WELL!!!!
ADVENT
Perhaps the most screwed up race so far is the advent. They have the most bugs of all the races where do i start.
1. The bug with the mixed fleet mines and fighters for both the Hangars and the Drone hosts is NOT fixed. I know the 1.1 patch was supposed to fix it, but now it does something comepletly different. Instead of getting a mini dump the planet, asteroid or neutral territory simply dissapears!!! yes the magical CLOAKED territory!! this happens with both the hangars, the drone hosts or any combination of the 2. what you DO see is the intersection of where the planet or whatever SHOULD be.
2. none of the upgrades on the star bases work. I have tried every single one to MAX with multiple starbases while NOT running alloy, and bascially not only do they not work at all, also the combined damage of all of the turrets rfiring at once from any station does NOT = the amount of damage listed. if the AVG DPS of a starbase is 340 to start assuming that it has 4 sides to shoot from (advent and tec only) it should do about 84 DPS against ships. minus any shield mitigation or waht have you it should totaly destroy a small frigate in about 13 seconds. it takes more like 60. something is totally wrong. Upon closer inspection of the advent SB I can literally see what is firing...it looks like only 1 cannon. pretty pitiful.,
3 Advent SB seems like it should be able to build ships, but there is no upgrade buttong for it, and although it has greyed out buttons when highlighted there are no uptions to make it do so. I assume this is part of the un-implemented objectives.
4 Planetary bombardment supposed to do 400-600 dmg to a planet it in in orbit of, doesn't work at all.
5 meteor strike is supposed to hit ships but only damages shields.
6 upgrades to advent weaponry say that it will increase the range of attack abilaity, but vasari can still put a missle tower just out of range of a starbase, and a single missle tower with the ability to diable regerneration can eventually destroy a starbase 1 on 1.
7. Mines have a mind of thier own. Who knows how they choose a priority target, but if you leave them on AUTo chase the will pick a ships, ususally a flak vessel, and ALL of them will chase it down and explode all at once, forgetting alltogether that there are 10 other ships nearby that could have been alternate targets. furthermore there is something crazy about blast area on those bad boys. It seems like if one mine blows up, and then a second the ships in the area only take damage from the first explosion, so when 50 mines go off, and the ship only takes 850 dmg something is terribly wrong.
8. The SB culture node does not function at all in an enemy system that has it's own culture node. even if you are fighting that nmes culture from all sides and have a culture spreading starbase in the middle it STILL doesn't work. likewise I think i saw this one before if a Starbase culture node is set up before an nme culture node it's culture spreads past the nme regular culture node, and boom planet dies...upgrades dont seem to have any effect against this.
Strategys
1. The biggest problem everyone will say is that the vasari mines are overpowered and you can have far too many of them and all that jazz...while this is probably tru a couple of simple changes can solve this. #1 make the mines do friendly fire damage if they are detonated in proximity to a friendly unit, #2 make them cost about 100 energy instead of only 25. #3 let strike craft that move too slowly past the mines detonate them. anyway! to fight against mines there is a proven method that all of you ILLUMINATOR spammers will definitly love. use the illuminators ability OFF WORLD to create a clone of itself, and then jump it in and suicide it into the mines. boom....takes out 4 at a time of they were auto placed, and more if they are more densly placed. very effective and casts only a little antimatter and can be done again and again infinitly. 22 illuminators can make a descent path to whatever you are atacking. 50 illuminators can clear and entire roid in about 5 mins. that is a lot of mines. this also works against terran mines, and even more effectively against the silly chasing mines fro the advent.
2. the advent SB is very strong even though most of its upgrades do nothing at all. boasting incredibly high shields (an advent trademark) it can be jumped into ANY planet with nuetral ships around it, and just be loosed to clear every ship in the area, make it target the siege frigates first, and once those are gone jump in a colony craft colonize, rinse and repeat. cost still comes under a capital ship of course the problem being it doesn't move to the next system, and it doesn't gain any exp for killing all those ships....oh well se' la vie, only the marza ever made a big diffrernce anyway.
VASARI
1. The ruiner has no graphic for it's pules cannon...invisable pulse gun i guess.
OMG I'm so tired I will finish this later..4am here........more to come.
2. the colony upgrade for the SB is FREE you dont have to do the research to use it, so dont waste your money just upgrade it and get the extra cash from the added population.