if your enemy has a dangerous amount of flak as well) heavy cruisers. Another option would be to build a starbase on one of your worlds - in addition to being able to quickly destroy large numbers of enemy frigates, you can also get an upgrade which prevents loss of planet ownership due to bombardment. The AI should keep bombing your world anyway though - with your starbase
[quote who="riadsala" reply="2" id="3022905"]And , I'm sure there are case in the game that you can get a big payback from MMing. but compared to most other RTSs that I've played, it's still a lot less.[/quote] If you micromanage flak, they can often be 3-4 times as effective as they are when you don't micromanage. Micromanaging Subverters, Overseers, and Subjugators can also have incredibly high MM-return-rates. Microing scouts can also be quite useful, as can
If you're playing against a halfway decent opponent (a human, that is), you should never have a plan set in place when you warp your fleet in... the enemy will probably be constantly reissuing orders and changing current ship/structure build queues in an attempt to gain the advantage, and it's in your interest to do the same. [quote who="riadsala" reply="2" id="3022905"]having to plan ahead and second guess your opponenet on a tactical level[/quote] Second-guessing opp
While those were the main culprits of pushing down online numbers in the beginning (and consequently carrying over to low numbers nowadays), the players on ICO who are hostile to newbies currently are also a problem. Granted, we don't get many new players nowadays, but there are some, and the few that there are are surely turned off by the experienced folks who yell at them, call them smurfs (understandably), and get angry at them when they make very stupid decisions ingame. The a
[quote quoting="post"]was reading up on what to look forward to in the new expansion, and having a think about what I like about Sins. Mainly, teh lack of mirco managing...[/quote] I take it you've never countered LRF with a flak pack before? :D [quote]One way to improve combat, without ruining this balance might be to add in the ability to queue up tactical orders before a ship jumps into combat. Like in Gratuitous Space Battles, or Dominions3. Such as "protect captiral s
If you have a laptop/wireless you could try getting online through a different connection (public coffee shop wifi or something) and registering from there. If that works, the problem is clearly with your college; if it doesn't work, there's almost certainly something running on your local machine that's still creating problems. That should help you narrow things down... unfortunately I can't give a hard answer on how to fix the problem without knowing more...
I care much more for gameplay value than for realism... and the gameplay of how fleet supply and upkeep costs work is fine as is, IMO. Not that I would be that averse to changing it though. The strictly defined arbitrary numbers of "100" "250" "400" supply have never sat all that well with me.
The effect of this is the same as when you pause an ICO game for a significant period of time. It's like the server coordinating the game thinks the game time should be 20:00 when you've simply paused the game for 2 minutes at 18:00... so when you unpause the game runs much faster than normal for like 4 minutes in an attempt to catch up. This makes decent gameplay much harder. Micro is difficult if not impossible if everything is moving at twice to 3x the speed it normally is.
I've been having serious connectivity issues with ICO very recently, most likely due to the 1.33 update that was just released: I've been getting intermittent lag spikes of 20,000 or so, freezing the entire game for a time, before getting back to normal. The same thing's been evident in the lobby: when I log in, it often takes like 10 seconds for ICO to successfully display that I'm in the lobby... and it can take a similar long amount of time when I change an game setting opt
If the message given is "disconnected from ironclad online" but you're on 1.33, the problem is with the connection somewhere, not with anything else. The serial isn't the problem. Like others said, try disabling any firewalls you have. Also exit Peerblock (or similar programs) if you have it, along with any other programs that use a lot of bandwidth (torrent clients, program updates, Steam...) That should clear your connection enough to connect to Ironclad.
[quote who="Draakjacht" reply="31" id="3022680"]On the other hand, I also find it too easy in the mid-late game where I build such an economic giant that I can freely buy what I'm short on without much worry.[/quote] That sort of thing only happens in noncompetitive games (eg. when playing AI). In real games against humans where players need to use good strategy to win, every 500 credits matters a great deal. Similarly, in S
[quote who="Zanosan" reply="27" id="3022614"]Above all else, if they the Dev's can put an option into the game for limited resource points I would buy this game. As it is today, Sins is a fun sand box game but it isn't truly strategic until a true resource management is at play.[/quote] Resource management is still the heart of Sins. Ever played a competitive 5v5 on ICO? Managing resources and knowing what to invest in is the heart of a good competitive player! :) <
Um. That's a bit blunt. Somewhat accurate in competitive games though, except in extremely close quarters. But in games against AI, any race can often do.
How about no.
[quote who="wbino" reply="53" id="3022575"]I want a random/except feature on the players setup. Example Me TEC...................... Player 2 random/except TEC This way I can setup up games where my adversary is random, but Im guaranted not to face another TEC player. [/quote] I've heard quite a few people on ICO asking for something similar, simply because Advent is so bad ATM against a skilled player...
I am not seeing a compelling gameplay-related reason for such an addition...