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Messages - Red Spot

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31
AI War / Re: Counter Warp Stations
« on: April 23, 2011, 08:13:14 AM »
Martyrs and implosion arty's rock ;)

Not sure about the CW-CCs though, at that stage I just tend to park a golem/spire-DN near the exo-gate, together with a supply of cloaked Martyrs surrounding the gate. :)

32
If it wasnt that I cant give it away (and you already have it), I'd trade you TF2 for it, but I would be interested in HL2 (also ep.1 but that is already given away :)). :)
Not so very sure how much I would play it atm, you know .. owning AI-W and such .. so if any one else is interested I'll gladly take 2nd place in line ;)

33
AI War / Re: A twig snaps
« on: April 21, 2011, 11:23:08 AM »
Somewhat, I find it fun at times to experiance those situations you can not save yourself from. Usually I end up getting overrun ~15min in. Its a nice feature, but as I see it is a bonus to the game, something on the side.

34
AI War / Re: A twig snaps
« on: April 21, 2011, 10:50:56 AM »
Thats because I like banana's!

35
Transports to counter snipers, cant snipe my ship there, and they'll be on top of the snipers in seconds.
DPS for the riot-controllers, they need to control the riot, not neutralize snipers .. imo ;)

36
AI War / Re: AI War Beta 5.010, "Blade Shield," Released!
« on: April 20, 2011, 11:38:22 AM »
They can attack ships that can 'normally' be reclaimed ;)
(Thats means any 'regular zombie' can be attacked by the Botnets.)

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AI War / Re: AI War Beta 5.010, "Blade Shield," Released!
« on: April 20, 2011, 11:31:50 AM »
They where spawned in the Anti-Mark III science lab attack, it looks like. I'm pretty sure all units that spawn in those attacks are zombies, otherwise you could exploit that and parasite lots of units, or use a botnet to get near-infinite zombies of your own.

Thats it. Botnet golems also rule vs zombies though, 20m damage per shot, 50 shots a salvo, a salvo each 2 sec. Thats 100 dead AI in 4sec :)

However I had 2 Botnet golems, 2 Armored golems, 1.2k zombified ships (about 1/3 mk4), and a small complement of my own fleetship .. and was attacking an mk2-planet. They totally wasted me and I only managed to take the blade spawners down on my own terf, with some very .. ehhmm .. human methods of employing Martyrs, grav turrets(build some deadcenter in between the blade spawner, difficult but if you can keep them up you neutralize entire groups) and keeping the Armored golems in action even though they could die any sec. Never before did I underestimate the situation at hand as much as it turned out, in AIW at least :)
The only things that I managed to get of the planet where the 4 golems and the botnet ones only survived cause I send them away the moment they started to take damage, and still only made it of the planet with ~30% health.

38
AI War / Re: AI War Beta 5.010, "Blade Shield," Released!
« on: April 19, 2011, 04:06:12 AM »
Thank you for the update. Never before did I realise how this was needed .. am experiancing blade spawners in AI hands myself for the first time. Which by itself isnt that painfull, combine them with Senital Frigates and other ranged units and it becomes quite painfull, even my Golems have a tendensy to retreat low on health ....
Dont know what it would do to my game if any more bladespawners would spawn, I am now pretty much forced to blitz churgical strikes with 10+ transports and hope the AI doesnt target anything else but the transports. That said, the amount of guardians in my current game is almost insane :)


Hahahah.  The only time that works is when you do fake brands, of course.  Then it's funny, not mercenary. :)

On the back of a human flagships "-doomed- the new brand of microchips" .. errr ..  ::)


Edit: See the linked screenshots. Is that intended Chris? That hurt :)

I did once had a fleet of my own ..
Run Forrest, run!!

39
AI War / Re: Dyson help
« on: April 16, 2011, 10:27:24 AM »
Yup. Seems the devs are teasing us a bit as I find the Dyson planet always has a Golem/ARS/Core fab/[insert reason you want the planet]. :)

40
AI War Strategy Discussion / Re: AI Eye grind
« on: April 15, 2011, 12:12:50 PM »
Just use transports, and save your ships/fleet for when you need something that can actually fire back ;)
Keeping your raid-starships in transports effectivly gives them 8million more health :D

41
Didn't they add a Raid Engine guard post in a patch? That might explain the brutal frequent waves.


The only time you will be certain to see raid-engines is if you play vs a Raid-engine AI.
Any other AI can have, it seems up to 1 raid-engine on the homeworlds (have never seen both homeworlds have one, but I do see 1 having a raid-engine and the other a CPA-post .. pick your evil ..:)), and they can be randomly seeded here and there at random.

42
AI War / Re: Playing Ai War the right way
« on: April 15, 2011, 12:05:38 PM »
I do not like you .....  ::)
j/k

Thats playing a game like how you watch a tennis-match .. you almost need to turn ½ your body to see from 1 side to the other :D

43
AI War / Re: Botnet Golums
« on: April 14, 2011, 04:19:54 PM »
Yeah, but I noticed it more with armored/cursed golems.
It seems that as long as they arent hit and are not on FRD they can have a mode where they dont seem to target at all, or bypass targets, often guardians.
Do have to say in a way it feels 'natural' though. Sort of like the golem not atracting attention unless told so, with a nice trigger that when it does get hit the AI will be sorry it did :)

44
After Action Reports / Re: A complete newbies first game!
« on: April 13, 2011, 11:29:43 AM »
I will post the map of the galaxy for starters (can I make this smaller?):

I'm not exactly sure how it would translate to English, but right-click the screenshot when it is on your HD somewhere, and select the option "edit"(or something similair). Go to something like properties and adjust its scale or stretch/shrink the screeny.
If you use an uploadsite like photobucket it does already make a second smaller screenshot, called a thumbnail, that you can show on sites in such way that when you click the thumbnail you go you to full size screenshot.
http://photobucket.com/ (Seems you now have to register, but it still is free.)

Concerning a starting-planet. Dont bother too much about how many gates there are leading to the planet. Depending on your starting-strat this can work in your favour or against you.
For instance lots of neighbouring planets means you have plenty of mk1-planets to expand to and so likelly will be able to get an econ going before you neuter your first mk2-planet. It also means you 'could' create a situation where for the first couple of hours you never have to fear a wave on any other planet than your homeplanet (leave at least 1 adjacent gate and raid anything that could trigger waves on other planets, it saves you having to set up defences all over the place early game).
On the other hand, when surrounded you could become overwelmed if you tease the AI a lot and dont take care of the situation you created .. in time. Few planets surrounding you means you can quickly remove any threat from direct border-hostilities/waves, in effect never putting any defences on your homeplanet and so creating a situation where you can actually defend in depth(early game), if needed.

In short, it depends on how you play, what type of map, what type of AI, and which AI-plots/minor-factions you enabled. Have fun figuring out where your limitations are :) (There is just sooooo much difference you can create by changing some settings and/or generating an other map.)


Edit: Planets bordering your homeplanet are mk1-planets, the rest is mk2, or whatever higher mark which it will show. Dont be afraid to leave some mk1-planets on alert, however always try to prevent leaving mk2 and higher planets on alert without cleaning them of guard-posts. The more posts on planet, the larger the AI-force on that planet is allowed to become. On higher difficulties it becomes almost impossible to clean out mk4-planets that have been on alert for a long time without clearing them of posts, make sure you prevent this ever happening.
Dont bother taking planets for their IONs, or perhaps do, as you're still learning the game ;)
(I would advice you to drop your plan to take the P7 planet, as it will alert a mk4-planet, or you should also take that planet, or neuter it.)

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AI War / Re: Dysonsphere OP ally?
« on: April 13, 2011, 11:10:43 AM »
There's actually nothing wrong with the Dyson in the latest betas. Further changes would be unnecessary.

True & false ;)

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