innociv

innociv

Joined Member # 3046772
3 Posts 59 Replies 21,144 Reputation

[quote]Yeah a level 10 battleship is going to rip apart significantly more "supporting" ships than the cost of the battleship itself. You won't really benefit from Capital ships unless you keep them alive long enough to level up.[/quote] And when you lose a frigate, you build another. When you lose a level 10 battleship, you build a level 1 crappy one. It's not worth making more than 2 caps except as advent. Tec and Vasari don't benefit from more than two.

32 Replies 20,038 Views

Go around it to the next planet, duh.. Antorak can phase out all 3 of them non stop. AM disables work, drains work (disciples can drain 25 per 15 sec or so). Or simply overwhelm the repair rate with lots of damage. Yeah tons of things work.. Of course defended planets are going to have a little advantage. If this was so omg unstoppable then wouldn't games never ever end since no one could attack? Yeahhhhh.

17 Replies 7,761 Views

Bombers, support cruisers, flak(counters their fighters), light frigates(counters their flak). The last two are me presuming you aren't playing against some noob that is making nothing but kodiaks. Kodiaks are only really directly countered by bombers. They are indirectly countered by using a good mixed fleet with good survivability. LRMs rather suck against kodiaks. Illums do alright if you can keep them from being killed in one volley(again, as I said, mixed fleet)

28 Replies 21,086 Views

We all know you should focus on one ship.. but so what? :/ The AI auto-focuses fire even. It's intended.. I believe it's more there so that overwhelming force is less instawin. I think it's more anti-zerg than anti-focus fire. Obviously making 30 units do 1/2th damage (42% instead of 85%) isn't a HUGE effect to make focus firing useless.

41 Replies 21,115 Views

[quote]Oh, no. Christ, no. Fuck. Fuckity fuck fuck. NOT build order! Say it ain't so!Lols I are so great I do the same thing every game and I winz hehe!I object to a few things here. First of all, the loss of imagination and tactics, and replacement with a set-in-stone order. Secondly, to your advocacy of mindless spam. Bah! I have taken out armies of LRM and Flak with only 2/3 the number of skirmishers and assailants and NO MICRO, and I will continue to do so. Thirdly, to your sheer ARROGANCE i

56 Replies 118,707 Views

Cyker, yeah, what i said but 15 seconds would be long enough. [quote]Frankly, I'm just tired of posters like innociv and others being the braggarts they are, all the while insulting other players, and then asking them to jump on board with the idea that something is horribly broken and needs to be 'fixed'.If you're such a marvelous champion of the game, why don't you just adapt to such idiosyncrasies, or barring that, submit a suggestion to Ironclad on how it could be made better instead of

74 Replies 98,971 Views

Lol what, Maogan? The reason that this is an issue because it's base don such silly things as how fast someone computers is an how fast they can mash two buttons. That's a silly thing to put in the hands of winning or losing. No one is complaining about losing light frigs to lrms here. Isn't requiring 1 civ just going to mean who can place down a civ building first gets it then? Which is the same as who loads and clicks a hotkey fastest. :/ Then you're sitting there

74 Replies 98,971 Views

[quote]If you would take the time to actually read what he said instead of insulting everyone who thinks different then you, you would find he mentioned the word "random," meaning not a certain time limit. I actually think that would be a good idea, however, having not played multiplayer, and not even knowing this is what goes on in multiplayer games, my word won't carry much weight in this argument.[/quote] I read it, I didn't think he was silly enough to actually mean random, he said a fe

74 Replies 98,971 Views

[quote]If you would take the time to actually read what he said instead of insulting everyone who thinks different then you, you would find he mentioned the word "random," meaning not a certain time limit. I actually think that would be a good idea, however, having not played multiplayer, and not even knowing this is what goes on in multiplayer games, my word won't carry much weight in this argument.[/quote] I read it, I didn't think he was silly enough to actually mean random, he said a fe

74 Replies 98,971 Views

[quote]Defence vessels are flak ships, and flak ships don't own LRM's straight up. It's a simple fact. Disciples aren't that great against then honestly. I'd rather grab 3 hostility temples and tech Illuminators to fend em off, but I honestly don't know whether that's actually an effecient strat to fight them off, so if I'm wrong, by all means tell me. I just think that 3 lasers (max, not hard to have them moving and firing, and then place them right in the middle of the fleet to have all 3 goi

119 Replies 47,565 Views

[quote]You're assuming the LRM player is foolish enough to start a battle of attrition against your flaks. Flaks kill really slowly. They're great at _eventually_ killing the lrms destroying your structures, but they won't stop them. Further more, once the lrms are dead, flaks deal less than 1 dps to cap ships and structures. Completely worthless except as a desperation defense.[/quote] right.. i've said this myself already in this very same thread, maybe even twice. This is exa

119 Replies 47,565 Views

yes but disciples are the fastest, you can pull them away with good micro before they die. And sorry the first "disciples" should of said defence vessals. For some reason defence vessals seem to fair far better early game than the others, while sentinels are better later game. Oh and you aren't supposed to sit them infront of the lrms.. you're supposed to circle behind them. Flaks fire 360degrees, that's another reason why they're good vs lrms. LRMS turn slow and fire for

119 Replies 47,565 Views

Changing fixed starting resources would be okay like i said.. 700 less credits, 200 more crystal. But sliders to adjust? No please it should be standard amount. No "quick start" resources like some other crappy RTS' have. :/ Sins is supposed to be a real game [quote]3) The open market for buying and selling of resources has been altered so that there are random fluctuations in pricing and can crash or boom based on player behavior.The patch stuff may help change that.[/quote] <br/

74 Replies 98,971 Views

ERmmm actually jinx like i said i lost because i let my asteroid bleed and i went to that ice to level my antorak. I wasn't thinking of the important of that asteroid field enough. Sentinels are too expensive to build to counter LRMS early on, so you just make lrms, and out micro. You can't afford spending research cost which you could build 5 assailants for and then the cost of sentinels, you won't get enough sentinels until later on. Advent is the only one that can counter

119 Replies 47,565 Views

I think building colony ship after 1 scout is best, to get the am going, but eh I could be wrong there. I should note that as vasari you should upgrade hull FIRST and phase missiles second. hull upgrade gives 13% bonus at level 2(but less repair than the other races get. But the repair rate means very little early game), and you should upgrade this as soo as you have a few assailants. 5/10% phase missile doesn't do much with the first pop cap. Also with the Maraud

27 Replies 15,824 Views

Within 30 minutes? In high level games people tend to tech VERY slowly, because teching means building less ships, building less ships means you have less ships to kill the enemies ships. And i'm assuming you mean the tech for your support cruisers abilities too. Getting a 4th mil or civ and researching 2 more techs you could get 8 frigs for. Having 25% less ships than your enemy isn't going to help when being attacked/attacking.

119 Replies 47,565 Views

Scout and counter is the EXACT point I was trying to make with my original post of this topic. So so few people got it though. That's why there is no "uber build". Everything is counterable (though apparently this RA rush is a hard one to counter. I don't know). It is SCOUT and COUNTER just like basically every well balanced RTS. The best build is what your enemy is weak to, I've already said this.

119 Replies 47,565 Views

omg nerf RA. Jynx, you weren't winning on your side. It was a stalemate with me pulling through towards the end. (But by then it was too late, huntingX had a ton of ships from rA). I wouldn't call being a few ships ahead of me winning. Even with the extractors on my desert gone i was still #1 in economy, and i couldn't build ships fast enough even with 2 factories so i was quickly overcoming your fleet size. It was a GG though, I stand corrected. You can effectiv

119 Replies 47,565 Views

The perfect build order is something around infrastructure-crystalmine-cap factory-cap queued-scout-metalmine-colony ship-metalmine-scout, minus the colony ship if you use a colony cap. This build order requires more crystal than you start with, so at the begining of the build order you get zOMG RACE TO BUY 200 CRYSTAL FIRST. 1st person says 650 2nd- 750 3rd- 850 4th- 950 5th- 1050 6th-1150 In a 6 player game the 6th person to buy is paying nearly double. I'

74 Replies 98,971 Views

[quote]what does the 8+ civ upgrade do? Increase tax income?+ 8 civ the TEC have a tech that allows any COLONIZED planet to have (after the first research) +4 and (after the 2e research) +8!! civilain slotsnow this doesnt sound much... but think about it the TEC way, 2 EXTRA trade ports per planet. dam thats a load of income....(no not overpowerd........ if you have this eary on your proabably having a warfleet made up of 2 cobalts an 1,5 lrm (couldnt afford... + find the other haf)[/quote]

119 Replies 47,565 Views