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
I have also made comments as to scout/LF rush being a problem. It got JJ to switch to advent after all and he was pretty diehard vasari previously. I have always been a proponent of scouts only being used to scout and minesweep and not as a counter to lrf. There are plenty of counters to lrf already so scouts are inappropriate for this purpose. Decreasing the utility of the scout to lrf would eliminate the problem of scout/LF spam that is seen now(particularly from advent). It is too mindless to spam scouts with LF as it takes no labs and no crystal even to do it. It covers most of its counters easily(scouts kill lrf, LF kill carriers, flak, and other LF). The only recourse is to SB, skip to HC, or pure LF spam. Combine that with the newly OP carrier caps and you have practically an unstoppable juggernaut of spam. I have refused to do this crap myself on principle despite playing advent only but others<read DT> have picked up on it quite readily. If it continues like this, I will just quit sins and move on(which on previous occasions of imbalance I have not even considered). As to the skirmishers, they do suck and could probably use an adjustment. I would go for the first and last suggestion like most. I certainly don't want to see vasari starting up with this LF and scout spam crap though so I may be biased against much of a nudge.
[_]-Greyfox
I refuse to use scouts in mass. Maybe 2 or 3 to take out constructors or fight for neutrals, but not as part of my offensive/defensive fleet.
While I won't say it's not a valid tactic and one that you can use, I feel it's too micro intensive and just doesn't go with my play style. Also, noobs really shouldn't use it, as they'll likely forget to tell the scouts to attack. I am one of those slow and steady guys. Scouts just scream short term investment.
I think the whole problem here is they are called "Scouts". We should just rename them "Light Frigates", and then rename the old "Light Frigates" to "Assault Frigates". Then everything will make sense. And make Scouts build with auto attack on.
To be fair, only TEC have actual Scout and Light Frigates. Advent and Vasari have fancier names.
Ok. Get down off the cross. Use the wood to build a bridge, and get over it.
I will say what I have always said. I only use scouts in mass (25+, i almost always use a few early to help with seige/long range frigs) if the enemy is mindlessly rushing LRF's.
Actually, having them start with auto-attack on would require some reprogramming. Scouts with auto-attack on will fight before they'll scout.
Also, technically the Light frigate is only the cobalt. The light frigs are technically called basic assault frigates.
Also
yay Make it 12.5 dps (+2 net)
yay - I say yay because I think this would would work, however I would go with the above point, not this one if forced to choose
nay
yay
Possible Issues that may or may not need to be mentioned in this post:
That's what comes to mind right n ow.
I agree that all of the points Amish raises are worth discussion (don't agree with them, persay, but they are worth discussion). In addition, I'd add the following:
This is an eyesore and it really needs to get fixed. Also, I hate it when planets are set one on top of the other. You can try to order your ships to go to the lower planet but their getting there seems rather bugged.
Oh, this absolutely needs to be fixed. Grav wells need a certain minimum distance between them. Overlapping is just plain nasty, but even if they aren't overlapping being two close can screw around with the way ships jump, which isn't very nice at all.
Agree x a billion. I have had ships stuck in GWs that are connected in the center. Its bloody awful.
I am far from being on the cross. I find it fairly insulting that you insinuate me putting myself on the metaphorical cross for a computer game. All I am saying is that it is a personal deal breaker for me and if it continues as it is then I will move on to greener pastures. It is not a fun way for me to play and I am not going to play a game that I am not happy playing because of cheezy tactics just because you are a cheerleader for rushing using scouts. It requires no finesse or skill or even much thinking ahead. I don't care if any of the rest of you think so or not. I am voicing on a game forum is being done that I believe makes the game in question not fun or uneven. Whether the developers do anything with that is not within my realm of influence outside of this right here. If the game is no longer to my satisfaction, then it is within my power to stop playing and instead play something that challenges me in a manner more to my tastes. If things are changed and there is value to tactics above putting out the most of the simplest units in the game, then I will continue enjoying the game I have enjoyed for a year and a half and consider it time and money well spent.
As far as Random maps go:
Ive put "no connected asteroid", "single phase lane starts", and "overlapping gravity wells" in the bugs section as they a clearly a result of the random generation of phase lanes and placement of gravity wells. As for Magnetic Clouds, and mine count on planets, Ill be putting that to a vote in an upcoming Topic just so the devs can get an idea of how many people agree or disagree with Amish's suggestions.
That being said, Maps aren't generally tweaked in patches (at least to my knowledge, I could be wrong) so its likely we'll have to wait for the Diplomacy release which surely will come with a nice map pack (fingers crossed), and will probably contain any map fixes recommended.
Greyfox, I wholeheartedly agree with your sentiment. It really is getting ridiculous, seeing people build fleets composed of 60 Advent scouts and 30 Disciples or 60 TEC scouts. I don't think this game was meant to be a two military units only game. It isn't the Disciples that are the problem; those can be countered. It's the scouts that easily kill LRMs while LRMs have difficulty taking them down that is the problem. If your opponent is going with scouts and disciples you need to counter that and god help you if you're not Advent. (Maybe Vasari could hole up at its home terran with carriers and a starbase.)
If you see the mix, the answer is just pure light frigs. Those scouts are only good against long range frigates and seige frigates. That's it. Or a starbase. Or some version of an early game cap spam (2 caps with light frig support would be a good example).
It's not hard to counter. It's like any other strategy out there. Send out scouts to see what hell your enemy is doing and build the counter to it the second you see it. That's how I play, and for the most part it pays off.
Yes I get why people do the light frig/scout mix. Where I get lost is why having a scout that can actually do something in combat is such a problem. Some games have scouts that can fight. Some don't. This one does. They're incredibably easy to counter. Just don't build lightly armored units.
Now I will admit in the very early game stages, there isn't much of a better answer to light frig/scout rush than light frigs, but that's more the case that it's so early that teching ships is more expensive than just fielding a fleet.
Now, I will say skirmishers probably couldn't fight off the seeker/disciple rush if the ratio of seekers to disciples is 1:1, but that's more of an issue with the skirmisher than anything else.
Actually I eel this is still too true in enemy grav wells. I think the build rate should be lowered, but then the Vasari should be able to upgrade so their starbase can build faster. (They already have it, just tweak it to better balance VERY EARLY game starbase rushing. )
Every unit and structure present in the game should have a role. Turrets are first tier defence structures for all factions. If a tier one rush is not stoppable, the flaw is with tier one defence.
One reason is that turrets cost too much, as much as a frigate, when they have less utility than a scout because of their lack of mobility and limited range. Why turrets should cost crystal when phase-capable ships don't is a mystery. If all scouts were made to cost a minimal amount of metal and crystal in addition, and all light frigates a minimal amount of crystal, and all turrets were just credits and metal, that might seem to have more rationale?
Another flaw is that the constructors that build structures are too vulnerable. Constructors aren't even jump-capable ships, and its unusual for construction equipment to be lightly built- a bulldozer isn't a runabout, it's like a tank. Constructor frigates don't have fuel, living space and phase engines to spread out their available armour more thinly.
A further flaw is that there is a limit on the number of turrets a planet can support. Only being able to build a handful of point defence structures before an upgrade limits their usefulness, even if they were much cheaper. A few extra points of logistics added to each planet and available at the first level might help.
All of this could be implemented before more drastic nerfs to scouts, and it wouldn't have much impact beyond very early play. Also, players could still be surprised by a rush, if they failed to take precautions against one. Most importantly, it wouldn't be a return to LRF spam.
The map question is one that merits its own thread. A variety of set maps has to be a better answer than random maps, though? If Galaxy Forge worked properly, then militia could have structures and proper fleets ... after all no-one would try to spam frigates and scouts against the current pirates- very unlike history!
Admittedly a bulldozer still doesn't even compare with a literal tank. If you look at constructors, they actually do have HP and armour that's very similar to a combat frigate, the difference is they lack shields and shield mitigation. That's the huge part, as shield mitigation is usually around a 50% damage reduction.
I'd actually like to see the option to build replacement constructors from the frigate factory. This would cost resources, but you could replace them in the middle of a fight rather than waiting (obscenely long) for them to reappear normally.
Have you no sense of humor???? What is wrong with everyone...sheesh
Skirmisher:
Yay DPS (Amish's 12.5 seems reasonable, it would compliment the ship's other overpowering stats compared to the other two, and negate the need for a supply decrease)
By overpowering, i am simply refering to it's superior starting hull/armor/shields, not superiority of the ship. I'm bowing out on that thread.
Yay reintigration fix. (60% ish sounds about right)
Nay others
Also, i don't know it it's a bug, but i've expierienced a significant slowdown in gameplay when the advent builds a starbase, whether i am playing them or the AI. (Only when i'm zoomed into that grav well) It's something to look into, at least. It's only with advent, which makes me think bug.
Probably not happen, but i'd also like to see overseer and wave tech at lower tiers.
Also, maybe something could be done about the trade ports. I haven't noticed this 1st hand, but people have been saying they take the shortest route possible. It should be the opposite so you get the greatest benefit, since that's the best logical way for them to work. Longer routes = more money.
Exile, I don't think most would agree with you that this is a problem. The current system is set up the way it is deliberately so that you have to use your brain to get the most out of trade ports. In other words, just spamming trade ports everywhere willy nilly won't get you as much as constructing the longest line of trade ports.
Trade drones will only take the shortest route if you let them. In other words, you have to construct your trade empire so that the shortest route is actually the longest route. Does that make any sense?
This isn't a bug or an oversight that I'm aware of. It is a deliberate construction by the devs that I'm guessing most would agree with.
To address another topic, I don't agree with Amish on magnetic clouds, or the extractor composition of neutral wells and planets, so I'm for leaving all of that "as is." (However, I do agree with Amish on most every other post I've seen him make )
Just a suggestion. You're probably right, but since this thread was about possible micro-changes, i thought i'd throw it out there anyway. Like i've said, i have'd expierienced it myself, though i will look for it in future games...
Also, i agree as well. Magnetic clouds, while a nuisance, are just another grave well on the map. And if used strategically (When in your enemie's territory or between you) Can be a place to even out a fight, or even turn it in your favor against an anti-matter dependant force. The lack of an ability to build starbases is mostly what makes this viable, since you know there can be nothing there but a fleet, and who would keep their fleet waiting where it is crippled.
Question- Is it all abilities that are disrupted, or only certain ones like SB and Anti-Matter. Haven't seen one in a while so i'm not sure.
Yay to damage increase and reintegration and nay to others
I just got off ICO, TEC vs Advent, and either my opponent got bored or i froze things up. Here's what i know, since he dropped completely out of ICO:
1.) i re-ordered one of my arvovas to try to bull-rush an unidentified world behind his. I tld it to stop its last order while it was phase-jumping, and it stopped rigt where it was between the two planets.
2.) it still showed its phase shroud, but wasn't moving so i tried to scuttle.
3.) a few seconds later the you win screen came up.
4.) I should note that he was lagging a little, just not enough to affect gameplay, or so i thought.
Anyone have any theories as to what happened and whether or not this is a bug?
Also, this was vanilla sins, not entrenchment.
I can sum up why I feel why I do pretty succintly:
Magnetic clouds don't bring any impact to the battlefield. I've never seen anyone fight in there because no one wants to be without their aiblities, incluidng the enemy you're trying to lay a trap for. This is probably more just my opinion than anything else.
I hate 2 mine lava/ice planets. You put the effort into teching so you can colonize the planet, and sometimes that planet has ust two mines. Just two? really? It's a specialty planet and it only provides 2 mines? Again, this is a pet peeve of mine more than anything else.
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