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Messages - liq3

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31
Any chance you could buff cutlasses regen in the next patch? It's so low (40 mins for Mark I) they're still fairly useless in the hands of a player, since you get one 1-2 medium sized fights with them, then you gotta wait 40-60 minutes for them to regen, or you gotta rebuild em (which costs a TON).

32
AI War / Re: Conservative Battle Plan -- Dealing With Supply, Easily
« on: September 16, 2009, 11:56:42 AM »
This is why I play this game. Its not just a great game (And a steal at $20!) but there is so much care and focus given to it from the developer and community, it never gets old. This is also the reason I play TF2 more than any other FPS. Even two years after its release, it is still getting content and balance patches (Which is a pretty incredible life span for an FPS). Too many developers release "fire and forget" games that they just push out, hope they sell well, and start working on next years release. I very rarely just buy the yearly block busters anymore.
Like Universe at War. D: UaW had an awesome concept, but completely and utterly failed due to lack of post-release support (and it using GFWL didn't help much either).


33
AI War / Re: Conservative Battle Plan -- Dealing With Supply, Easily
« on: September 16, 2009, 10:55:22 AM »
Well Starcraft AI is absolutely terrible. No argument from me there. You can get some upgraded AI, but afiak they cheat (more resources).

I must point out that I said "SC:BW is the best competitive RTS". I was strictly talking about it's pvp. :]

AI War is the best solo/co-op RTS I know of. I do consider them filling completely different sub genres, and will never say one is better then the other.

34
AI War / Re: Ai Logic:No command center in a system
« on: September 16, 2009, 10:50:12 AM »
oh, another thing... Lets say you have 3 planets all connected to planet A (and only A). if A dies, all 3 planets lose supply. If they have power plants you need, this could pententionally destroy you. :P

So it can be a very risky strategy. You also lose a lot of income (possibly 102 - 204r/s).

35
AI War / Re: Ai Logic:No command center in a system
« on: September 16, 2009, 10:34:04 AM »
Yeah, but you can still build a command center anywhere, then scrap it.
You could, but then you lose the ability to reinforce there, and without reinforcements the AI WILL wear you down. :P

Ok, just tested quickly. Ships that "require supply" (supply mean they are within 1 hop of a player controlled planet) WILL stop functioning if they lose it.

So, your tactic will work on planets, as long as they have supply.

I don't know if it's OP or not.

36
AI War / Re: Conservative Battle Plan -- Dealing With Supply, Easily
« on: September 16, 2009, 10:26:30 AM »
:D *explodes from excitement*

Awesome attitude towards developing AI War. I wish more devs had it. :]

I must point out something you may or may not know about Starcraft. There's a very competitive community for it (as I'm sure you know), it's just it's a lot smaller then the custom map (UMS) community, at least for English players. I will admit that the English competitive community is very strong, especially since it's so old. Ladders like PGT and iCCup keep it alive.

Anyway, that's enough SC history. :D

And this one feature makes it the only game I play over the past two months or so. This one feature makes the game unique and makes it outshine all other RTSs currently on the market. So please keep doing this. Please keep nerfing me.
I have to respectively disagree. Starcraft:Broodwar (yes, expansion is important) is currently (and has been for the past 6-8 years) the best competitive RTS around. There is no single abusive strategy in SC:BW.

37
AI War / Re: Ai Logic:No command center in a system
« on: September 16, 2009, 07:39:10 AM »
Well 1.202P kinda fixes this, since you can't build there unless it's within 1 hop of a player controlled planet, even with mobile builders.

38
AI War / Re: Nerf infiltrators.
« on: September 16, 2009, 07:21:34 AM »
I use exoshields on all of my harvesters at start. I also don't build turrets in the first hour or so, but concentrate on getting all of my I fighters and a bunch of II Cruisers out (much better than I Cruisers).

These two do a number on almost any enemy early wave (they do have problems against Armoreds and Tanks).



So do I (exo-shields), but as I've pointed out infiltrators go right past exo-shields. In the game it happened there was only 3 wormholes. I could imagine the hell of trying to defend against them with SIX wormholes.

I only even build defense to stop the raids (5ish ships at a time) that always wander into my planet. Sometimes I don't even bother with turrets, and just build a tractor at each wormhole so they get stuck while my ships come to kill em. >.>


39
Maybe allow Science Lab II to still acquire knowledge when away from the supply lines?

This way it has a bit more of a use then "won't be killed by ion cannons", since for the most part I just use the MkI ones. Plus they're slow moving which slows down the speed at which you can do the raiding, thus giving more incentive not to deep-knowledge-raid, but still allowing it if the player is persistant enough. :)


I like this idea. Could even increase their power cost to make it really costly to use them. :]

40
AI War / Re: Territorial Expansion
« on: September 16, 2009, 04:13:52 AM »
I build 1 factory per planet, is that a bad thing? i like to have ship production wherever i am....
Other than that, i use lots of engineeers so i can speed-build things like ships and starships.
And power problems is the result of your strategy. :]

Either deal with the power issues, or build less engis/docks.

41
AI War / Re: Nerf infiltrators.
« on: September 16, 2009, 03:31:32 AM »
What are you doing in the time before the Infiltrators come near the Forcefield?
Have you thought about killing them durign that interval? They are awfully weak....

I was against two AI 8s, Stealth Master (infils) and Spec Ops. They had 600 ships on my planet around the 10-20 minute mark. 200 of those were infiltrators. >.>

I had built a good 20-30 turrets and 2 tractors on each wormhole, but the infils buttraped them. :/

PS. In that game, I should also point out, by the time I realised I was losing I had already lost 6 harvs (metal), so my eco was dead. I probably would have survived, had my shield (home station) not gotten completely wiped out by the infiltrators. I had about 30 turrets finish about 10 seconds after I lost.

42
AI War / Nerf infiltrators.
« on: September 16, 2009, 02:32:37 AM »
Ok, this is basically a "I just got owned so lets post a nerf thread" post. I still think it's valid tho. :P

Basically infiltrators ignore force-fields, AND they do kickass damage against em. I decided to go ingame and check. 8000 per hit against force fields (and turrets) for Mark I. Their base damage is 40. That's a 200x multiplier.

So, a little math. Mark III force-field has 56,000,000 hp. Infils Mark I do 8000 damage every 1.5 seconds with a cap of 475 to them. 56,000,000 / (8000/1.5 * 475) = 19.64. Just under 20 seconds.

Heh, infiltrators are better at killing force-fields and defense then bombers are.

Why is their ability to kill force-fields a problem? Because then your home station (or w/e else is under it) becomes vulnerable to anything else on the planet, such as bombers, and recently nerfed starships.

43
AI War / Re: Fast and Dangerous
« on: September 16, 2009, 01:21:39 AM »
Yes, I agree this is an issue.

Basically, 4x damage and 2x means that fighters will 2x as many losses as normal when closing in. A better method would be just 2x fire rate, or 1.5x damage and fire rate, which will keep losses while closing the same.

44
As for dealing with incoming cutlass attacks, I'll take a look more at that, too; until recently, they were weak against Fighters, Bomber, and Cruisers.  I'll have to run the numbers anew to see what they are with the new boosts.
I'm gonna take a quick guess and say Fighters will get something like +20%, with cruisers and bombers about -50% each. These are simple guesses based on HP, so.

45
AI War / Re: Ships can fire through shields sometimes
« on: September 13, 2009, 07:52:28 AM »
What fiskbit said.

Also, figuring out if they'd hit the shield is rather expensive CPU wise. The way it's currently implemented saves on CPU a lot.

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