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Homeworld 2 Complex 8.4.3

  1. #3051
    Fasta
    Guest
    Hey Beghins, tanks very much. Your and your team are doing an amazing work.
    Iam a tatical guy too, if i want someting fast i'll play americas army or someting like that, lol.

    I dont know if the complex team has the resoures to develop even more this game... it would be amazing to have a open server where one could join and play with other guys already online in bigger maps...

  2. #3052
    First try with 6.7, total feeze at year 14. Had to re-boot system. Never happened to me with previous versions.

    Edit: total feeze except music (!) which carried on regardless.

    Edit 2: Second go - same result, year 12.
    Last edited by vila; 18th Mar 08 at 9:51 PM.

  3. #3053
    gayut
    Guest
    how to increase officer for vagyr in skirmish?max 10?

  4. #3054
    there is actually games that are more 'roll your sleeves up on a Saturday hardcore' games out there, and this mod has got to be somewhere up there with them, much of what is in here was never MEANT to in hw2 and yet it is



    Owns (from relic):Company of heroes, dawn of war(s), dawn of war II(s), Impossible creatures


    Besides my rabid hate for sisters of battle in soulstorm (worst idea ever, liked DE though) I have nothing but praise for relic for their gameplay innovations

    ---------------------------------------

    And finally

    that thing you should NOT read


  5. #3055
    First try with 6.7, total feeze at year 14. Had to re-boot system. Never happened to me with previous versions.
    OK, I need to know:
    -Your system specs, RAM, CPU, tasks in background;
    -Your game modality: Tactical, Normal or Fast; if custom what's your starting fleet and rank settings;
    -How many AI in you match and which races they are;
    -If you hava saved the game, once reloaded had you the same freeze? Can you send me your saved file?

  6. #3056
    J.A. Bouland
    Guest

    Exploding Mothership

    I have installed the latest Complex mod for Homeworld 2 and it works perfectly looks good and the possibilities seem to be endless.. The only thing is that my Mothership keeps on exploding after a little while (after 4 or 5 years)..

    How come?? I get the announcement that my mothership is under attack.. After that the energybar drops till it finaly explodes.. Is this supposed to be or did i just missed something i supposed to do??


    P.s.

    Keep up the good work
    Last edited by J.A. Bouland; 19th Mar 08 at 6:44 AM.

  7. #3057
    Quote Originally Posted by J.A. Bouland
    I have installed the latest Complex mod for Homeworld 2 and it works perfectly looks good and the possibilities seem to be endless.. The only thing is that my Mothership keeps on exploding after a little while (after 4 or 5 years)..

    How come?? I get the announcement that my mothership is under attack.. After that the energybar drops till it finaly explodes.. Is this supposed to be or did i just missed something i supposed to do??


    P.s.

    Keep up the good work
    Did you miss my earlier reply to Crispies? http://forums.relicnews.com/showpost...postcount=2982

    Quote Originally Posted by beghins
    OK, I need to know:
    -Your system specs, RAM, CPU, tasks in background;
    -Your game modality: Tactical, Normal or Fast; if custom what's your starting fleet and rank settings;
    -How many AI in you match and which races they are;
    -If you hava saved the game, once reloaded had you the same freeze? Can you send me your saved file?
    System:
    Intel Dual Core E6600 (2.4 Ghz, 2MB L2 Cache, 1066Mhz FSB)
    2GB RAM
    NVIDIA Ge Force PX8800GTS
    Windows XP (Media Center Edition)

    Background tasks: Bullguard anti-virus/firewall

    Game:
    Custom
    Resourcers: Fleet
    Rank: Admiral
    AI: 2 Hg, 3 Vg (with me as Hg)
    Duration: Normal
    Map: Open Cosmo 3

    Most game parameters set to maximum but Hyperspace Cost @ 'low' and AI Aids (what are those?) @ 'none'.

    Initial video options (detail, shadows, effects etc) all set to maximum. NLIPS not enabled.

    Game not saved. Second try game proceeded differently and feeeze occurred 2 years earlier but was otherwise as before.
    Last edited by vila; 19th Mar 08 at 8:01 AM.

  8. #3058
    J.A. Bouland
    Guest
    Originally Posted by vila

    Did you miss my earlier reply to Crispies? http://forums.relicnews.com/showpos...&postcount=2982
    Alright!! Thanx for the quick reply and awnser to my question!! I just registerd today so guess i wasn't look to well..

  9. #3059
    PhoenixStar
    Guest

    Help me out here guys...

    Hi there, I absolutely love what this mod has done for HW2. To quote others, this is the game HW2 'should have been'.

    However, I'm just not sure on the gameplay side of things - especially how quickly your opponent can build compared to you.

    I've been playing Complex for a few weeks now, and always installed the latest version when it became available. Today I installed v6.7 and played a few games. This is invariably how it panned out each time....

    OK, I'm Higaran vs Vagyr (CPU).

    Tactical Game, Low Multiplier, 3 Resource Collectors etc.

    I begin by deploying the Collectors to the nearest rocks then immediately build a few more, followed by a Scavenger as soon as the Research vessel is created. Soon after I get a couple of flak frigates for protection and some fighters and send them off to destroy the enemy Collectors to slow his production.

    So far, so good. The resources are coming in and I'm now deploying Platforms for further protection.

    Suddenly, 3 Destroyers are heading towards me!! - within such a short time of playing. They wipe out my fighters and head to the Mothership. I frantically build a some missile frigates and they hold them off for a time, but inevitably they get the upper hand, destroying my Collectors - I can't build anything else, and soon after the Mothership is gone. Game Over.

    OK, next game - similar configuration (Tactical) me as Higaran vs Vagyr.

    This time after getting my 2 flak frigates I'm attacked by several squadrons of fighters - they are destroyed.

    I then go onto building a few more vessels, and doing everything I can to research Marine Frigates so I can capture the Mining Base.

    Just as I send the first of 3 I have ordered to be built I check the sensors and there are TWO Battlecruisers and 3 Destroyers supported by several Artillery Frigates and LOTS of fighter squadrons heading my way.

    At this point I'm only able to build a single Destroyer. Naturally - Game Over....

    This is pretty much how the scenario goes every time I play. I've tried playing Vagyr vs Vagyr, Hig vs Hig etc. etc., but its always the same. Before I can start building anything of decent power he sends Battlecruisers and/or wave after wave of Destroyers against me. It's getting a bit depressing now, as I know I never have a change against the CPU!

    Surely I can't be the only one suffering. I try playing the Defensive game and the Offensive game - yet its the same result each time. The enemy builds much faster than I can and so soon into the game. In one particular game I had only just reached the level to research the Destroyer when out of nowhere an enemy Battlecruiser appeared.....!!

    Please guys, what am I doing wrong??

    I've followed a lot of the advice in this thread - as Complex is that, 'complex', but each time I'm swampled so early on by the enemy.

    Thanks all,

    PxStar

  10. #3060
    Nerb
    Guest
    Quote Originally Posted by gayut
    how to increase officer for vagyr in skirmish?max 10?
    You need 125 rank then the option to upgrade crew and officers appears in your research tree.

    Pheonix star... i assume you are playing with expert AI. They can build incredibly fast. But a flak rush soon sorts them out. Maybe try on easy or hard.

    I'll be playing 6.7 this weekend on both Lan and against Ai. Will give feedback.

  11. #3061
    PhoenixStar
    Guest
    Hi, thanks for the info.

    Thing is, I tried all levels, and this is happening on Easy too...

    So I tested a few 'Easy level' games - yet again, in no time at all I have several destroyers heading towards me before I have even had time to build a few defenses, then along comes 2 Battlecruisers - as before, game over.

    In an Easy game tonight I sent a proble to locate the enemy very early on. I then put all effort into creating some Interceptors and sent them to disrupt his production. I tagged onto them and followed then on their path.

    Unbelievably there was several large vessels already sitting there - 3 destroyers, assault craft etc. I had only been playing for 20 minutes! How on earth did he produce so much so quickly??

    Anyway, feel like I'm going round in circles - same result every game - I know the outcome!

    Goodnight folks!

    PxStar

  12. #3062
    PhonixStar:
    try AI Standard or Hard and be sure the parameter "AI Aids" is setting to none or few at max.
    Remember to upgrade your collectors, you nee the Harvest Control module.
    If you still loose try AI easy -> "AI Aids" none.
    Let me know what happen.

  13. #3063
    Anyway, feel like I'm going round in circles - same result every game - I know the outcome!


    Unbeknown to any Homeworld 2 players, the AI was now becoming self aware and defeating all human players. Little did Beghins know was that his next version of the mod would give birth to the rise of the machines and end the era...of Mankind.
    strange...as wonderfull as it may be,i'm still...up here... floating...and no one even seems to notice.

  14. #3064
    Quote Originally Posted by beghins
    PhonixStar:
    try AI Standard or Hard and be sure the parameter "AI Aids" is setting to none or few at max.
    Remember to upgrade your collectors, you nee the Harvest Control module.
    If you still loose try AI easy -> "AI Aids" none.
    Let me know what happen.
    It sounds to me as if the mod is playing exactly the same on PhoenixStar's system as it does on mine - except for 6.7, of course, which as I said above is not playable for me. (Tried a third time: same result, but year 13 this time.)

    The problem is that it makes no difference what level of difficulty you choose the AI can build more powerful ships much earlier than the human player and can build them at ridiculously high speed. A couple of days ago I watched a Vaygr SY produce a BS, 2 BC and a Carrier so fast they were nudging each other as they emerged.

    The only difference the difficulty level makes is how the AI uses the ships once they are built. With high difficulty you will be attacked immediately and get wiped out. On 'easy' the AI will sit and do nothing unless you attack and will then strike back resulting in wipe out as before.

    The only way to win in this situation is dead boring. You go the 'easy' route and DO NOT under any circumstances attack with ships. You maintain a defensive position and build lots, and I mean LOTS, of vipers. You then spend an interminable age lobbing these across the map in the hope of knocking the enemy out fast enough to reduce the odds until you have a sporting chance of winning a ship to ship battle. This is not my idea of an enjoyable game experience. I like the AI to put up a fight but I also like to have a chance of winning.

    In a recent game I had just got to the point of building a couple of destroyers when I was attacked by 4 BC and 2BS. Contrary to what has been stated in a couple of recent posts, pulsar platforms are no defence against heavy ships (BS and DN were mentioned) the BCs wiped out my pulsars like swatting flies. I lasted about 2 minutes and that was only because I'd built a few vipers. I would like anyone who says that the AI is easy to beat to tell me how they would have won from that position.

    Beghins, what you are doing here is great. I completely agree with you that original HW2 is a child's game compared with HW1 and the principle of what you are doing is wonderful, but for some of us it is biased towards the AI to such a degree that it is virtually impossible to win in any sort of enjoyable way.

    PhoenixStar: If your game is indeed playing the same as mine, by all means try Nerb's 'flak rush' but it will likely play as it did for me - see here http://forums.relicnews.com/showpost...postcount=2925
    Last edited by vila; 19th Mar 08 at 5:47 PM.

  15. #3065
    Nerb
    Guest
    Quote Originally Posted by vila
    It sounds to me as if the mod is playing exactly the same on PhoenixStar's system as it does on mine - except for 6.7, of course, which as I said above is not playable for me.
    Beghins adressed this earlier... 6.6.2 had an overpowered AI bug. You need to get 6.7 working.

  16. #3066
    Tingmore
    Guest
    Quote Originally Posted by adamstrange


    Unbeknown to any Homeworld 2 players, the AI was now becoming self aware and defeating all human players. Little did Beghins know was that his next version of the mod would give birth to the rise of the machines and end the era...of Mankind.
    "Come with me if you want to live..."




    I've now played the original HW2 and while admitedly it is quite simple, I do particularly enjoy the fact that fighters/bombers have some meaningful effect in the game. Not just at the start, but all the way through. Because of their increased effectiveness, you need to build a fighter escort for your capital phalanx.

    In Complex I find that if I have 2-3 destroyers, I can send them all the way across the map while they are being harrassed by a bombers and still have more than enough health. Typically I just bring them close to a capital ship as its about to be destroyed and let the blast take them out.

    In the original HW2, no way those 2-3 destroyers would make the slow journey across the map with bombers attacking them. Does anybody who plays complex use bombers/fighters in any part of the game? I tried the flak rush also... this failed miserably because the bombers were much more effective against the frigates, and conversely the flaks didn't annihliate the fighters as quickly as in Complex. If this aspect of the AI hasn't changed, it might explain why the AI keeps sending waves upon waves of fighters into a flak defense that pulverises them.

    Just to clarify: I'm not saying that normal HW2 is better than Complex, just pointing out that fighters have no justification for existence in Complex as it currently stands.


  17. #3067
    Beghins here is the PlanetPack.
    http://download.yousendit.com/FCA61B4869D2B3C2

    For those of you that don't know,this is a collection of new maps with some really cool backgrounds.

    This link is only good for 7 days or 100 downloads

  18. #3068
    Tenjouten
    Guest
    Yeah, I was having trouble at first, but after practicing a few times with a computer ally on hard difficulty, I got the hang it. I used to use the ally computer as sort a "shield" where I can spawn tons of mobile refineries behind and when I become strong enough where I can take the computer on 1v.1, then I just use juggernauts to get rid of the computer ally.

  19. #3069
    Quote Originally Posted by Nerb
    Beghins adressed this earlier... 6.6.2 had an overpowered AI bug. You need to get 6.7 working.
    I am using 6.7 - please see here: http://forums.relicnews.com/showpost...postcount=3053 and also very carefully read the sentence you have quoted from my post!

    The situation in 6.7 hasn't changed, I just don't get the chance to be wiped out - well, not in a multi-AI game, anyway - because the PC quits before we get that far. I've just finished a 1 v 1 in Duel against a standard AI, or rather the AI finished it. When I had been able to build only 4 destroyers, and before I could even research battlecruiser chassis, the AI had 8 destroyers, 4 battlecruisers and 4 battleships. Just give me a small hint as to how you deal with that sort of situation. (And please make it a better idea than your flak rush, which I've tried over and over again and it simply does not work.)

    Quote Originally Posted by Tenjouten
    Yeah, I was having trouble at first, but after practicing a few times with a computer ally on hard difficulty, I got the hang it. I used to use the ally computer as sort a "shield" where I can spawn tons of mobile refineries behind and when I become strong enough where I can take the computer on 1v.1, then I just use juggernauts to get rid of the computer ally.
    1. Don't quite see the point of getting rid of the ally . . .

    2. How do get on in a 1 v 1 without an ally?
    Last edited by vila; 20th Mar 08 at 4:00 PM.

  20. #3070
    DJ Die
    Guest
    Beghins would it be possible to add more reasearch levels? for example for hiigarans from 3 to lets say 6 so you would get 2 per research module maybe adding 7th ultimate reasearch that would be very expensive that would make research you choose more important

  21. #3071
    DragonRR
    Guest
    Very nice work with 6.7 Beghins!

    I managed to get a game in last night, Me vs Expert Hig, Empire. AI aids set to Normal. The game was 100% stable, no crashes.

    It was an interesting game. Thought I'd won it quite easily only to find that the AI had upgraded the mothership with the heavy ion cannon which wiped out my BC on my first attack run. In the end I used nukes and fully upgraded cap ships to overwhelm the AI. The AI put up quite a fight in the later stages of the game.

    A few of issues:

    The AI was quite a way behind me in research at all times.

    The AI waited a very long time before attacking and only attacked with small forces initially.

    I still didn't feel that the AI was as "expert" as it should have been on Empire setting.

    The nukes seem to attack a mothership OK but "dither" or wander about if set to target, for example, a command fortress.

  22. #3072
    maddeath
    Guest
    I was already considering more research many times but one thing would pose a problem. More research of the same kind would hardly add any new gaming experience.

    Maybe a 4th research tier enabled by command fortresses and/or 1000 research score could be added. But intead of obligatory armor/damage/fusion/etc. upgrades there should be things like...
    hiig:
    - defense fields for ships from frigs up
    - static fields for ships from frigs up, that would slowly charge when idle and discharge when enemy ships approach, always the same ammount per ship, destroying small craft, paralyzing and damaging caps, never hitting the same ship twice within 1 minute - this might be a role for that hiig power station (static field management, disabled if station destroyed... hw2 already has static effects, right?)
    - improved sniper frig range
    - improved cloak detection for fighter class
    - paralyzer bombs for x-bombers/heavy bombers - lowering ship activity and capture time
    - marine frig "hijack" - dragging still uncaptured ships out of battle to disperse enemy forces

    vgr:
    - cloaking for all ships
    - "kamikaze" fighter upgrade - very high crash damages
    - improved dreadnaught range
    - improved artillery frig range
    - "flashbang" missiles lowering accuracy of ships they hit for a few seconds
    - infiltrator frig upgrade progressively lowering accuracy and rate of fire of ships being captured
    - "leech" infiltrator frig upgrade - sucking resources out of enemy resource pool while capturing

    I also think that the all research done setting wouldnt be that bad of an idea. This way I could finally see what the game looks like when all ships have their full potential. Why not? Theres the empire starting fleet setting already.

  23. #3073
    DJ Die
    Guest
    in fact it would add quite a lot enemy may outproduce you but if you invest lot into research your ships will crush him even though he may outnumber you also it would be useful to add armor research for fighters ive already seen it in some mods

  24. #3074
    Nerb
    Guest
    Just played 6.7 on Hard, Hig vs Hig on Complex Normal. Flak rush worked perfectly.... AGAIN.
    I built 3 additional resource collectors, 5 flak frigates, research station, 5 more flak frigates, a crew station, 1 scavenger, a couple of missile frigates, another scavenger, a bunch more flak, then a carrier... in that order. The first 5 flaks went straight to his resource collectors, took out a few, then took out his light carrier followed by his research station. Then they just hang back, are joined by the following flaks and missile frigates, who are rally pointed straight to his doorstep, and destroy new carriers and crew stations as he builds them.
    I was repelled back eventually, as i was careful not to loose too many frigates. But with a MS and Carrier producing flaks and missile frigs continuously, i soon had an armada of frigates. He produces several destroyer one after another, so i research destroyer and start building my own from the MS. I had about 17 flaks and 6 missile frigates which took out his destroyers without too much trouble... remember to pull back wounded frigates, so that he keeps attacking fresh ones. This way you get the best firepower. By the time i produced 3 destroyers and hyperspaced them to the action, he built his first ion destroyer. It was dead in seconds, then i concentrated fire on his MS. Then he pops out a juggernaught. I keep fire on his MS, but spread out my fleet so that if his jugger gets to anyone, it wont kill them all.
    Then he dies. I clean up another carrier with my destroyers and its game over, all without resorting to nukes, vipers or anything bigger than a destroyer.

    Now I know i cant use this strategy playing as vaygr. In fact i cant beat the AI at all when playing as vaygr, unless i just spam him with cruise missiles.

    DONT UNDERESTIMATE THE FLAK RUSH!

    Do it properly, you cant loose and a vaygr human cant possibly defend against it.

    Oh, and Beghins... it ran flawlessly.

  25. #3075
    TParis
    Guest
    Quick question: Is there some kind of manual & readme anywhere, that explains the features and all the new ships & stuff? Would be nice to have this coming with the Complex installer.

    And ye, I know there is much information on the website .

  26. #3076
    maddeath
    Guest
    @ DJ Die
    Dont get me wrong. I love research. My ships always get the full program, often before they even get built.

    However, there already are 3 armor, speed and damage upgrades for most ships. Adding more would make little difference in gameplay. If the opponent is stupid enough not to upgrade his fleet, then you will stomp him with your 3 upgrades any time. Now if both of you upgrade, then not even 100 levels of research in the same area will make a difference, cos your ships will always be about even in attributes.
    Therefore I would like to see more variety in upgrades and add more tactical differences between vgr and hiig fleets via the upgrades I have suggested.

    As for the fighter armor upgrade. I'm rather pro. Fighter class is currently useless. It needs powerups badly to raise from its role of a harmless little pest.

  27. #3077
    james808
    Guest

    re: Vila and difficulty

    I normally play as Hiigarian against a team comprised of an expert Vaygyr CPU and a hard Vargyr CPU with all start up options configured the standard way (as a Mac user, I have no choice about that .

    In 6.6, this WAS basically impossible. In 6.7, this is again a fun match up.

    I skip fighters, corvettes, and regular destroyers. I use a few flack and missile frigates early on, but basically rely on the Mothership and assorted support vessels for defense until I can build Ion destroyers. CPU usually attacks with a battlecruiser or two after I have a few destroyers built, and at this stage it is almost mandatory to capture one with marine frigates in order to survive.

    After the first battle cruiser attack, I usually have the heavy ion cannon and a command fortress built. At this point it is possible to go the offensive and get into some really fun ship to ship battles. Obviously the longer the game goes on, the more things start to go the Hiigarian's way.

  28. #3078
    Quote Originally Posted by Nerb
    Just played 6.7 on Hard, Hig vs Hig on Complex Normal. Flak rush worked perfectly.... AGAIN.
    I built 3 additional resource collectors, 5 flak frigates, research station, 5 more flak frigates, a crew station, 1 scavenger, a couple of missile frigates, another scavenger, a bunch more flak, then a carrier... in that order. The first 5 flaks went straight to his resource collectors, took out a few, then took out his light carrier followed by his research station. Then they just hang back, are joined by the following flaks and missile frigates, who are rally pointed straight to his doorstep, and destroy new carriers and crew stations as he builds them.
    I was repelled back eventually, as i was careful not to loose too many frigates. But with a MS and Carrier producing flaks and missile frigs continuously, i soon had an armada of frigates. He produces several destroyer one after another, so i research destroyer and start building my own from the MS. I had about 17 flaks and 6 missile frigates which took out his destroyers without too much trouble... remember to pull back wounded frigates, so that he keeps attacking fresh ones. This way you get the best firepower. By the time i produced 3 destroyers and hyperspaced them to the action, he built his first ion destroyer. It was dead in seconds, then i concentrated fire on his MS. Then he pops out a juggernaught. I keep fire on his MS, but spread out my fleet so that if his jugger gets to anyone, it wont kill them all.
    Then he dies. I clean up another carrier with my destroyers and its game over, all without resorting to nukes, vipers or anything bigger than a destroyer.

    Do it properly, you cant loose and a vaygr human cant possibly defend against it.
    Missile frigates and destroyers? I thought you were previously saying this works with just flaks? If you're using missiles from the outset and destroyers later it's hardly a 'flak rush', is it?

    You say it can't fail against a human, but previously you seem to have implied that it also works against the AI, which can build at least 5 times as fast as a human player.

    However, reading your detailed campaign description and the one by James808 has strengthened my opinion that Complex does something very different on my system than what it does on others. I don't believe I could reproduce those scenarios in my game, particularly James808's.

    I have just seen further confirmation of this strangeness. I decided to try the 'flak rush' one more time in the light of your new revelations. I set up a game in the Lonely Islands map. As the screen opened I noticed that the mining base at the far end of the map was in the process of exploding! I've noticed spontaneous explosions at start-up in previous games but had never been able to figure out what was exploding - this time there was no question.

    Has anyone else experienced this phenomenon?

  29. #3079
    Tingmore
    Guest
    One in every... say... four games I see the exploding mining base. I think it depends on what angle you start your game in? But certainly I have seen the exploding mining base before, however this was not detrimental to game play.

    Our initial contention was that in a Hiig v. VAYGR encounter, a flak rush will work every time. If it works against the expert AI (it does) then certainly it will work against a human player. This was to highlight the inbalanced Vaygr setup at the start of the game.

    Certainly in a Hiig v. Hiig encounter it may work against the AI who does not know any better, but against a human because both sides are equally matched, it may not. It seems that the AI wastes lots of money on fighters which are just chewed up by flaks. This may be a defunct strategy beecause fighters have been rendered useless in the Complex mod.


  30. #3080
    Quote Originally Posted by Tingmore
    If it works against the expert AI (it does) . . .
    Just tried again (no exploding mine base) following Nerb's above method to the letter. It doesn't work!

    It doesn't work for one simple reason: by the time you get to the point where you have built the 2 missile frigates you have no more crew, therefore you can build no more ships. The ships you have won't be able to knock out heavy missile platforms as fast as they are built and all your ships will eventually be destroyed.

    I had to retreat all my ships to protect their health (losing one flak to the missiles) but they were then attacked by 4 sqdns of missile corvettes and 3 of multi-lance corvettes and I lost another flak before I had destroyed the attackers.

    I then had no option but to wait - with no more crew I couldn't build any more ships and those I had were in no state to fight against the 12 heavy missile platforms and 5 gun platforms which the Vaygr AI now had. By this time the AI had built its first shipyard and the result was a foregone conclusion.

    By the time my ships' health had returned the AI had 6 warfare frigates, 2 artillery frigates and 4 destroyers and had built 3 shipyards which together with the flagship began churning out more destroyers and frigates like there was no tommorrow.

    The warfare frigates used EMP to paralyse my ships which were then wiped out one by one and the AI ships began moving towards my MS.

    Unable to build ships I had once again resorted to vipers and took out all the approaching destroyers with them. (Another strange point here: twice I fired vipers at destroyers which had only about 5% health and each time, when the missile struck, the destroyer's health INCREASED to about 20-25%!)

    A horde of frigates (warfare, heavy missile and artillery) destroyed my resource operation and then turned on my MS , crew and research stations with obvious results.

  31. #3081
    Tingmore
    Guest
    Quote Originally Posted by Tingmore
    If it works against the expert AI (it does)
    Flak Rush (1/3)
    http://www.youtube.com/watch?v=ixEvv0ioghg

    Flak Rush (2/3)
    http://www.youtube.com/watch?v=KHLeh1bflok

    Flak Rush (3/3)
    http://www.youtube.com/watch?v=GQEZ6-bMLRs

    I cut out about a year of game time while my first two flaks were in transit (1/3). I also cut out about a year in which the Vaygr mothership pops out missile platforms while trying to run away (2/3).

    I apologise for the crappy resolution but otherwise it would have taken me ages to upload. *raises his fist at his inferior wireless network*

    I've done this many times and have only failed once (my first time when I waited until I had 10 flaks). Sometimes its a little bit harder than shown, most times its easier - I guess that depends on the AI. And don't forget that the AI gets an advantage, you will notice that I've destroyed all his resourcing capabilities but he just keeps on churning out platforms.

    I haven't tried this on 6.7 yet. But if you guys haven't noticed a huge difference between 6.6 and 6.7 in terms of Flak strength, then it should be roughly the same.

    As I've said previously, the flak rush against a human player doesn't have to be fully successful. You may just send out a total of 5 - just enough to get rid of his resource collectors, and that'll push him way behind as he'll have to replace them.

    Play this against a human Vaygr player and he will not stand a chance = unbalanced. I'm gonna ask again, but I'm sure I will see nothing but tumbleweed, does anybody here play as Vaygr in pvp scenarios?

    Last edited by Tingmore; 20th Mar 08 at 10:39 PM. Reason: bad grammar and typos...

  32. #3082
    DJ Die
    Guest
    @maddeath:
    in 5.5 where 4-5 bomber wings would strip single ship of all modules in matter of few passes which sucked because enemy usualy used them to target heavy ion on MS and it was almost impossbile to stop them in time so it has to be properly balanced...

  33. #3083
    Yeah the heavier modules need to have a different armor sort than usual... but have you thought of putting the rapid sweeper set on the ms?

  34. #3084
    DJ Die
    Guest
    in 5.5 there wasnt rapid sweeper on MS yet you dont know that much about game do you? now they cant do anything i was just pointing out that fighters are going from extreme to extreme from extremely useful to extremely useless

  35. #3085
    Nerb
    Guest
    Vila... as Tingmore says, a "flak rush" doesnt need to completely destroy the enemy with only flaks (although that can be done). As long as your flak rush slows the enemy resourcing, and in my recent description crew and research ships, then you het an overwhelming advantage.

    Nice videos Tingmore. I see youve been busy. But get off 6.5.1 and get 6.7. Yes, it works just as effectively in 6.7.

    DJDie... You only say effective bombers sucked because they whipped you. I'd much rather have bombers that annihilate subsystems and bigger ships than have no use for fighter craft at all!

  36. #3086
    DJ Die
    Guest
    Nerb: read what i wrote once again THINK and then write something

  37. #3087
    Nerb
    Guest
    DJDie... I read it again...
    4-5 bomber wings would strip single ship of all modules in matter of few passes which sucked because enemy usualy used them
    This tells me you got whipped by bombers.... so you wanted it changed. I replied that i'd prefer the bombers useful.

    If this is wrong, start explaining.... and THINK before you type.

  38. #3088
    DJ Die
    Guest
    read rest of that post idiot...

  39. #3089
    Nerb
    Guest
    so it has to be properly balanced...
    By removing their effectiveness? Your not making any sense.
    Maddeth posted that the fighters need to be toughened up. You posted that they were too tough in 5.5. If you want fighters to be somewhere half way, just say so. Cause you sound like you want them useless.

  40. #3090
    Lost in the code... Mikali's Avatar
    Join Date
    Jun 2003
    Location
    %HW2_ROOT%
    Quote Originally Posted by beghins
    No, Mac users can only run the game with the default settings, independently from any setting they select, it's a know limitation and it's due to the HW2 Mac version that doesn't recognize the "GetGameSettingsAsNumber" instruction.
    May be there's a solution, but I can't discover that, cause I'm not on a Mac.
    Le Sun Tsu suggests a workaround, here. Have you guys explored this? I'm interested, too.

    [edit] Nevermind. See the update in the thread I linked to.
    Last edited by Mikali; 21st Mar 08 at 10:52 AM.
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  41. #3091
    DJ Die and Nerb: Steady on guys, put your handbags away! You both seem to be saying that bombers are currently not powerful enough, the difference being that DJ thinks that in 5.5 they were far too powerful. I can't comment on that because I didn't come in until 6.5.1 but I think they're just about adequate as they are.

    I find them useful as anti-subsystem, particularly after upgrading (I find the nominal anti-subsystem unit, x-bombers, not very good), they're good frigate killers and I also use them for softening up Vaygr destroyers to offset their ridiculously over-powerful armament so my Hiig destroyers can have a sporting chance.

    They have reasonable hitting power and can get to an emergency much faster than any other unit.

    All of the above assumes you have reasonable numbers - seven or more sqdns.
    Last edited by vila; 21st Mar 08 at 7:06 PM.

  42. #3092
    wgd
    Guest
    Just jumping on to the Make-Fighters-Stronger Bandwagon here. Hehe

    Now everyone's been talking about bombers, but I think perhaps Shirys can get an upgrade as well? They're supposed to be super-fighters...well not very super huh?

    And beghins is it possible to make the Callisto missiles fire on their own when vs a cap ship? I really hate micro-managing that kind of stuff when bigger ships need more managing elsewhere.

  43. #3093
    Now everyone's been talking about bombers, but I think perhaps Shirys can get an upgrade as well? They're supposed to be super-fighters...well not very super huh?

    And beghins is it possible to make the Callisto missiles fire on their own when vs a cap ship? I really hate micro-managing that kind of stuff when bigger ships need more managing elsewhere.
    Agree with all that - Shirys don't appear to do much and seem to die very easily. Callisto comment also applies to missile frigates.

  44. #3094
    maddeath
    Guest
    Was thinkin exactly the same.
    Amen to that.

  45. #3095
    Quote Originally Posted by Tingmore
    I also cut out about a year in which the Vaygr mothership pops out missile platforms while trying to run away (2/3).

    Sometimes its a little bit harder than shown, most times its easier - I guess that depends on the AI.
    Many thanks for the vids - sadly they only confirm what I've been fearing all along. The way Complex plays on my system is vastly different from what it does on yours (and presumably also Nerb's and others). I've tried again, this time copying as closely as I could what you appear to do in your video (I can't be sure it was exact because of the quality, but I take your point about your problems in that respect). The result was just as before: complete wipe out.

    When your first 2 flaks are approaching the enemy they appear to meet only 2 fighter sqdns, which obligingly attack one at a time. In my game there are 4 sqdns and they all attack together. Also, they are quickly followed by 2 bomber sqdns, then more fighters. My ships have to spend all their time and effort trying to defend themselves - they have no opportunity to do any serious damage to the resourcers. As fast as they destroy the fighters/bombers, more pour out of the flagship in a continuous stream. My first 2 flaks were destroyed before the 3rd even got to the scene.

    When 5 of your flaks were firing at a resourcer they seemed to take about 3 secs to take it out. I eventually managed to get 8 flaks into action and, between fending off fighter/bomber attacks, tried to start taking down the resourcers. Even with the combined fire of 8 flaks it was taking about 10 secs to take out each resourcer.

    You talk of the flagship trying to run away, and it certainly seems to being doing that in the vid, but in my game it never runs away. In fact, if it moves at all, it comes towards my flaks, pouring out missile platforms and fighters as it does so. In tonight's game it also produced a carrier and built a fighter facility on it which started putting out more fighters.

    By the time my final flak went down it was under fire from 12 heavy missile platforms, 3 assault craft sqdns, 2 bomber sqdns and a defender sqdn.

    See what I mean?
    Last edited by vila; 21st Mar 08 at 11:54 PM. Reason: Typo

  46. #3096
    Quote Originally Posted by DJ Die
    you cant cloak vipers . . .
    So why does it say you can in the build manager info?

  47. #3097
    Yiipppeeeeeee!!!!!

  48. #3098
    DJ Die
    Guest
    maybe beghins changed it i didnt have time to play 6.7 yet but i hope not otherwise it would suck you wont know what hit you.....

  49. #3099
    I'm sure the build manager has been indicating a cloaking upgrade from the time I first downloaded Complex (6.5.1). It's never come up in any of my games though, so I don't know what you have to do to get it.
    Last edited by vila; 22nd Mar 08 at 8:31 AM. Reason: Typo

  50. #3100
    BigArv65
    Guest
    DL 6.7 now. Everyone else is doing great picking out irregularities in the mod, so all I can say right now is I'd love more maps. MORE!

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