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Messages - Spikey00

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61
AI War / Re: Poll: Worst Ship Of The (time interval) Award
« on: February 11, 2012, 02:43:13 PM »
Although I feel many of these ships need a buff, I recommend the teleport battle station.  Juxtaposing them vs teleport raiders,

MK1 teleport battle station:
- Ship cap 24
- 1.6k damage * 8 shots, reload of 4 seconds; range of 4k
- Bonus multipliers of 2.4 vs:  light, polycrystal, swarmer, ultra-light
- Armour piercing of 600

MK1 teleport raiders:
- Ship cap 245
- 3.2k damage, reload of 8 seconds; range of 7k
- Bonus multipliers of 4.0 vs:  polycrystal, refractive, structural, ultra-light
- Armour piercing of 300


Very underwhelming, even as a teleporting unit.

62
AI War Strategy Discussion / Re: Knowledge Spending: Offense vs. Defense
« on: February 10, 2012, 09:06:25 PM »
I'm a "capture all the planets" type of guy.  Right from the start I get MK3 economy stations and start butchering nearby planets up to a few manageable chokepoints.  MK2 ships then get unlocked, then MK3 engineers for universal CTRL-group.  Mid-game leans a lot more toward defensive tech:  forcefields and turrets, then fortresses.  I've come to really love Spirecraft attritioners + gravity turrets--I stack all the attritioners on that planet, my entire fleet guarding another chokepoint, and turrets/forts divvy on the others until all warp gates but ones connected to the attrition planet are destroyed.  Then I focus on capturing all the golems and ARS, then use the golems for the rest of the game with the MK3 engineers.  Fleet takes a defensive role. 

This is exactly how I played in my very recent 7/7 game.

63
AI War / Re: Auto-Explore methods
« on: February 10, 2012, 05:31:59 PM »
I'd like that option, yes, specifically for auto-scout picketing.

64
AI War / Re: Nominations for Worst Ship Ever
« on: February 10, 2012, 12:40:12 AM »
Most melee ships (especially cutlass; vampires seem okayish), armour ship, z elec bombers (especially it having neutron hull makes it useless vs forts, insta-killable), gravity ripper (squished between gravity drainers and paralyzer; only halts engine, single shot, expensive, only 52 spd), sentinel frigates (snipers are better, ignore ff), spiders, and teleport battle stations.  Spire battleships, leeches, teleporting leeches, z bombards are on the edge.

Forcefield bearers, blade spawners, autobombs, nanoswarm, and munition boosters tend to be my top-picked (notice those are mostly utility units), and fleet ships... generally anything that can be spammed without crashing the economy or too-severely biasing the usage of one resource, while of course being a decent unit.  I rarely choose low-cap ship types, high-cost low-use ships, or any of the direct melee ships.  Range is also significant because I often run a fleet ball.

65
AI War / Re: If....
« on: February 07, 2012, 11:06:07 PM »
yeah I like the occasional chasing.
Fair enough.  Maybe I can make it send an "Om Nom Nom!" chat message whenever it switches from "follow wormhole chain" to "grab a snack" :)

...you monsters!

WHAT HAVE YOU DONE!?

66
AI War / Re: Unexpected first-contact with golems.
« on: January 31, 2012, 12:33:00 AM »
Just a quick q:  I recall occasionally see AI implosion Spirecraft on planets even with easy/easy, is this normal? 

67
AI War / Re: Cloaked Tractoring Etherjets?
« on: January 30, 2012, 10:15:39 PM »
Heh, no more need to power them down to keep them cloaked?  I'll keep that in mind.  :p

68
AI War / Re: Why, hello there!
« on: January 30, 2012, 10:14:20 PM »
Heh, I recently came back too after since getting back together with friends to do a fiver since a couple years.  It seems the frequency for updates has increased recently, but obviously more sparse than in full production mode of AI War.  The new content (i.e. expansion) will be during Q2-3 of this year, after Arcen's done with AVWW.

69
AI War / Re: AI War Beta 5.023, "Plasma Siege Starships," Released!
« on: January 30, 2012, 10:08:06 PM »
Don't know how I feel about the... plasma siege starship.  I thought the siege starship (not anti-matter) was quite balanced and served a unique role in a fleet in which that they could attack capital ships and structures from afar while having being quite vulnerable under combat, incurring a lot of cost to replace them if you weren't careful about preserving them (they used to have, what, 1m HP?) which in itself was an incentive to protect them with your fleet especially since they moved ridiculously slow (12 speed?).  The removal of a long-range bombardment vessel non-exclusive to bonus ships hinders a playstyle involving high-risk starship guerilla players.

Not sure about having another close-range "bomber" type of starship--I think we have enough of that with the bomber and fleet starships already, so maybe this idea may be better transferred to a bonus ship. 


Maybe a repairable shield-bearing starship (I kid, I kid). 

70
AI War / Re: Missing the friendly enclaves
« on: January 14, 2012, 08:26:55 PM »
IIRC my main qualm with the enclaves were that they would go through an AI planet that had thousands of III+ ships in a serial part of the galaxy, and it kept doing so (I assume it wanted to attack a planet that was behind, but it had no chance of crossing).  New enclaves would eventually respawn but equate to the same thing, which would cause AI aggro let alone contribute anything for the players as the Neinzul ships were easily picked off by the hardened AI system.

I remember Keith did change the behavior it so they would retreat after losing a total % of their hull, but I feel that wasn't enough.  They shouldn't be travelling into a bee's nest where they have zero chance to survive.

71
Hello; if you're looking for other players to start a game with and have Steam, you will want to check out the new AI War sortie post, where you post a comment with the required details and add/be added by others who are also looking for a game.

You can also see if anyone from the last sortie post (which was posted on the first of November) still wants to play. 


In other news, you can see I am awful at giving it a proper name.  :-X

72
AI War / Re: 5.021 - Hybrid Systems online
« on: December 19, 2011, 08:45:31 PM »
As long as Keith doesn't teach them to deploy hundreds of overlapping forcefields, turrets, and Neinzul nests.

73
Congratulations on the first multiplayer release for AVWW!

As for the shmups with network multiplayer, I do know there is Phantasmagoria of Flower View (random video) which is a competitive 1v1 game.  There is a lot happening in the game, most significant is that both sides of the field can be seen and enemies that are destroyed in proximity to the small circle bullets are sent over to the opponent's field in real-time. 

The original developer couldn't implement a proper netplay with anything beyond LAN latency and so the game would run at terrible framerates intercontinental or even locally to keep in sync (and thus the simulation speed was rendered unplayable), but it was eventually fixed when "adonis," a third-party fix emerged that's separate from the game's exe but launches the game when ready.  Keep in mind that this is a game developed in Japan, so I have no idea where this fix came from and how it works, but from personal experience it worked fine even with a peer in the EU with ~200ms ping.

Adonis can be found here, but as a non-programmer I don't know if you can decompile or examine the technicalities of the exe/dll.

74
AI War / AI War Steam Group Sortie - November 01, 2011
« on: November 01, 2011, 03:05:04 PM »
If you have a Steam account and are searching for others to play with, check the Steam AI War group announcement over here.  Add those who left comments, and leave a comment yourself for others to add.

I see 8 comments for the moment, and this was posted within the hour--I plan on posting one of these each month as long as it appears to be popular.


inb4 why didn't you do this a long time ago!?   :'(

75
AI War / Re: Rtsnet dead?
« on: November 01, 2011, 02:52:46 PM »
Oh, you guys are too much.  :\

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