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Messages - Philo

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1
AI War / Re: Keith Appreciation Thread
« on: December 04, 2012, 10:50:20 AM »
Here here, raise a glass! No game has had this much support after release from the devs since... Well ever!

2
AI War / Does this game need a lot more sound effects?
« on: November 06, 2012, 03:45:28 PM »
It's always "boom boom" everywhere. Or that squeak sound for anything vampirish or melee units. I'd like to hear ALL or at least most of the ships have different weapon fire sounds. This is my no.1 concern for this game at the moment. Since the graphics are quite simplistic the sounds are what make the atmosphere. The music is superb but SFX doesn't quite deliver it for me.

3
AI War / Re: AI War state of the game
« on: November 06, 2012, 03:40:21 PM »
Blobbing is fine as it is right now imo. For me at least I'm having enough trouble microing around a Bomber Starship fleet, a Raid Starship fleet and two divided fleets in one single planet when I want to take down those guard posts fast (which is most times). I don't really pay that much attention to what the 2 fleets' ship compsition is so I would call that blobbing in a sense. And it's fine.

Edited...

4
AI War / Re: Zenith Devourer causing CPAs?
« on: September 09, 2012, 10:13:38 AM »
Neutering planets actually increases the total number of ships it receives.
They do? I was under the impression that every guard post destroyed meant less reinforcements for the AI, given that AI progress stays the same.

5
AI War / Re: Community Input - The State of Fortresses
« on: September 09, 2012, 10:10:21 AM »
I think fortresses are just fine. When they spawn in the middle of a planet or near your wormhole where you're supposed to attack from it creates interesting scenarios to overcome. I'd at least keep the AI Fortresses as they are now unless there is some much better mechanic in mind. I haven't experimented enough with human Fortresses though to say anything concrete.

6
AI War Strategy Discussion / Re: List of Playstyles
« on: August 15, 2012, 03:00:38 PM »
How many planets do you normally take?
Around 20

What planets have top priority?
First off planets with high M+C income. If possible then minerals too, so I can build mega scouts. After that I try to get Golems as soon as possible.

How high a priority is scouting?
After establishing good defenses it becomes a top priority.

What techs do you always/sometimes unlock?
Usually start with Fighter Mark II. Then move on to Logistical Command Station Mark II or III. At some point I also get Spider Turrets but other than that it's pretty varied.

What are your favorite golems/spirecraft?
Definitely Hive Golem. Just so much ease to take out AI Eyes and just generally attack worlds. Also great defensively.

How do you crack an Eye? A raid engine? A homeworld?
AI Eyes with Raid Starship and Bomber Starship squad. Same for Raid Engines.
Homeworlds are tricky. Usually I try to send everything I got.

What tactics do you use defensively and offensively?
Defensively I try to get a choke point up as fast as possible, then defend that with all I got. Sprinkle some Spider Turrets on the other planets on the way to my homeworld.
Offensively I'm not that great yet. I just blob and then micro a squad of Bomber and Raid starships within the battlefield. I try to fight on multiple fronts a lot of the time but it fails a lot. My micro is bad. And I almost never pause the game.

Do you gate-raid?
Yes, when necessary. Which is often.

How much hacking do you do and what kind?
None. I might camp down AIP on a Super Terminal but that's about it.

What are your favorite fleetships?
Vampires, Shredders, Zenith Frigates and MAW's. MAW's are awesome.

Which, if any, starships do you use?
Bomber Starships are my most used starship, then Raids. I use a lot of Riot Starships too since I always play with Neinzull's on and they're good against that. Zenith Starships were a usual unlock when they were part of the Flagship line. Haven't tried them now.

7
AI War / Re: Reactions to Ancient Shadows and Suggestions
« on: August 11, 2012, 01:58:54 PM »
I would like to do directly-triggered abilities like in the MOBAs, but it'd be a fair chunk of new code and I wanted to get a better feel for how much time the stuff actually listed in the expansion bullet points was going to take me before deciding to bite into that :)
Well, here's hoping. Directly triggered abilities would be the best. And a skill tree maybe later on :)
I guess items are already in the to do list also?

But a top priority for me would be new sounds for the Champions weapons, and maybe new sound effects for other ship in the other universe. A lot of the feel has to do with sounds so the Champion has got to have them. Also, just being able to name the Champion would improve a lot. But I think this is already on the do list.

Also, I haven't found a way to repair the champion in the other universe, I guess there isn't any possibility. Some kind of quick repair station should be near the wormhole or being able to launch repair drones from the Champion. This considering that having the Champion destroyed is punished in some way.

8
AI War / Re: Reactions to Ancient Shadows and Suggestions
« on: August 11, 2012, 01:12:48 PM »
When I heard about the Champions I was thinking something along the lines of Dota. Are you gonna have special regenerating skills etc. (or something that a player that would be playing just a champion wouldn't be bored) for the champions or is this basically just a heavy starship that builds it's weapons by experience?

Admittedly I've played this expansion just for an hour now.

9
AI War / Re: AI War Beta 5.052-5.055 "From The Shadows" Released!
« on: August 09, 2012, 06:41:07 AM »
This is madness!
Sold.

10
AI War / Re: Thinking about blobbing
« on: August 06, 2012, 04:34:38 PM »
I don't really see this a problem. Fighters are really good for the money. I'd say they are the best cost/efficiency wise of the basic ships. Bombers cost a lot of metal. Replacing them after a failed attack is no joke, then again when your fighters die it's not such a big deal.

For blobbing. As per another poster's suggestion, I think that Fighters could do well with some turbo-boosters/afterburner. This would at least alleviate some problems. I usually do split up my fleet when fighting, bombers against heavy targets and fighters + frigates against smaller craft. Leaving a small blob with Flagships to fight generic mass of enemies.
But having Fighters be really fast for a short time would be great to have them work as a small strike force inside the battlefield. Right now they get chewed up too badly by guardposts and other far hitting craft before getting in range of anything.

11
AI War / Re: Poll: Should fleet caps be made the same across all marks?
« on: August 06, 2012, 04:26:12 PM »
Imo they should continually increase in firepower as you go up in marks.

For example Mark II is 2x the DPS of Mark I. But Mark III could just as well be 2.5 times Mark II's DPS. And Mark IV could be even 3x Mark III's DPS.

It's what many RTS games do, it makes the really costly units really and truly stand out. Their price can just as well go accelerating upwards.

Smaller quantities of units with more firepower as the Marks go higher is what I vote on.

12
AI War / Re: AI War Beta 5.051 Optical Repair
« on: August 06, 2012, 04:08:34 PM »
Quote
Prerelease 5.050
The Zenith Starship and Spire Starship (previously mkIII and mkIV of the "flagship" line), in honor of tying for second in our seventh "worst unit" poll, have each been made into a separate line of combat-focused starships and made distinct from their previous role and each other.
Whoa, been away for a while. This sounds like a nice change. I also heartily approve the change on the Botnet Golem and AI Eyes. Kudos.

Btw, you guys should work on a new tutorial some time. Anyone I've known who's ever played it has been left confused and many didn't get through it. Just have it tell the hotkeys B,D,S and the different things that there are in detail. And then have it instruct them through scouting and especially that AI Eye, it always confuses people.
I think the rest of it people will pick up just by playing the game but those would be the basics for the tutorial.

13
AI War / Re: Poll: Should fleet caps be made the same across all marks?
« on: August 06, 2012, 03:52:12 PM »
I voted No.

It is much more interesting to get a few MUCH better ships than a lot of not really that much better ships.

14
AI War Strategy Discussion / Re: Where should I start?
« on: July 27, 2012, 04:27:44 AM »
I did a beginner's guide a while back. It's far from finished (and probably won't be for a long while).
It's a bit stuffed up with information, but then it should get you all info about the game mechanics as to what you'll want to do at the start.

http://www.arcengames.com/forums/index.php?topic=9588.0

The first part is just about game settings, if you know how they work just skip to no 2.
--------

AI Wars is hard to begin but quite simple and effective to navigate through once you understand it. Understanding the Build, Science and Docks (hotkeys B, D, S) and how they effect the game is the first thing you want to get.

15
AI War / Re: Poll: Consensus on the New Plasma Siege Starships
« on: February 03, 2012, 05:06:44 PM »
There are lot of players, some prefer using one type of ships, some others. If several active forum members do not like one type of the ship that does not mean that this type is bad and shall be destroyed.
But it's a new ship basically that replaces the old one. I had no beef with the antimatter starship.

Tbh I'm not THAT bothered with the new ship, I still think this game is awesome and am going to continue playing it. I just don't think a plasma starship fits for a role of "Hey there's big forcefield, bring in the plasmas".

It's too exotic for a starter starship that you get without any unlocks imo.

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