Cykur

Cykur

Joined Member # 635909
1 Posts 171 Replies 888 Reputation

The Kol doesn't beat a Kortul, in my experience, but it is still really valuable to have in fleet. I also was using its flak ability the other day to save my ass from strikcraft, and it was a lifesaver helping my own strike craft get the upper hand. Kortul's just happen to be good for killing other capital ships. I have never tested a lvl 10 Kol vs Kortul. It could be that at level 10, the Kol's level 6 ability turns the tables.

18 Replies 8,630 Views

Ummm....balancing IS about removing and adding power to various units. And I concur with the others, this is a beta -- bugs are to be expected. As to your other comments, I agree, it would be nice to have maps distribute via the game launcher. Choosing positions sounds great! These are wish list items that should be asked for with a constructive voice rather than a flamethrower. I think that the Alloy upgrade will ultimately grow the community by allowing more people

20 Replies 41,859 Views

Lock the AI's on their own teams or they will all gang up on you. Those Multistar maps actually start with 2 stars occupied, 3 stars empty....so if you spend all your effort trying to conquer your star, the others are probably going to be owned by someone.

23 Replies 6,829 Views

[quote]1 lane to volcano with 3 extractors 2 cobalt 3 lrm 3 garda 2 krosov[/quote] At least you were 1 jump from a Volcano....this would be a normal bad start. It would suck, but at least you can send in your cap ship and cobalts to clear it out. Hack was stuck in cul-de-sac. Only one path out, with 2 planets in a row, so he couldn't even easily bounce ships by them.

12 Replies 8,620 Views

Actually, what made it the worst I had seen was the jump past the fully stocked desert was a Volcano with I think about 8-10 frigs. His asteroid was 4 jumps away, and to top it off, he was only 4 jumps from an enemy HW on the other side. Talk about being bottled in....

12 Replies 8,620 Views

You should do some battleship jousting some time. In all the Kol vs Kortul fights I've had, the Kortul wins. The Kortul also has disruptive strikes, which slowly dissipates the antimatter on whatever it is fighting. This limits the Kol from using its abilities, and the Kortul doesn't have this problem -- it keeps getting its shield regen and damage boost. In my experience, the Radiance and the Kortul can both beat a Kol 1v1.

18 Replies 8,630 Views

I feel TEC are pretty balanced and only start to have problems at end game. Every map favors each race a little differently. Some have neutrals, some have time to set up trade, etc. Look at it this way. The long range frigate is a substantial upgrade over the basic frigate, and trade is important to fuel the an economic war machine for larger games. LRM + Trade Lab Requirements. TEC 2 Mil 2 Civ = 4 Labs Vasari 1 Mil 4 Civ = 5 Labs Advent 3 Mil 3 Civ = 6

25 Replies 20,262 Views

Amish did it to me!!! It was supposed to have been fixed. I've known about it forever, but I don't do it to people. But next time Amish, next time!

11 Replies 4,915 Views

I look to see what ships make up the enemies fleet and adjust accordingly. That is the whole point of strikecraft, you can adjust to fight different fleet compositions.

11 Replies 8,424 Views

Hey Drexion! Yeah, what Hack is saying is pretty much the case. There are lots of brand new players. There are also a lot of foreign players getting the game now. I think many of the experienced players are waiting for the 1.1 patch as well. There are still a lot of good players lurking about, but you have to find em.

89 Replies 43,947 Views

LRM's and Assailants sometimes get a missile or two off while chasing, but they are not continuously firing. Sometimes you are just seeing missile trails from something already fired, or a random shot when a ship paused. Do a test sometime, take 20 Assailants or LRM's, and have them try and chase a capital across a gravwell. You will notice at some point they stop shooting, or only get a shot off rarely. Give them a move order so they are staying in weapons range. Now, if you micro

74 Replies 202,979 Views

[quote]In my SP games version 1.05 as a Vasari I had big problems with Distortion Field: 1) My subverters NEVER autocasted it. 2) When I manually used it, I stunned only 1 (ONE) ship. I'm not mistaken, because I had 2 subverters trying to stop 4 bombers bombing my planet. Whatever I did, two of them were bombing. Can someone explaing what am I doing wrong? BR, Iztok[/quote] Subverters do use autocast with Distortion Field. It is better to micro it, but they will use it

10 Replies 4,105 Views

[quote]DPS: 33 dps vs. 33 Victor: Tie (The coming patch is nerfing Illums only slightly. I've done the math. They'll be on par with the Illum) *Note: 1.05 has Illums at 36.6 dps however.[/quote] Remember, an Illums damage is split 3 ways, so that is 3 opportunities for armor to reduce damage. In the comparison above, that translates to 6 armor reductions for Illums vs 3 for LRMs, which would actually favor LRM's a bit. Assailant damage, while having a low base, actually scales

74 Replies 202,979 Views

[quote]Also... armor can only ever reduce damage by a maxium of 50% if you end up with 63% shield mitigation as you normaly do on a LRM thats only 47% damage so 10 damage is reduced down to 5. 3 armor is the max armor required to reduce that down to 2.5 because of this Health is far better then armor upgrades except for fighters/bombers who have mutiple units to a squad and damage is spread out from mutiple sources to mutiple members.[/quote] An LRM at

10 Replies 5,673 Views

Nice number crunching for the masses. I would highly recommend you upgrade armor first. It helps a lot against Illuminators whose damage comes at you from 3 beam mounts, so three opportunities to lower damage (also helps against those people who insist on countering you with Flak). You also have to take into account Logistics research. Sometimes keeping your fleet cap size a bit lower pays for those tech upgrades.

10 Replies 5,673 Views

[quote]i think the coming changes to RA wil have a positive effect, right now it is possible 2 tech to RA and win the game, with the changes to RA it is only considerd a strong research, just like the TEC pirate raids wich u wont research after your empire = big enough and so does it has to work for RA, dont tech RA until your empire is big enough to sustain itself, RA = just another way for Vasari to get free ships in LATE GAME, if we are going to nerf it again it wil yet again become

15 Replies 5,218 Views

Good job! Next time you are using a hit and run strategy, have a Marza in your fleet and get Raze Planet up to level 3 asap. Immediately put the Marza on the asteroid or un-upgraded planet while your fleet is clearing out the infrastructure. You will find the Marza has probably killed the asteroid about the time your fleet is mopping up.

4 Replies 2,975 Views

In addition to the Novalith, Advent can use their supercanon to drop a world with low allegiance to 0, effectively killing it. It has been months since I experimented with it, but I played a game a long time ago where I used multiple cannon blasts on higher allegiance worlds, and got them to hit 0. I haven't experimented with this in ages, so I don't really have any useful advice as far as how much allegiance one canon blast can shift, but I know it is possible. As far as ships

4 Replies 2,535 Views

I think it would make sense if they made RA just a single level of research and got rid of the intermediate level 1. The level 1 RA is not going to be worth the summoning price considering you won't get exactly what ships you want. Level 2 RA will be a good value to bulk up and augment your fleet. Considering the new summoning cost, I don't think it is a bad idea to cut down full RA's research requirement. RA has a huge research and infrastructure cost associated with it -- now that the shi

15 Replies 5,218 Views

[quote]I think most importantly, multiplayer needs to be done differently......It's absolutely ridiculous for this type of game that killing the host ends the game. I am hoping alloy allowing everyone to host will lead to successful migration but as its never worked that might be a tall order........for instance I host all the time but it never migrates to me if someone else is hosting and they quit. This should be #1 priority![/quote] This should be resolved in 1.1 if

574 Replies 1,730,557 Views

You must have your ships in one relatively large fleet. It is trying to line up in formation upon entering the system. You can fix this by breaking the ships up into smaller fleets or grabbing blocks of them as they enter the system and immediately giving them attack or move orders to get them placed where you want them. Put the gardas in their own fleet and turn off the auto-attack range so they sit where you leave them. You can just manually position this fleet where you want it, o

4 Replies 2,975 Views