Cykur

Cykur

Joined Member # 635909
21 Posts 1,484 Replies 888 Reputation

[quote]I'm not sure what you're referring to when you say "ladder" in that post Cykur; I assume it's a proxy for "player rank".[/quote] I use the word "rank" like..5 times, and "ladder" 3 times. How can we not be talking about the same thing??? ...unless I'm just really confused. Doesn't rank determine placement on a ladder???? And yes, good luck getting everyone to sign on...that is why I was saying it would have to be built into ICO to have a

9 Replies 32,216 Views

[quote]well, the fact that you guys are fighting all this out with low amounts of cobalts, discs, and ravs leads me to believe the game is probably not very skilled on either side, no offense, [/quote] It just means this is a rush oriented map and they aren't getting around to building anything else. The skill involved is in how fast the guy is expanding and killing. I'm guessing this is a 9-10 planet map or something.

36 Replies 25,733 Views

I read MOST of these posts..... First, are you guys playing on the same map? And is he the one choosing it? There are some small maps where really the other guy is playing the map, not playing you. This is one of the reasons why I usually only play random maps. There is one map, I can't remember what it is called, which is just a ring of asteroids around some other types of worlds in the center. A player with an optimized stra

36 Replies 25,733 Views

[quote]No more posting your wins/losses on the forums and having the other team argue about results. You set up some rules, post those rules, and have admins and refs that determine the final outcome. And the scoreboard doesnt lie [/quote] I think that unless ICO implements a ranking / tracking system from within the launcher, this will be a hard sell. I have seen very little evidence that most players want to play for rank. In fac

9 Replies 32,216 Views

Cheap siege frigates created a lot of game balance problems, which is why they got nerfed...but Siege frigates do have a place....I will be the first to admit, I don't use them much, but they have a couple uses. First, I've noticed they kill the population of a world very fast compared to most regular capital ships (excluding stuff like Marza bombardment!!). The effect of this is even if you chase them off before the fortification value is reduced to 0, you still

182 Replies 293,927 Views

[quote]they were on one of my planets attacking me when my fleet arrived, all the sudden they did a "purple" jump away from the middle of the gravity well....they were TEC if that has anything to do with it but i can't seem to find that in their tree...is this a way of making hte AI harder or something else also whats a good strat for fighting unfair vasari on a medium map[/quote] Was there a phase line between the two planets? Maybe they w

10 Replies 5,685 Views

[quote]Doesn't the Revelation have an anti strikecraft ability? The Kortul has Jam weapons, and the Kol has Flak Burst. both render strikecraft ineffectual.[/quote] The Halcyon has TK Push - Revelation isn't an anti strikecraft cap.

22 Replies 11,630 Views

[quote who="Captain_Stuart" reply="10" id="2034551"]Cykur, Fraps (and perhaps some other video software) allows you to disable displaying the cursor in the recording.[/quote] Ahhh, thanks! Didn't realize that!

11 Replies 17,247 Views

Yeah, I was playing with this too..... the only probem is the mouse icon still shows up. The other BIG problem is replays are borked, so it is hard to get footage from staged stuff.....

11 Replies 17,247 Views

[quote]We were discussing this in the lobby last night prior to launching a game - general consensus is this statement is wrong - you get 100% of what is given to you, otherwise you would have double tax on this income - if they have 200 credits income at 50% tax, they receive 100 and give it to you - taxing the 100 at say 50% again so you get 100 would result in the game taxing 75% of the initial 200!!![/quote] As I said while everyone was arguing, someone should just test this rathe

18 Replies 11,061 Views

[quote]Also i would point out that the dissasembler is better at taking out structures then the gauss gun. 1200 dmg vs 800 in adition to smaller armor mitigation for you fleet thats shooting at it.[/quote] Yes, Gauss gun isn't that great....it isn't even a good comparison, if Gauss Gun was anywhere near as good as Nano on a ship as hard to kill as the Kol, the Kol would be a dream ship. Kols are still very handy without it. It is just there to give you an antimatter dump t

21 Replies 18,635 Views

[quote]So many long posts i didn't read them all but cykur just to tell you i care i did read you're post in opposition to mine. I don't agree with you but thats total point of view. And with the way advent are in the end i think are way too good. In my mind they are overpowered. Vasari i got the feel that they were going to have the middle economy middle cost ships and extremely good damage and Hull/shields. What i'm feeling is that the advent get the most bang for their buck and

45 Replies 42,193 Views

Awesome post!! I even found a couple esoteric details of ship abilities that I didn't know! A couple thoughts regarding ship love.... I value the Kortul Power Surge ... A LOT. It doesn't do much at level 1, but at level 3 on a high level Kortul, it runs almost continuously since there is just a 10 second gap between duration and cooldown, and it only takes 60 antimatter. This is the ability that turns the Kortul into a beast at high levels... I have more love

100 Replies 376,918 Views

Starhaus, yeah....Vasari does have an advantage early game, but I don't think it is quite as bad as all that....maybe the Vasari player was fed in your situation? or maybe they got VERY lucky on neutrals? Vasari is a bit of a crapshoot at the beginning, because if there are no neutrals, you are hurting and have to use your other early game advantages very quickly because mid-game comes fast. It is hard to say exactly what happened in your examples without seeing the repl

45 Replies 42,193 Views

[quote]Kol does at best 800 per shot instantly that get mitigates by 57% to 344 dmg now armor come sinto play and for each point fo armor its equal to roughtly 5% damage reduction and with at that early point in game vasary egg having 4 armor thats a 20% further damage reduction. So 344 -20% = 275 damage.[/quote] I got to thinking, as a side note, this is not entirely correct. The Kol shot is armor piercing -- no armor mitigation, only shield. =) I never leav

21 Replies 18,635 Views

[quote]Cykur... Initial fleet of 15 lrf and the egg can decimate ur cap even if you have 15 ilums I dont think you could match it. Level 2 or 3 egg is EXTREMELY dangerouse with that many assailants. Its hard to even run away. If they show up you might as well get your cap out instantly or say bye. I dont play vasari so I dont know what level it is but when it does -4 armor is really bad. Even if your tech you dont have hoshikos in the begining and even if you do my cap barely survives to run

21 Replies 18,635 Views

[quote]I beleive refineries work on the planet where they are built to. However, I have to say that the only case you would be likely to have refineries as Vasari is a multi-star game (seems almost impossible to get one going) and on a single-star game your probably rushing or being rushed and need the military more. If you do have refineries in a 1-star match it is probably 3v3 and your feeding someone else who rushed rather than went for econ. I'm no game expert (probably still newb materia

45 Replies 42,193 Views

[quote]Is there an effective solution for this problem? Ive seen good set of battle balls recently and would that be an option for illum situation? I really dont do battle balls at all so those with exp on that type of setup let me hear what you think. Looking for answer from skilled player or from those PUG community DT and [_] community, teirs 1-5 rofl jp. anyone i dont care [/quote] Not wanting to hijack the anti fighter thread....but ..um...you use FIGHTERS to kill Illuminator

21 Replies 18,635 Views

As for the Egg / Evacuator, if you have a fleet, you should be able to kill it almost as fast as it and some assailants can kill your cap. The Evacuator is easy to kill....just put your Illuminators on it while you pull your caps back. Once any race has a big fleet, it is easy to kill a capship, unless it is something like a Kol or a Kortul...or if they have tons of repair with them. Bottom line, don't leave your caps in the middle of the gravwell where they have no time to

21 Replies 18,635 Views

[quote]but hey, its all free bonuses for all your empire! And its better in your hands than in the control of the ennemy![/quote] LOL...no, that is just the point. It ISN'T FREE! You pay to explore, which is why all the experienced players are calling it a crapshoot. It is only free to Advent with research and a levelled up Progenitor, who we all say should do it. Anyone else

20 Replies 9,649 Views

[quote]Compare that to 1.04 when flak could be the first frigate I research! That to me says to me the game has lost something. It is now less than what it was, and as such it should be remedied.[/quote] In 1.04 and 1.05 I never researched carriers...ever. That to me says the game has gained something. Not that flak couldn't be a tiny bit stronger specifically vs very light armor.

16 Replies 11,366 Views

[quote]I think Marza is the best early cap killer though. It can effortlessly wreck a Radiance in spite of the AM burn and it even beats the Egg with Nano bomb. Last time I fought a lvl 1 Marza with my lvl 1 Radiance I tried everything - staying out of the Marza's frontal firing arc and using my side batteries, detonating all its AM.. nothing helps. I wish the Marza would at least turn slower so that an intensively microed anti-capital battleship would stand a chance. [/quote]

45 Replies 42,193 Views

[quote]Eh, not really. Structures don't have shield mitigation, so you can't do a HP to HP comparison. The real benefit to static defense is that you don't need to further cripple your economy by increasing your fleet supply. Static defenses are strictly one time outlay's. Fleet supply is a continual pain in the butt.[/quote] True, shield mitigation effectively triples a ships survivability, but the hangar bays have almost three times as much armor and the correspo

35 Replies 13,003 Views

Hold down the alt key when you select a ship and you will get all of them in the gravwell and can issue the order. You can also get good at selecting multiple ships with the shift key and then issuing the order. Finally, it can be helpful to select your ships in the empire menu to the left just like you were clicking on the ship, and doing the above to get multiples. As a sidenote, you can't have all the overseers use their abilities at one time, you have to

13 Replies 3,820 Views