LRFs have a big range advantage over LFs, so they could still get them into range. Corvettes also have their crazy attack pattern, while LFs have to be a little still to fire. :/ I just downloaded this replay and can't wait to watch. I've only played against Amish a few times years back, so it's great to see him again!
Swordsalmon
For Corvettes, LFs really should be effective against them. As it stands right now, people still [i]never[/i] use LFs for anything. Mass Flak does counter Corvettes decently, but they come out at tier 2, while Corvettes can be spammed at tier 1. LFs really need to have [i]something[/i] going for them. I honestly miss the time where Scouts were commonplace. They countered LRFs, but LFs and Flak took out Scouts pretty easily. Good times. I feel that Corvettes were unnecessary to the cou
For jumping Orkies, I'm starting to think that they should suffer damage upon phase jumping. My reasoning is that the Orkulus causes Phase Distabilization- wouldn't it be effected by the problems of jumping in destabilized lanes? It might help balance out the Rebels a little bit.
[quote quoting="post"] Presuming that those numbers do include civilians, that would infer that the Vasari are a very slowly reproducing race which seems odd given that they are cloners. This seems to suggest then that they are willing to clone but have some moral issues with the process, reserving it only for certain positions, such as those of capital command crews. It also suggests that they are actually quite a small remnant of the original Empire. If you're "ca
Ankylon Titan, if only because it sounds like Nappa.
As another member previously said, the key difference between the Orkulus and the Argonev/Transencia Starbases is that the former is primarily for offensive purposes, whereas the latter two are defensive. The ability for the Orkulus to move should remain that way, in order to fulfill its role as an offensive unit. During Entrenchment and later Diplomacy, my greatest fear was finding an upgraded Argonev at an enemy chokepoint. Orkulus starbases were easier to deal with; I often took on
@ polistes I play SOASE online, and it's far less "twitchy" then other online RTS games. That's actually what drew me to playing online. There really isn't a "dumbing" down at all; I actually think it's more thoughtful than playing against the A.I! The pace of a multiplayer round is faster, I will say, but it's still far slower than say, Age of Empires or Starcraft. The average match in SOASE can last 1-2 hours, compared to say 5-30 minutes of other games. Th
Play as Vasari Rebels, build only 15 Antoraks and a Colony frigate, and conquer the galaxy. There's a challenge right there. Seriously though, try online. It's a lot more fun! ^_^
Thanks, I might give the Diplo replays a look. I don't think it's been that long, so I'd think the biggest changes are those in Rebellion. ^_^ Though I've gotten around and tried a 1v1 against an Unfair TEC Rebel (Random), with myself as a TEC Loyalist. What I've noticed so far is that at least the TEC Ankylon Titan is not nearly as game-changing as I thought, which is a relief. I really like it; the Titan is supporting the fleet, instead of the other way arou
[quote who="KlaxXxon" reply="1" id="3156641"]I lol'ed at the "bring the friend" gag. Those who have the most Twitter followers become Generals [/quote] It's not a gag, that's actually how recruiting drives work. When I enlisted, there was 'Stripes for Buddies', which gave you a bonus and a rank increase depending on how many people you bring in. Assuming TEC follows this, though, you can only get to E3 (Which is Seaman in the Navy, likely analogous to TEC fle
Thank you, I'm reading those as well. I'd just like to see some multiplayer rounds to better understand the expansion, if anyone has recorded any. :)
Hey ya'll. I haven't played SOASE in quite a while, and finally bought the Rebellion expansion with beta access. What I'm wondering is, has anyone uploaded any ICO replays for Rebellion? I'd really like to see how the new additions have changed the game; it'd make getting back to ICO all the easier. Thank you.
[quote who="Seleuceia" reply="11" id="3153204"] Having Titans lose their XP upon death would be like having an RPG game where you lose all your XP upon death....I know it's not a perfect analogy but I use it to make a point... [/quote] Roguelike games do that all the time; makes death a big risk. I don't play SOASE much at all (And at the time, I know next to nothing about Rebellion), but what's the logic of a Titan regaining its lost levels? Didn't m
The Hoshiko is [i]the[/i] best ship in the game. TEC absolutely needs these them to stay competative throughout the game. Fast healing, omni-directional demo-bots, and they're cheap.
I was playing before v1.3 Diplomacy, so there's a lot of things that have changed. Have any of those seriously affected MP? I'm mainly curious about the Demo Bot buff; that was something I was arguing for a while back to keep late-game TEC competative. Thanks for the welcome back. I hope to get back into playing fairly regularly. ^_^
So, I used to be a fairly regular player on ICO, but in the past several months have been unable to play SOASE. I'm starting to play the game again, so I ask; what has changed in the competative scene with the recent patches? I haven't really seen how the game's changed, so it'd be nice to see what's different. Thanks. ^_^
This is an incredible update, if only because TEC can be viable in the late-game with Hoshiko Demo-Bots. I haven't played SOASE in a while, but now I'll have to find some time for a game. ^_^ The changes to the Egg and Skirantra also will greatly help change the pace of a match.
I haven't played SOASE in a while now, but fighters aren't very useful at all. Usually you'll have a carrier cap with fighters if the opponent has carrier caps with bombers, but otherwise, they were getting phased out very early in the game.
[quote who="Darvin3" reply="62" id="2704464"] I personally think we should revert (or at least partially revert) the scout damage nerf, then cut back on the seeker's durability. The seeker was really the only problem scout in 1.18. [/quote] I think it would be preferable to revert the damage nerf only for the TEC and Vasari scouts. Then at least they'd be able to compete with Seekers, but not damage the Seeker's use entirely. Advent is pretty reliant o
If Distortion Field and Repulse don't get nerfed in any way, the Hoshiko's Demo Bots ability needs to be omni-directional. It's completely ridiculous how Vasari and Advent players get a way to shut down entire fleets, yet TEC doesn't. This change would at least allow TEC players to remain competative late-game. If not, Distortion Field needs some sort of target cap, preferably at about 5-10 ships.
[quote who="Darvin3" reply="27" id="2677728"] I came to the same conclusions (except the "25 is too low" part). It's still a brick, and that's not necessarily a bad thing so long as we can find it purpose. However, I disagree about the 25 antimatter thing. Until Finest Hour comes online, this ability will deplete your reserves, and on low-level Kols it barely leaves a scratch anyways. The problem, I think, is Finest Hour. This is creating a double-standard t
Reducing EMP Charge's AM costs and cooldown isn't going to help it too much, if at all. EMP is mainly useful for dealing shield damage, which means after one shot, most of the enemy's ships are going to have 0 or very low shields. This is similar to the AM removal; only one blast is necessary to cripple most frigates' shields and AM. What I recommend is instead adding additional debuffs to enemy ships within the blast radius- preferably a 4/8/12% shield migitation reduction or an increase of
I haven't been able to play SOASE recently, though it's due to being too busy than the gameplay issues. Even with the current balance problems, playing online is still very fun. I just wish the problems would be fixed.
[quote who="DesConnor" reply="54" id="2645396"]The suggestion is to have a reduced rate of antimatter cost, not the full rate, so that the carrier capitals still have an advantage over carrier cruisers. By itself that would boost the Sova late on, if rapid manufacturing was antimatter-free. It would also boost the L6 Skiranta and Halcyon abilities- perhaps they might need a boost compared to the other supposedly inferior options..? The Skirantra has fewer squadrons and
[quote who="Darvin3" reply="52" id="2644391"] If anything, the Sova needs a buff so it's useful late game. That's a hard balancing act, as right now it's rock solid early on and we wouldn't want to make it stronger there. [/quote] I do agree, but the problem is where to actually buff the Sova. I'd think that giving Rapid Manufacturing a small radius where all carriers/caps around the Sova replace their SC instantly would be very helpful in giving the Sova a