Cykur

Cykur

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

Absolutely Kruelgor, if you mass Disciples and use a repair bay to keep them in the fight longer, you can hold off an LRM spammer for a while. Especially if he is feeding ships to you in small batches. However, the longer the game goes on, and if you are fighting a smart player who masses his LRM's, I think you will find yourself in trouble. Heck, you can probably Disciple rush an LRM spammer and get 10 Disciples in his base as the first LRM is rolling out of the factory. All

181 Replies 66,581 Views

Yes, it is true, you can have more Disciples faster, and there is power in numbers. That said, I just felt it should be pointed out that LRM's are specifically designed to kill the basic assault frigate (Disciples, Skirmishers, Cobalts). You better have significant numerical superiority in this situation, otherwise do the math on whether 2 Disciples are better than 1 LRM because that is what your losses are going to look like.

181 Replies 66,581 Views

These stats do not tell the whole story: Disciples have Medium Armor and do Anti Heavy damage. LRM's have Light armor and do Anti Medium damage. Disciples vs LRM's = 75% damage LRM's vs Disciples = 150% damage This is the 2:1 ratio that makes LRM's chew up Disciples. Advent are forced to rely on their Disciples early game, but they should start making Defense Vessels asap if they have to contend with a large LRM force. You also forgot to mention rang

181 Replies 66,581 Views

Yup, I second Jinx on this...Advent have a harder time early game, but luckily they defend fairly well with their cheap, low cap defense ships. Figure out your capital ship synergies and get them to turbo-charge your fleet. End game, you will have one of the nastiest fleets out there using combos of Malice, Cleansing "Superbeam" (forget name), Vengeance, Iconus guardians, Progenitor shield restore...etc. You will start chewing up larger enemy fleets with less losses. Of course, on smaller m

15 Replies 7,999 Views

It is true that if you let an RA teched Vasari sit with his 2 or 3 worlds and slowly collect ships, he will have a huge ass fleet. But he will also have virtually no economy. You just take those Kodiaks and drive into his system and kill the phasegates. When he tries to rebuild, you just kill em again. You will lose a lot of ships, but you will cut off his supply, and he is completely economically crippled. If you have a fully developed TEC economy, you should be making money faster than yo

144 Replies 50,497 Views

Sentinels are still effective vs LRM's, despite their high cost. I ran a test using un-upgraded ships, 8 Sentinels vs 10 LRM's (40 cap per side) The LRM's killed ALMOST 2 Sentinels...so close, we'll call it 2, before expiring. This is 4:1 killing efficiency making Sentinels a bargain against mass LRM's. While Advent Defense ships are easier to kill, they can be massed easier, and do higher dps than a Sentinel -- they are a great ship.

25 Replies 13,834 Views

[quote]The competitive "elite" players are the ones creating all the imbalances.[/quote] While this appears to be pure trolling.... I think whether a player is "elite" or not, everyone tries to mold the game to their vision of how they want it to be. There are a lot of good players who just adapt to the changes and play different races and styles. Also, the funny thing is, I know good players who don't agree on what should be changed. In every strategy game I've pl

118 Replies 129,536 Views

Maybe Subverters are overpowered? I have used them a few times, but they die pretty fast, so I tend to favor enforcers. I will say, it is Vasari's counter to clustered ships. I find that if the game goes on too long and I'm playing Vasari, I tend to need RA to counter the TEC economy (this was the 1.02 economy, 1.03 is even more TEC favorable, but this is a market issue, not a TEC issue. I find the strength of the Vasari to be how fast they are out of the gate....once that early game burst o

114 Replies 150,824 Views

Sometimes you can't judge a ship on its own merits but on how it works with the race in question. Advent is like this, with the whole fleet being much greater than the sum of its parts. Go ahead and nerf subverters...I barely ever use em, I would sooner tech for RA than tech for Subverters and still get buried under a mountain of Kodiaks. With the exception of "epic sized" maps, I rarely see subverters get used.

114 Replies 150,824 Views

Actually, Pnakotus, you misunderstood me. I didn't say wait for a mod for balance, I said wait for a mod that YOU thought was balanced and liked to play better. Or invent it. I think the game is great and tweaking will occur to make it better. I am also excited that there may be some pretty cool mods in the future. Re: the other thread, while I think that "the elite" often has more insight into game mechanics and can often help identify balance issues the real things this game needs

118 Replies 129,536 Views

It is very hard to create balance between races without having them all be cookie cutters of each other. I think Ironclad has done a great job of making the races different enough that there are multiple strategies to win. This is why people playing the game different ways complain about different ships being Overpowered. OMG: LRMs! / Siege Frigs / HC's / Bombers / Flak / Returning Armada Actually, the game is pretty damn good, and it is very tweakable / moddable,

118 Replies 129,536 Views

Yeah, a "more closed" economy would be just fine by me. Forces players to actually find and protect the resources they need to make their fleets. Right now you just focus on credits and buy resources.

93 Replies 145,991 Views

Have to be careful about changing too much too fast. I will say: Siege frigates either need to be lowered back to 12 cap with low survivability, or remain at 15 cap with increased effectiveness. Yes, no one likes siege gank squads, but to be honest I rarely used siege in 1.02, and I haven't made one in 1.03. My main gripe with siege frigs was the difficulty in shooting them down. Market: I like the way it behaves, but price tweaking is needed. It seems like everyon

114 Replies 150,824 Views

LRMS beat Cobalts beat Flak beat LRMS. I ran a test today with a friend because people were saying Flak was nerfed. I used 8 Vasari Sentinels (40 supply) vs 10 LRMs (40 supply). The LRMs opened at long range and he spaced them a bit so I couldn't cover all of them with the Flak. I moved the Flak best I could into the midst of the LRMs and focused fire. He focused fire. 10 Dead LRMS....1 dead Sentinel, 1 almost dead. So from my perspective, Flak is still a damn

58 Replies 23,964 Views

I like 1.03 as well. I also agree that the chat system should not have lost functionality. It should have the new commands as well as the old colors and target sticking. But no doubt, this product is phenomenal and will only get better. As for balance, people want balance, but they also don't want the sides to be cookie cutters of each other. I think the game has many different strategies to employ for victory, and every strategy seems to have a counter -- though some strategies are

75 Replies 58,679 Views

I was about to create a post about this, but you have summed it up nicely! Adding functionality to the in game and ICO chat is great! It was needed badly, but you removed the old functionality that was also good. You need a hybrid with both! Using /a or /w should give you a new target, but that target should stick. Once you start chatting to your allies, you generally don't stop. Also, colors were good.

5 Replies 6,601 Views

[quote]The data (ICO stats and singleplayer commentary) says siege is being used as a massed strike force (and in many cases, multiple strike forces). Its obvious why too: the cost and supply usage is low and you can't kill them quick enough to stop them (nor can you strike at them elsewhere in time). Thus they cost more and are more easily killed - we really want players to have to choose whether they go heavy siege and when and where they should strike with them. But if there is seri

137 Replies 163,252 Views

I'm excited by these changes! However,re: Siege I don't think Siege needs that much additional nerfing. The reduction in survivability makes sense, they are too hard to kill, but the cap requirements and cost are just silly. Why would anyone make them and not just make another cap ship? They have already been reduced in power once...and since then, I barely use em until I get to the clean up phase of the game, which is kind of how it should be, not the roving gank squad that

137 Replies 163,252 Views

ok, so you don't like temporary price fixing....TEMPORARY! we all understand the issue, not sure why you had to restate it. some of what you suggest works for me too...anything but ctrl f6 spam, which we all agree is bad. I'm on your side.

74 Replies 98,140 Views

Will, we don't mean the Market should be locked, we mean the PRICES should be locked for a brief time. That way no one is penalized for what they want to buy...within 30 seconds or so when the market starts fluctuating, everyone should already have what they want for their chosen start.

74 Replies 98,140 Views