I'd say assailants get demolished by illuminators now... Its very tough to win if you have assailants vs illuminators. But then again, assailants have a tough time against LRM too and are only tech 1 :). All on a cost vs cost basis of course. I'd say LRM vs illuminators is much much closer, frankly not sure who would win that cost for cost in equally skilled hands. It *should* be the illuminators on a cost-vs-cost given its higher technology level and the fact that TEC economy *is* better. <
Drexion
You do it your way, cscoles...I'll do it mine ;).
I *really* wish they would come out and say the name of their turn-based fantasy...I'm so tiered of calling it Not-MoM :p.
I know a ton of guys from the IRC community would love to get their hands on a "beta patch" and be able to give feedback on the changes done/etc... Would be like free labor :).
Alexboculon, I have very very rarely had even a 4v4 (single star) last more than 1.5 hours (or even 5v5). If its a 2v2 or 3v3, it generally ends in 45-60min... At least for myself and my friends... I guess it depends though, if nobody in the game is being aggressive and they go all the way to novaliths, I can see it taking 4 hours :p.
I strongly applaud that, Windexglow. I hope more and more people do that! Personally I get great satisfaction in joining such 3v3 clan games with my friends and having a "good" match. Sometimes we need to use smurfs to get into those games, but still :p.
WhiteCat15, nobody expects everyone to know or even immediately understand all the points raised here... Its just a fact that given enough time, these strategies will be used/abused by more and more players :) This is just an effort to get the notice out there early to the developers.
Oh noes, your one of those people who make me type "/w [GE] Paradoxnt" to message ya? Shame on you! :p...Hehe I got eet to remake his account with no space, now its your turn! :p.
Indeed, its great that carriers can stop guardians...if flak didn't make carriers useless and carriers weren't bad in almost every other game situation :p, I might almost like that solution.
I have a problem with buffing the KOL gauss ability without looking at other cap ship damage abilities like the vasari whale's DOT ability... If you increase the kol dmg as you say, it would do close to the DOT dmg but instantly... Besides, KOL is already good IMO, so need to be careful with buffing there... Innociv, yes disciple can't drain while disabled...But if you stagger them just a bit, its quite hard to disable them before your drained. Specially if you spread them out properly.
Innociv, next time you use subverters and i'm advent, you'll see me use disciples :)... I was in a game, using subverters when I told my opponent to use disciples...I could see how well it worked against my subverters...and it would have worked even better if he had done any micro heh.
Disciples with steal antimatter do quite a good job of neutralizing subverters if you use them properly (good micro, etc). Guardian is tougher since repel only needs a TINY amount of antimatter to work though...
I have never asked a random ICO team-mate to leave. Thats just plain rude. Well, I did one time because he was lagging like crazy, but thats about it hehe. Regarding giving tips, I sometimes try to give general guidelines during the game but really, Its not a go-tutoring match :). They should download some of the replays posted on the forum and learn from those...
If you throw in guardians and subverters, they counter HC pretty well ;). Then light frigs (disciples anyway hehe) can help counter those guardians/subverters :p...Round and round we go, where we'll stop nobody knows!
This is certainly a problem... When I play with my friends, we are on Ventrilo...and we sometimes do 3v5 or 3v6 or some such to try and get a decent game on ICO...We also do many 2v2, 3v3 inhouse games which are alot of fun... My problem with playing with random people on ICO is that its frustrating playing a 3v3 when your allies are just pathetic...Then the next thing you know, your having to play a 3v1. I swear, many times I want to ask them to leave and just let the AI play. <br/
RedMaw, I don't know how/when it will become prevalent on ICO...I just know that among our group (Who contain the best players of Sins IMO) its already become a staple strategy, specially if your on the losing end. Its literally impossible to finish off a advent player doing this properly even in a 2v1. Gives your allies lots of time to do whatever they need while the enemy wastes time trying to kill you. I agree with you that whatever changes they make to guardians, it needs to remain
hahaha, that was funny :) I guess fighting back and never getting close to losing in a 2v1 does that =p.
Hehe, that was the first fight Jinx... I was just playing around by then, you knew we had the game :). Afterwards I retreated back and had him come to me...and fought him again... I still won, mainly because his disciples were in clumps...But if you spread them around and keep more coming (waves as you say), it stops subverters pretty darn well.
Regarding the whole subverter thing, I agree with HuntingX... However, I had a game where I told the opponent to make tons of disciples (with steal antimatter) along with his HC fleet... Disciples are dirt cheap, easy to get large numbers... Well, I can say it was a huge pain for my subverters... Didn't make them useless but made them at LEAST 50% less effective. I couldn't keep his whole army disabled, at least not for long...Even with 14-16 subverters. Not sure how other race
What you guys need to understand about repel is that its a REPEL -antimatter/sec ability. So you charge an enemy blob of units, click it on, 2 seconds later, click it OFF. Antimatter used is TINY and you have just joined the ranks of Sins of a Bowling Empire. STRIKE!!! Using this click-on-click-off method, you can have only a few guardians totally disabling an enemy fleet. If this ability took like 100 antimatter, had a tiny cooldown it would be fine...But as it is, if ya micro it, guar
Its a tough issue, Arc :). Sova embargo is definitely a pain to stop when someone is only a few jumps away, specially if they know what their doing. If nothing else, someone with sova can simply use it as a "harassment" while they expand their economy and make LRM. This gives them an economic advantage certainly, which if they use properly, is a pain to beat if your opponent is of equal skill. I just posted that thing above as a possible "sova rush counter" because I find many sova rus
Heres one fun tactic against a sova rusher (For someone to really rush you with sova and not meet your lrm/assailants/mass-units, you have to be like within 3-4 jumps max of each other's HW right?)... When you start, if their that close to you (and your scouts see a sova)...Make like 3 light frigs along with the colony ship..Send those to clear out the asteroid near you. Send YOUR cap ship (Marza works great here for example) to their asteroid. Pump your cash into upgrading the asteroid
Oops, posted in wrong account. Ragarth is me, hehe.
Given how strikecraft are tougher versus flak (lower hit %), flak does less damage against LRM (thus less flak around since its less useful!), and carriers are cheaper... Hurray guys, good job buffing the carriers :D They needed it. I just hope its enough for me to use them, hehe...If not, maybe in 1.1 ;).
Bajong, thats what most people on ICO are frankly... Not surprising :). As frogboy said in his 1.04 post a day or two ago, the whole issue of balance changes drastically based upon the player's experience/skill level. For the vast majority of people, the issues Jinx raises just don't apply right now. Its my opinion though that over time the online community will "progress", just look at the player-skill average on battlenet for starcraft for example. The main reason Jinx is abl