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Serco Dominion Lacking Force?

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Apr 14, 2004 Durgia link
you know the scary part is I agree with most of that

/me hands the devil a wool coat.
Apr 14, 2004 Archon link
- Quote of Pirgroto:
"And it all started with SAW(The original one)"

That is bullshit. The original Serco Attack Wing was never a considerable threat to any Nation, only to lone traders and known enemies of the Legion (then Phoenix, Arolte etc). We were three people; Icarus, I and SirCamps. Do not speak of what you know nothing. You weren't around.

*me clears throat* Now, the "new" Serco Attack Wing has lost the Legion more fighters than any other event in recent months. Today's SAW consists purely of griefers from other nations (did you know? over 80% of all SAW members today are from NT or Itani!) and triflare rammers who have absolutely no skill whatsoever. Rumours has it their seemingly infinite suppy of TriFlare Itani Valkyries are due to an exploit, even! The "new" Serco Attack Wing ought to be ashamed of themselves. They are a disgrace to the Great Legion.
Apr 14, 2004 Pirogoeth2 link
The problem with the original SAW is that it gave the idea for a name to the current SAW:P
Apr 14, 2004 Archon link
Heh.
Apr 14, 2004 ctishman link
All right, I will speak for myself. I agree with everything UncleDave said and a good portion of what Archon said.

Re: Arolte
Big sectors make no difference at all when the capping team needs only hop until they pop out the backside, then track around the sector to avoid my nation's valiant robotic defenders. Furthermore, bigger sectors mean longer patrol routes and therefore less chance that a Serco defbot will be in range when the capping party flies out from the 2gate into deep space. Even furthermore, reinforcements for defeated NPCDEFs have such a long time to go that a capping party may have escaped from the sector by the time any NPCDEF gets around to them. Even more futhermore, what can the Itani complain about, with 8k from the 1gate to the 8gate? Yes, I know you're NT. This latter complaint doesn't apply to you.

Re: Archon:
I agree. The Valkyrie is the problem with game balance, and always has been, but I prefer this as a "bitch about how weak Serco is" thread, rather than a "bitch about how ridiculously overpowering the Valk is" thread. :)
Anyhow, the INM has proved a major skill-drain on the Serco Dominion, as those skilled opportunists fly off to join someone who will watch their back as they go to get another Valkyrie.
Apr 14, 2004 Arolte link
ctishman, that is only a current limitation where the bots are just so incredibly retarded that they always get distracted by something stupid or manage to kill themselves out in open space. When you've got a competent group of teammates to help you out in defense, that extra space can be valuable in allowing you to reload, repair, and strike multiple times before the enemy can get to safety. There are also only two exits from sector 12. Depending on which nation is capturing the flag, i think it's a no brainer where the target would go.

Even if not, all I do is zoom in around each wormhole to see where they're headed. This has never been a problem for me. Spacing out doesn't work as much as it used to. Obviously the flag automatically returns if it's placed too far, but more importantly ships that are out so far leave a bold glimmer when looked at against the background. Without all the bots and asteroids in the way, their spaceship sticks out like a sore thumb when viewed through zoom view.

I don't know. I guess it varies from person to person. I just find it much easier. I rarely had enough time to repair, reload, and attack repeatedly while defending the flag when I was on Neutral Territories.
Apr 14, 2004 ctishman link
See, as a Serco I like to use the Prometheus. It's a mark of pride, despite being massively outmatched by the other nations' specials. When someone has my Flag, I want to see them fall before the guns of my Prometheus more than anything else. The Prom is big though, and if I want a chance of surviving I need to equip heavy/heavy.
The size of 12 ensures that I am one heavy battery's worth from the 2gate and two batteries worth of boost from either hostile gate. Once I get there, I'm out of energy and am in for twelve or so seconds of waiting before I can jump or fight effectively. When they're about to receive reinforcements (from the 1200m-from-the-gate station in 5) I don't have that kind of time to waste.

Oh, and a competent group of teammates? Most of the skilled pilots left for Itani long ago, where they can use a fighter that does their skill justice. Don't make me laugh. Oh darn. I can't help it.

BWAAAA HAHAHAHAHAHAHAaa


Ahh, that felt good.
Apr 15, 2004 Archon link
Heh heh heh.
*giant grin*
Apr 15, 2004 Arolte link
Hehe, I like to use the Prometheus for flag defense too. And in a heavy/heavy combo just like you. But a medium/fast combo Warthog can be just as effective. I think this has more to do with an engine/battery balance issue than having an ineffective location. It's pretty obvious that the medium/fast combo drains too slowly. And that heavy ships need a serious overhaul in the engine/battery department before they actually become effective. But don't feel discouraged just yet...

Here's the good news. I bugged Incarnate on IRC about what types of features we'll be seeing in terms of balance in the final version. He mentioned that the weapons will be different than what we have now. That's in terms of balance, cost, and most likely new ones altogether. The customizability will remain the same, in terms of all weapons being available for all ships, as long as the appropriate port types are available.

And more importantly, he mentioned that the heavy ship class will have specialized engines and batteries. Now, you can speculate to your heart's content as to what this means. I read it as not having 2/3 of your battery drain by the time you reach full speed. As well as not having to slide around all over the place before you're finally able to set a straight course with your entire battery drained. Either way, having engines specific to the heavy class will give the heavy ships a much needed boost.
Apr 15, 2004 ctishman link
Teh W00t!
Apr 15, 2004 Archon link
w0w0w0w0w0w0w000000t! Here I come, my dead dusty Promotheus!
Apr 18, 2004 Magus link
Keep your Prommie. The Marauder shall rule!
May 02, 2004 ..Phantom.. link
Nation / Score / Money / Players

Blue / 150955 / 23114033 / 5655
Red / 248270 / 12106305 / 4010
Gold / 42860 / 15482448 / 4445


this is the current standings of the 3 nations on 02 May 2004 GMT: 16:15
as you can see Gold has least score red has least money, and least players. but as most of you may know Serco has some of the strongest, best players in Vendetta.
May 02, 2004 Spellcast link
was there some reason to bump a month old thread?
May 02, 2004 Arolte link
Hehe.
May 02, 2004 harvestmouse link
scores. #players. I do agree that it's quite interesting that serco has the highest score, considering you can't get score from bots now. (hmm... wonder where you'd get it from? j/k)
money. really, you don't need that much to get ships or make mine art.
after 10 million, you will suddenly look back and think: "what the hell do I do with all this money?"
couldn't even spend 10% of my creds before reset.
so now I'm going to stick with 2 mill :D.
I think with a little work, serco could become very strong indeed
May 02, 2004 MonkRX link
We have the most score because the other nations have less of us to kill.

If anything, Gold needs more players..
May 04, 2004 HumpyThePenguin link
Itani and the Neuts seem to have more n00bs than Serco, but Serco has more of the higher skilled players...

Or as it looks to me