Hey everyone its that time again, lets compile some data!
This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays attention to the forums and what people suggest, I’d like to make it easier for them. The idea is to have all ideas posted straight forward and ranked so the DEVS don’t have to sift through pages and pages to find popular ideas. SP and MP players are both welcome to comment. Post yay or nay for any idea you like or dislike (be specific please) or say no fix needed. If you’d like I’ll also insert specific values you may come up with. Some votes will be taken from other threads.
BUGS
Since the last patches release, the main complaint I've seen on the forums are in the form of bugs, so I'm compiling a list of the known ones, and will update the list as more are discovered. Some of the early bugs were fixed in the hotfix, and perhaps (fingers crossed) the Devs will release another hotfix to address the rest, rather than a whole new patch. So here it goes:
- Nano Weapons Jammer autocast AI casts continuously
- AM Recharger autocast AI casts continuously
- Illuminator causes mystery damage between shots
- Phasic Trap research Level 2 still has no effect.
- Orkulus Phase Stabilizer does not work on stars.
- Random Map Bugs:
- Single Phase lane starts
- No connected Asteroids
- Overlapping Gravity Wells
- Backwards Dunov Icon
- Pathing Improvements (specifically dealing with stationary obstacles)
- Orkulus commands cancelled when trade ships dock
- No wave cannon sounds on Kortul
- Resource extractors on HWs produce income before they're constructed.
- PAWELOS BUG HUNTING
- Siege Militia/pirates run from turrets before construction is complete (exploit).
CAPITAL SHIPS
This will be a large section that will continue to evolve through out the life of this thread so check back often for new topics. Consensus seems to think now that carrier caps have all been buffed, many of the other caps need to be brought up to par with them.
Buff Battleship Class(Kol/Radiance/Kortul)
Increase hp/shields/armor?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon Hrabandur CrazyElectron Ryat Arthanis Warlord Mike Onigiri
Nay-
Increase DPS?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 MindsEye Swordsalmon CallenExile Hrabandur CrazyElectron Ryat Arthanis Warlord Mike
Nay- Onigiri
Buff Gauss Rail Gun?-
Yay- Volt_Cruelerz(800/1200/1600) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon CrazyElectron Ryat Arthanis Warlord Mike
Nay- Hrabandur Onigiri
Re-work Animosity?
Yay- Volt_Cruelerz Darvin3 Deceiver_0 MindsEye Swordsalmon Ryat Arthanis Warlord Mike
Nay- CallenExile Hrabandur Onigiri
No Change needed- CoBBQ
Colonizer Caps(Akkan/Progenitor/Jarrasul)
Buff Jarrasul Evacuator's colonize?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike Onigiri
Nay- CallenExile MindsEye
No Change needed-
Carrier Class Caps(Sova/Halcyon/Skirantra)
Buff Scramble Bombers?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 MindsEye Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike
Nay- CallenExile Onigiri
Buff Replicate Forces?
Yay- Arthanis Warlord Mike Onigiri
Buff Support Class Caps(Dunov/Antorak/Rapture/Revelation)
Increase AM regen?
Yay- Darvin3 Hrabandur CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Nay- CallenExile Mindseye Onigiri
Increase maximum AM?
Yay- CallenExile Darvin3 Hrabandur Mindseye Volt_Cruelerz CrazyElectron Juletron Arthanis Warlord Mike
Nay- Ryat Swordsalmon Onigiri
Increase Dunov EMP range?
Yay- CallenExile Mindseye Volt_Cruelerz CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Allow Dunov shield restore to be self targetable?
Yay- Mindseye CrazyElectron Juletron Arthanis Deceiver_0
Nay- Ryat Volt_Cruelerz Warlord Mike Swordsalmon Onigiri
Allow Antoraks subversion to effect SC?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Onigiri
Nay- Ryat Swordsalmon
Buff Phase out hull?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Swordsalmon
Nay- Ryat Onigiri
No Change Needed-
DELIVERANCE ENGINE
Without a doubt the weakest of the superweapons, there is little point in seeking it. For too long its been sitting in a dusty box on the shelf, to weak to be worth its tremendous costs. Lets consider some buffs to at least make it functional as a weapon. The one buff thats been suggested that I like is an instant allegiance drop, which will aid Advent in cultural takeovers of border planets and with enough, could possibly overthrow an enemy planet (though Id say it should require many more than the fearsome novalith)
Buff Deliverance engine-
Cause an instant decrease in allegiance?
Yay- Deceiver_0 Kitkun Greyfox2 anteachtaire Mow Mow Warlord Mike Hrabandur Arthanis
Nay- Howdidudothat
No buff needed- Qu4r Darvin3 CallenExile
EMPIRE TREE
As I feel that the devs decision to put "Phase Jumping" ships at the top of the tree was purposeful and not a bug, I think most of us agree that the constant movement it creates (especially with phase monitoring!) makes the empire tree difficult to use. Move it to the bottom?
Adjust Empire Tree-
Move "Phase Jumping Ships" to the bottom of the tree?
Yay- Deceiver_0 Darvin3 SwordSalmon JSW_Ballz Mindseye Agent of Kharma Ryat 52500 Mow Mow Fuzzy Logic EadTaes Warlord Mike Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Arthanis
Nay- CallenExile
FIGHTERS
Some are unsatisfied with fighters with regards to surviving flak. I urge everyone to read the points of debate between Mindseye and myself starting on page 10-11, to get a better understanding of why fighters should or should not be adjusted. Below are a few suggestions
Buff Fighters-
Increase armor/hp?
Yay- Mindseye Mow Mow Greyfox2 Qu4r Arthanis
Nay- Deceiver_0 Darvin3 Ryat Top Vasari Warlord Mike EadTaes Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Agent of Kharma CallenExile CrazyElectron
MAPS
Raging Amish has proposed some modest changes to maps that I think we could possibly have implemented with enough support, so lets get a vote to see what people think of them. Magnetic clouds are huge wastes of space as their is nothing terribly beneficial about them. People with ability heavy fleets and caps would opt to fight you somewhere else (and can do so without much penalty). They make awful chokepoints because you can't put starbases or mines there, and they offer no economic value. I'd like to hear some ideas on how to improve them (beyond removing them completely from the game as RA has suggested). If we can come up with some good ones I'll put them up for a vote. In the meantime, I think one should at least be able to construct Starbases here, so I'll put that up as a topic. Also, all too often we see Ice and Volcanic planets (which require research to colonize) offering you only 2 resource mines for the trouble of colonizing them. Personally I don't think that PLANETS should have less resources to offer than an asteroid. What do you think?
Magnetic Clouds-
Allow starbase deployment?
Yay- Deceiver_0 Darvin3 Hrabandur Juletron Howdidudothat Warlord Mike DirtySanchezz Kitkun Qu4r CrazyElectron
Nay- Ryat CallenExile EadTaes DesConnor -Ue_Carbon Chaotic Magician
Ice/Volcanic planets-
Change minimum mines to 3 (currently 2)?
Yay- Deceiver_0 Swordsalmon Ryat Darvin3 Juletron Mindseye Mow Mow EadTaes JSW_Ballz Howdidudothat Warlord Mike Kitkun Ovi_187 -Ue_Carbon Chaotic Magician CrazyElectron
Nay- CallenExile DesConnor DirtySanchezz Hrabandur Agent of Kharma Qu4r
No Changes needed-
ORKULUS STARBASE
This topic is going to be heavy on the debate, and will likely be updated several times with NEW votable options throughout the life of this thread. Now, I think it's safe to say that we're beyond the point of the DEVS making a Vasari Assault cruiser and making the Orky stationary. So if thats what you think should happen thats fine, but it would be more useful for everyone if you hada second opinion on the Orky and voted on the issues below.
Nerf Orkulus-
Increase build penalty in hostile wells? (currently 2.25x unupgraded)
Yay- Greyfox2 Raging Amish(3x) Mindseye Arthanis
Nay- Deceiver_0 Cykur Howdidudothat Top Vasari Swordsalmon Ryat anteachtaire LordMechanoid JSW_Ballz Warlord Mike Agent of Kharma DesConnor DirtySanchezz Kitkun Qu4r 52500 Hrabandur -Ue_Carbon Chaotic Magician Qu4r CallenExile
Other-
SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")
Yay- Mindseye Deceiver_0 Howdidudothat Top Vasari Cykur LordMechanoid Warlord Mike DirtySanchezz Kitkun 52500 Hrabandur -Ue_Carbon Chaotic Magician CallenExile CrazyElectron Arthanis
Nay- JSW_Ballz DesConnor Qu4r
SCOUT FRIGATES
A hotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think scouts need to be weaker in general, whike other think they need to be balanced on par wtih TEC scouts.
Nerf Scouts-
Decrease hp/shields?
Yay-
Nay- DirtySanchezz Cykur Arthanis
Decrease DPS?
Yay- DirtySanchezz Greyfox2 Mindseye Arthanis
Nay- Cykur
Increase Cost/supply?
Yay- Mindseye Cykur Swordsalmon
Nay- DirtySanchezz Arthanis
No Nerf Needed- Deceiver_0 Wingflier Howdidudothat Darvin3 Ryat CallenExile Chaotic Magician Agent of Kharma Sivcorp 52500 JSW_Ballz LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron
Balance Scouts-
Decrease Seeker Vessels Hp/shields/armor?
Yay- Deceiver_0 Wingflier Mow Mow Swordsalmon Darvin3 Ryat Greyfox2 52500 JSW_Ballz Cykur Top Vasari LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- DirtySanchezz Howdidudothat CallenExile
Decrease Seeker Vessels DPS?
Yay- Swordsalmon DirtySanchezz Howdidudothat Greyfox2 Hrabandur Qu4r
Nay- Wingflier Darvin3 Ryat CallenExile 52500 JSW_Ballz Cykur LordMechanoid Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Jikara Navigator cost/supply?
Yay- Deceiver_0 Wingflier Howdidudothat CallenExile 52500 LordMechanoid Hrabandur Qu4r
Nay- Swordsalmon DirtySanchezz Darvin3 Ryat Chaotic Magician JSW_Ballz Cykur Greyfox2 Kitkun -Ue_Carbon CrazyElectron Arthanis
Increase Jikara Navigator DPS?
Yay- Mow Mow Swordsalmon Howdidudothat Ryat Chaotic Magician 52500 JSW_Ballz Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- Wingflier DirtySanchezz Darvin3 CallenExile Cykur Greyfox2 LordMechanoid Kitkun
Increase Jikara Navigator hp/shields?
Yay- Mow Mow Darvin3 Ryat Chaotic Magician Sivcorp Top Vasari Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- CallenExile JSW_Ballz Cykur LordMechanoid
No Balance Needed- Agent of Kharma EadTaes DesConnor
RAVASTRA SKIRMISHERS
While the most expensive light frigate in both resources and supply, these ships have the worst DPS per supply. With the recent buff to all light frigs, Cobalts and Disciples are now delivering on the tasks they're meant to, yet skirmishers are still struggling. So what should be done?
Buff Skirmishers-
Increase DPS? Yay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes DesConnor Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- LordMechanoid
Decrease Supply cost?
Yay- Raging Amish LordMechanoid Hrabandur Qu4r
Nay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Resource cost?
Yay- 52500 Warlord Mike
Nay- Darvin3 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat DirtySanchezz Raging Amish CallenExile Mindseye JSW_Ballz LordMechanoid lbgsloan Kitkun Hrabandur -Ue_Carbon Qu4r Arthanis
Adjust Reintegration autocast AI to activate earlier?
Yay- Deceiver_0 Darvin3 52500 Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp Runesia DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Blackhawk
Yay to hanger buff.
How bout fleet supply nerf to advents anti structure ship.18 is rediculous for such a crappy ship.The ogrov is 2x the ship of the adj for less fleet supply.
Stuck when doing a 3 point turn? Try getting stuck while trying to move in a straight line?
You mean buff; a nerf would mean making it worse.
Yes I was meaning making it less fleetpoints.
I think it would greatly reduce carrier caps.Besides I like the relationship they all have except fighters and flak.Fighters die before they can kill a sufficent amount of lrf.
It was mentioned earlier that flaks should have something to deal more damage to LRF. Well, in my mod, I am working on Defense Cruisers which are essentially FF's big brother. Its normal weapons deal anti-light damage. They also have forward weapons though that deal some other sort of damage though I can't decide between light and medium... Oh well, time will tell.. If it works out though, I'll post the results here so perhaps the devs might do something like it in the future...
I think the damage%bonus of ANTIVERYLIGHT attack vs. Light armor should be buffed slightly.
And NERF THE ILLUM'S HULL POINTS!!!!
Again, I really think the lums are gonna take a big hit when the BUG is fixed.
Agreed; we can discuss illums further once the damage bug is dealt with.
Problem is is there a patch comin its been awhile now.
Personally, I don't see illum or lrf spam as much in general anymore so I don't see what the problem is that people keep griping about it. Cap carrier/LF/scout spam is so prevalent that it makes it difficult to keep lrf around in any kind of numbers generally unless you are against a newer/less experienced player until a sizeable amount of flak or fighters are built to give cover. Some are stuck still fighting the last "war"/patch.
[_]-Greyfox
GreyFox, I dicided to switch to TEC for a while and see how badly they are now. I played againest an advent play in most game i played in say about 8 and guess what? i died 6 times. The way i dealt with illums before was a fleet of gardas and scouts or gardas and irms, but now its got harder since all flaks got nerfed.
I even did a test agaianest staler a couple of days ago, i had 32 destra, 32 illums,20 defense vessles and 4 guadians. he had 60 illums and 12 guardians and an Vasair Starbase, even without the sb, i would have lost, illums are just too powerful and since i have finished my tests, i am gonna come out of hiding now and stop smurfing!
illums are just too powerful (coming from an advent player), and tec have been nerfed hard, like i said before, only a few people play them now, there really aint much point playing them. TEC Irms are weak and cheap for a reason, but seriusly, how can you outnumber an Advent player 2:1 at a begining of the game?
Maybe if you lower everones trade port research by 1, for example 1 civic lab to research trade for tec, 2 labs for advent etc.
that may work i think.
Flak weren't really touched last patch. The only thing changed was that vasari flak ability does not affect frigates anymore but only SC. The difference now is that flak's counter(light frigates) were buffed and rose to more prominence. That doesn't make LRF the problem in your situation as LRF were not changed for the better last patch other than a bug that has been there for who knows how long with illums. What I am saying as an advent player myself is that it is difficult to even bother using illums when you are against a player that uses carrier cap spam/disciple/scout spam because they are just going to be quickly destroyed by scouts and fighters. Illuminators and LRF in general are NOT the problem right now.
awesome
Didn't feel that way after that massive lum vs lum war I had last night. Both sides had around 80 illums plus plenty of support. I myself had 15 defense vessels, 5 guardians, and a progen (it started level 1, but was level 5 by the time they killed it, about 30 seconds into the fight). They had like 5 or 6 caps, but I managed to kill about half of them before the fighting ended.
I think its more a prob mid game than early.Once an advent gets 40+ ilums its extremely tough to defeat ilums.Carriers dont work cause flak counter so fast and cheap.Theres not much after that besides fighting with lrf which doesnt work except with another advent.I was playing against arch as over last night.He was advent I was vas.He started out with 8 disciples and soon as he saw me building kanracks he had 20 scouts before I could get 10.Only thing I could do was sb.Once he got ilums there was nothing besides sb.He had 80 and they kill everything.Even a sb thats upgraded.I tried to get overseers and subs but he was so far ahead because I had to build sbs to save my worlds.80 ilums kill almost everything its a bit crazy.I wonder if part of the prob is we play the game on fast build settings.Scouts and lf build to fast.They can start behind you in numbers and outnumber you before you can do damage.Lose a few ilums its ok eco and build speeds are fast.
I've tried the game on slower settings. Scout/LF with carrier cap is even more powerful because the cost of labs is more significant and the scout/lf masser needs none. Yeah, he can't get (fast) illums, but he doesn't need 'em.
The problem is that once they're in sufficient numbers that SC can't pick them off and capital ships cannot tank them, illuminators essentially have no counter. Sure, heavies (non-Vasari) will work, but they're too little too late. Too many labs, take too long to build, and the counter isn't really as hard as it needs to be. TEC has a shot with hoshikos, and frankly I think a hoshiko-equipped attacker or defender is the ONLY thing an established illum-spammer has to fear, but once the hoshikos run out of antimatter the sidebeams just rip apart the fleet as usual...
Greyfox2, illum spam is still here. I see massive illum fleets all the time. Every game I play. The way it always works is, you'll see 8-10 after the advent player's initial scout/disiple spam (if you are getting dual-halcyoned, those 8-10 illums will start rolling in after you've made your lf to defend against his lf/scouts/halcyons). The next threshhold is 30-ish, then 50-ish, then 80-ish. 30-something illums are already nasty - capships better get the hell out of there. 50-something and I'm just running. 80-something is ridiculous - everything around them melts instantaneously, starbases go "poof" in an instant.
not quite that bad but in my game I had overseers in next well and couldnt get to my 7700 health plus full shield with repair bays in time to save it.That wasnt even the full 80 think it was only 50.Once he has 50 there is no forward movement if you have had to invest in sb.I even tried to run the sb down the middle and make them split up but it didnt save me.
So, general agreement. 10-20 illums is counterable, 30 will melt a capital ship ridiculously fast, 50 will push you on the defensive regardless of your fleet, and 80 will roll a starbase without trouble. Glad we got that cleared up.
If Seekers are weakened and Illuminators only debugged we will just have even more illuminator spam than before. The real counter to Illuminators is seekers, rather than any other types of scout. If there were more 1v1 replays where Advent played another faction it would be clearer how superior Illuminators are, with more LF on the battlefield. However, when most games are team games with Advent on both sides it doesn't show up.
The problem with scout/LF is that the static defences have to be cheap enough to reflect their immobility. However the scout/lf masser still has to get to critical numbers before being scouted, this allows normal start an advantage. The second cap being produced slower allows more time for the defender to make his second cap a carrier as well. The scout/LF spammer has to win on the rush.. stalemates are defeats. However, is there really a scout/LF rush- apart from the Advent Seeker/Disciple rush?
This thread has value, but what Sins vitally needs is a group of players who are strong enough to play 1v1 against each other with the various factions to test balance for the community. Opinions without replays only count for so much. Can we have the issue of acquiring 1v1 replays between top players to examine faction balance as a topic?
Please hotfix the Illuminators before the patch!
This sounds sarcastic?Which would mean your fine with it?I still stand by my statement that fighters need buffed so we dont have this prob.
Increase hp/shields/armor?- Yay-
Increase DPS?- Nay-
Buff Gauss Rail Gun?- Nay-
Re-work Animosity? Nay-
Buff Jarrasul Evacuator's colonize? Yay-
Buff Scramble Bombers? Nay-
Buff Replicate Forces? Yay-
Increase AM regen? Nay-
Increase maximum AM? Nay-
Increase Dunov EMP range? Nay-
Allow Dunov shield restore to be self targetable? Nay-
Allow Antoraks subversion to effect SC? Yay-
Buff Phase out hull? Nay-
My idea for Marauder,-Change Distort gravity to passive.
too strong?what do you think?
Oh, as if Advent deserves the only counter to illuminators
Most of us tend to agree that the TEC scout is right on target for how strong scouts should be. The seeker is already overpowered with regards to this mark. The problem here is on the illuminator's end, not the scout's.
Who said I'm going dual-cap? I rush single-cap all the time. In fact, if I'm not getting fed I will never do a dual-cap lead as Advent. I'll just make a faster hit with one cap. If you try to go dual cap, that actually makes it easier on me, because single-cap Halcyon with mass disciple > dual-halcyon with fewer disciples.
I won a very decisive rush just last night where I showed that one cap with frigate backup does indeed beat two caps. People are getting way too into the dual-cap rush right now, especially for Advent (I think it works best for TEC, personally). There are three big weaknesses to the dual-cap rush. First, it's expensive, it's going to take virtually ALL your cash to do this. Second, it's predictable. If I don't see you spending money on frigates or labs, I know that the only rational explanation is that you're saving for a second cap. Thirdly, your caps level up slower. A very common rush scenario is to see one level 3 Halcyon against two level 2 Halcyons (or, in the case of my game last night, a level 2 and a level 1). Assuming both sides are maxing ADA, that's 6 strike craft against 8 strike craft. Because the single capital ship levels up faster. You paid a lot of cash for a measly two strike craft advantage.
The key to making this rush stick is to go for the factories. As soon as you warp in, send all your light frigates to the factory and your fighters to take out any construction frigates. Send a small group of 4-5 light frigates to each of your opponent's colonized planets to take out constructors there and prevent him from rebuilding factories in other locations. Now, just keep a constant stream of reinforcements. Knock out any existing frigates or repair bays he may have. Just keep the flow of reinforcements coming and you're gold. This is a very common killing strategy, you can really swap out any unit types and it will still work, but most of the time it's a carrier-led LF rush. You don't need dual-cap to do this, and in fact it works better with one cap and additional units.
Yeah, TEC with cobalts and scouts backing up a Sova will also work. Vasari, however, certainly cannot do this.
As I said in the other thread, I think it will make matters worse. Making fighters stronger against illums (and LRF in general) will hit armies with fewer illums harder. This will have little impact on fully mature illuminator swarms (since with TK push, shield restore, guardians, and so on they can protect their illuminators until they get the job done) but will completely wipe illuminators as part of a balanced army off the map.
Actually, 30-50 range is where upgraded starbases start dropping like flies. Unupgraded ones will drop to less.
I'm so glad some think that illum spam isn't an issue anymore. Played against an Advent today. The results were predictable. I saw his illuminator spam coming well before it got there. I had fast-teched to kodiacs. He rolled in with 30 illums, I had 15 kodiacs at that point. As soon as contact was made, about 4 of my kodiacs evaporated instantly (to front beams, not side beams) and I said to myself "this ain't enough HC" so I pulled everything and let him have that planet. I sat one planet back with several repair bays, 2 capships, plus pumped more HC and also carriers with fighters in case he brought bombers.
He didn't need carriers with bombers. He just waltzed into my next planet after he took the previous one, and this time he had guardians. The battle started, he mashed repulse on his guardians, and I mashed the "quit" button.
When will the damn Advent be brought into line? Ever? If so, how long is it gonna take? Better yet, what are we as players gonna do about it? Can we all get together and agree to only host "NO ADVENT" games? What about deciding as a group that each person who encounters illum spam or repulse abuse will just instantly mash the quit button? What about everyone agreeing that if one person chooses Advent in a game (or goes random), everybody just chooses Advent? Any ideas? Someone? Anyone?
I am utterly and completely SICK to death of Advent. I see Advent, I literally want to throw up. You know what I think about Advent players? I think they are PUSSIES who can't win without playing with a blatantly OP faction who everybody knows is bugged, even the devs. My question is, why do we players continue to tolerate Advent abuse? Are we just sadists who like pain and abuse?
I mean, maybe some of you guys just have big buttholes, but I sure don't.
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