Unfortunately I've cleaned out my replays not long ago when I reinstalled, so I don't have any where I can show you me rolling with TEC against skilled players in a 1v1. To be honest, when I post replays, almost no one downloads or watches them. In the old days, 20-30 people might check out one of my replays, but the last one I posted I think 2-3 people downloaded it.
Cykur
I am guessing the levels on the Advent ships were higher than level 4.
Race imbalance is a lot more acceptable with more than three races. For just three races, everyone has to have viable options. TEC vs Advent & TEC vs Vasari are ok matches, but Advent vs Vasari, Advent is pretty hosed.
Yeah, I agree DesConnor, balance is very situational to the type of game being played. I would say TEC are actually surprisingly strong in 1v1 in the early and mid phase of the game. They tend to suffer late game when they haven't secured a proper economic advantage.
Disagree.....the problem was the Disciples / Scouts. Of Course Advent can add whatever to the mix later. Scouts kill Assailants Disciples kill Flak & Carriers Of course if the Vasari went all Skirmisher then Advent went Illum, but wasn't needed. Old Skirmishers would fold vs equal cost/supply of Disciples & Scouts. There just had to be enough Scouts to make Assailants useless. If Vasari went for Enforcers, Advent had time to get Rep
Also, pure ffa diplomacy games usually take forever unless one team gangs up on everyone else. I hate FFA because most of the time there is a ton of buildup and smalll skirmishes, then everyone quits. I spent two hours feeling like I didn't do anything. Huge waste of time. If you have unlocked teams, I suspect weird stuff like this will also happen. The flip side is it can be one sided with one mega team steamrolling everyone with no chance to lose.
I played a fair amount of 1v1. Vasari was a lame duck a couple patches ago, all theorycraft aside. Not only could I not beat people, but I couldn't see HOW to beat people in a 1v1, unless of course I seriously outskilled them. The equivalent Advent & TEC fleets using scouts as support ate the Vasari fleet alive. Why do you think everyone did it? Only the Vasari starbases could hold out. Why is this so hard to believe?
Nice
part of the problem is when people drop, rage quit, crash, the AI is not real trustworthy and tends to break pacts.
Yeah, I must have been noobing it those several times I couldn't figure out how to deal with the mass of 80 seekers 50 disciples and other stuff. Like I said, build a starbase, get boxed in, don't build a starbase, there were always enough seekers around to make you never build assailants. No Assailants means Disciples are dangerous to your carriers and flak. Equal skill then = Vasari lose, either fast or slow. Team games were different, someone could be a buffer and V
It WAS virtually unbeatable if you played Vasari in a 1v1. Having to build a starbase is not much of a strategy. A good player won't let you build it in their HW, and if you build it somewhere else, you just get boxed in....
Just pick one side or the other, jump in and fly out of the starbases range. Use your fleet to guard your Ogrovs, and then blow up the starbase from long range. You might lose a few little ships, but that is why they invented post mortem military commendations and promotions.
The old Starfleet Command starship simulators had a persistent universe mode that worked kind of like that....players would contest different sectors and destroy things like starbases or enemy patrols, sometimes fighting with each other. Based on player actions, hexes would eventually flip to their empire. They would also build up command and reputation from successful missions to get access to bigger and better starships. With current technology, the whole process could be
They pretty much have to let the AI's cheat at high difficulties. The Sins AI is pretty decent, but it becomes predictable as you get used to it, and there isn't much of a way around that. Good players use tricks, traps, and chokepoints. Eventually the only way to make the AI harder is to just give it huge advantages.
Yeah, it has been one of the reasons I just can't play much. I had a 2v2 degenerate into a 1v1 one time where neither one of us would surrender and we kept managing to rebuff the other and make offensives. The game went over 5 hours before I finally had to concede (my ally left me in a shitty position, but the other guy played incredible too). I have had many 5v5's go into the 3+ hour territory, even though most are over in 1.5 hours. It is hard to set aside th
I've played some Allegiance, it was a pretty incredible concept that I think wasn't quite friendly enough to the casual gamer -- definitely hardcore gamer territory.
[quote]The illuminator was far from overwhelming even with the bug despite what some may say. At that patch, it was more prominent to disciple and seeker spam(which is a gay strategy but effective) anyways as advent. It rarely got to illums if you played against certain players(JJ, Star player). A vasari SB stopped illum spam cold unless its a huge fleet with guardian and progen backup and little to no opposing fleet. Illums suck against any single target which makes SB difficult to deal
[quote]I assume you do not mean overseers because thats vasari. Domina subjugators suck so you can't mean them either. The only support cruiser worth a damn for advent is guardians. Vasari are great at rushing but they are great at everything else too. Once entrenched, they are practically impossible to dig out due to SB and phasic traps. They can then strike with impunity with kosturas or fleet or both. You can't be slow and methodical with them because they will continue to use their
[quote]personally I disagree with the point about the kol. I regularly pick this as my first cap ship. Perhaps its just the fact that I play in an aggressive manner to start (rushing if you like) then switch to a defensive posture whilst i boost my economic foot hold but which I think ships like the kol are great for since they are good on the offensive and ideal for defensive (or at least this is how Ive found them to be)[/quote] You can start with a Kol, but it is actually not the
Ha, no, you'd have remembered...I was playing under my name. (Unless you recall me beating you a month or two ago....)
I don't think the speed change has much to do with it either. Vasari had more of an advantage back before Fast Start because neutral economy might kick in very quickly with nearby asteroids while everyone was still trying to afford labs. I think it is just the various ship balance changes and Illuminator bugfix have taken their toll. Seekers can still shut down early Assailants. I played a couple months ago and someone hit me with a Disciples and a crap ton of seeker
EDIT: After reading the original question again, I realized my answer was commenting on the overall thread without answering the original question. 1. I think professional reviewers are affected by advertising and are also trying to make an educated guess as to how well a game will be received based on graphics, sound / voice-over quality, technical issues, and a set of criteria by which they compare games. User reviews are based purely off of how "fun" the game is to the
Yeah, they have some target audience confusion. I actually like SGU now, but it is hard SciFi Drama. I'm pretty concerned the show is going to be canceled because it has such a niche audience.
The advantage used to be bigger before the Carrier Caps got boosted in the last patch, but there is still an advantage, especially for the Akkan / Progen. The Akkan not only saves you the money from having to build the extractors, but they are operational faster so they are earning you resources instantly. Saving on Colony ships, faster colonization, and the money saving abilities for Akkan/Progen all snowball into launching a faster economy. This doesn't mean crap if someon
You can take an asteroid with just a colony frigate as long as you have enough antimatter when you arrive in system. Fly in, colonize the asteroid, and fly your colony frigate back out. The militia siege frigate will start bombing your new asteroid. Immediately build a turret right next to the asteroid in front of the siege frigate. The siege frigate will stop bombing for a bit to fly away from where the turret is being built, but won't quite get out of range.&