Everyone who is anyone plays 1.32 Diplomacy/Trinity. In the busier hours such as late afternoon and evening there are often 30-60 people on... while organizing games does take time to gather players, it shouldn't be too difficult. Are you sure you're logging into "Ironclad Online" instead of pressing the mis-labeled "Multiplayer" button?
Wrath89
[quote who="MayallCommunion" reply="45" id="3009343"]Well as for the illuminator I think thats what make them unique. But I think it should be tier 2 but maybe require an upgrade before it, to get the illuminator.[/quote] Agreed completely. Advent are certainly the underdog race in competitive games, and making Illuminators easier to get would help significantly. I don't know if the devs would go for it, but it would certainly help balance some IMO. I'm not that sure a
[quote who="SageWon" reply="13" id="3009325"] Quoting Seleuceia, reply 9kanraks/sentinels... will absolutely crush disciples and seekers This also is absolutely false. A comparable cost of disciples alone will beat kanraks/sentinels, no skill needed. I agree that Advent are at a disadvantage, but its not as dire as the picture some people are painting.[/quote] If the enemy has a good number of Sentinels and you don't have any Seekers, they'
[quote who="gamerlamb" reply="17" id="3009316"] Quoting Darvin3, reply 15Really, it needs to stop having such a big effect on homeworlds so it can be properly buffed. Perhaps you could have a decreasing effect on the orbited planet with an increasing empire-wide income steal per level? ie Steals 50%, 30%, 20% of planet income, Steals 8%, 15%, 20% of empire income. It could have the same effect on the build speeds just for the planet but scaling it like th
[quote who="6_Xero_9" reply="41" id="3009264"]well im always TEC so yea... ive only needed to use em once and that was to save my fleet from total anihilation, they spammed the inhibitors [/quote] Try using Ogrovs or bombers, they're much more reliable in combat! :)
Depends on the distance between the defending SB, the defending fleet, and the attacking fleet. The attacking fleet might wander into range of all of the SB's weapons anyway. A human player would easily lure the AI's fleet into the range of the SB. [quote quoting="post"]antistarbase module (Orgov(TEC), Starfish(Advent) and Kanarak Assailents (Vasari,by giving it the range of Orguvs)). Concentrating fire on starbase would help little in any situation. But destroying the fleet p
[quote who="6_Xero_9" reply="39" id="3009254"]remember scouts are always useful, if only to kill the inhibitors [/quote] ...only if you're TEC and if there's no defending fleet/SB/multiple turrets...
[quote who="sareth01" reply="10" id="3009227"][quote][quote]Hmm are you factoring in the 18 second weapon upgrade?[/quote] Thats the one that only does 25% against LRF (light armor).[/quote] It increases the overall damage output of the starbase substantially, hurting illums more as well....lol. The point is, do the combat yourself against a competent human player and see how "low dps" that upgrade is. You will find it still wastes the advent fleet, as I have seen
If you turned off the variable like IsAIActive or something like that while setting things up on their end, you'd need to turn it on again... other than that, I'm not sure.
[quote who="6_Xero_9" reply="22" id="3008988"]if u hate super weapons being used by ai, dont do what i did and make 10 star systems with 100 planets each hard TEC ai seem to love relying on them, only to end up with me slowly killing them off 1 by 1 by establishing a beach head in each star (4 argonov starbases) took my whole summer but itt was worth it, didnt help that all my planets were largely unpopulated, tho i did love the challenge[/quote] If you want an actual c
[quote]left over gift card[/quote] Describe?
[quote who="sareth01" reply="26" id="3008657"] Quoting JA_394, reply 25And the Advent are, of course, the Masters of the SC. Only in the early game.[/quote] Even in the early game? How do you figure? Even Advent bombers die quickly to flak. EDIT: Unless you're thinking of ADA, which can be quite useful.
[quote who="Howdidudothat" reply="20" id="3008516"]/Threadjack Why is it that people keep spamming LRFs in multiplayer? It's almost as if people forgot that carriers were buffed a long time ago. They are still a very valid counter to LRF spam, yet more and more all I see is people spam LRFs to counter LRFs. There is a few of us that build flak to counter LRFs, but their numbers are few.[/quote] [quote who="sareth01" reply="24" id="3008650"]It depends o
Given the cost of a Vasari SB, I don't think it deserves to have "an easy cheap counter". The cost for a SB is quite significant. It shouldn't be *very* difficult to counter, but it should take some effort and you should know what you're doing. Currently it seems too difficult, at least for the defending Advent. It should be possible for a good Advent player to defend against a good Vasari player, at least in the beginning of the game - this is the crux of the problem.
[quote who="Pbhead" reply="3" id="3008601"]still, vasari bases do less dmg to illums than the other starbases do.[/quote] You actually just gave me an idea... looking at the base weapon stats, Orkulus does 149 dps (* 0.75 = 112 DPS vs Illums), Advent's does 106 DPS (* 1.00), TEC's does 117 DPS (* 1.00). So maybe they're all actually about the same vs. light armor? Sorry, I'm not trying to be antagonistic or anything, but...
[quote who="Pbhead" reply="12" id="3008584"]Try this. enemy vasari starts building starbase on your hw. You are smart enough to NOTICE this. you havent built any turrets anywhere. Because you have the recently buffed communal labor, you can build 3-4 turrets at a time, right around his starbase, at record speed.[/quote] Not if he's smart enough to warp in the Migrator slightly outside of the gravity well (out of range of turrets). If turrets
[quote who="Pbhead" reply="1" id="3008573"]Illums are SUPRISINGLY EFFECTIVE vs vasari starbases, because the damage types of the vasari starbase have very very low modiferies vs light armor. really. The base weaons have a 50% damage modifier, and the first upgrade 25%!!!! damage modifier. Second upgrade 75%.[/quote] The spreadsheet provided by SithLordAJ says that the base weapons are anti-heavy (same weapon type as LF) which does 75% agai
I, for one, never try to counter LRF with carriers because fighters die ridiculously easily to enemy flak. The fighter squads might kill a few LRF initially but once the enemy gets a few flak in the fray your carriers will be rendered mostly useless. Or is that wrong?
[quote who="Darvin3" reply="15" id="3008374"]More the short attack range leaving it very vulnerable to Guardians...[/quote] Crap. I knew that... [e digicons]:|[/e] [quote who="sareth01" reply="16" id="3008382"]I would respond in addition to darvins post that the later the game goes, the more important time becomes, and therefore wasting time and resources on upgrading to destras puts your fleet at a temporary disadvantage and therefore your enemy might be able to get the uppe
You make it sound as if a critical mass of Crusaders is needed, but if fleets are already large enough I don't see how that would make a difference: I guess the problem is that the Crusader's raw damage power combined with its durability, cost, and build time simply isn't quite as worth it?
[quote who="SemazRalan" reply="20" id="3008317"]how about an AI that isn't (*^% retarded? Not everyone has the time to do MP.[/quote] Multiplayer games, at least the ones I play, are almost always decided before the time it would take to wipe out an AI or a bunch of AIs. Games of less than an hour are quite common. It doesn't actually take that long. But I agree, a smarter AI would be a huge improvement...
On a side note, I noticed two top-tier players facing each other as Advent a few days ago. It was a 2v2 so there was a reasonable amount of space - however, what perplexed me was that when it came time for those two Advent players to fight (25? 30? minutes in), they built Illuminators, and Illuminators only, and fought to the level of ~100 Illums each plus a couple capitals. The fighting went on for maybe 20 minutes in a single gravity well, with one of the players getting tons of feed and bo
[quote who="Ryat" reply="7" id="3008133"]Plus Assailants need research to be made better/best. Base line Assailants are not as strong as Javelis'.[/quote] Only in the very very very beginning. Even with the first two 10% shield negation Assailants can be significantly better than LRM... against large targets, at least.
[quote who="Lavo_2" reply="35" id="3008088"]I tried this over ICO. Not sure if that makes a difference.[/quote] I tried it on ICO. Both players instantly lose, no map is displayed, the only option is to quit.
The Sova Embargo only starts stealing a significant amount of funds when it's at level 2 and is orbiting the enemy's homeworld - otherwise, the economic effect is almost always negligible. But when it's at L2 over an enemy HW it is extremely effective. (unfortunately this won't work that well against the non-pathetic AIs due to LF spam unless you have a damage-soak fleet or something on the other side of the gravity well...)