Vasari fleet composition.

Trying to improve my Vasari game as it's the only race I enjoy. Few question don't need to be a "pro" would just like some different opinions / perspectives.

1. Skirmishers: They suck finacially but late game I generally get a few due to interference. Should I even bother with them at all?

2. Subverters: How many of them should I be trying to get? Subverters are good for the missle debuff but I find they have a habit same with overseers, to run away from my fleet to go disable some lone unit or they all target the same unit that's already disabled. Should I be trying to micro them more? Or should I just turn off the disable ability so they concentrate on the shield debuff?

3.Overseers: Should a large amount of my fleet be these guys? As I found they're terrible at auto casting and when I do target with them they take too long to turn properly or they decided to, like subverters, go for a target away from my fleet. Should I just tell them to hold and put them behind my fleet in hopes they actually auto target? Or should I just keep them attacking while microing them to heal like I currently do?

4. HC: It's slow helps to stop enemy caps so my egg can get in range to stop their phase jumps / nano them. However, should I just get a small amount of them and more focus on the popular carrier spam?

 

Normally play single player due to bad multi-player experience / lack of mp experience. Still would like to improve my game although single-player is getting a bit boring at times due to how comp fights work. (Whoever wins the first fleet vs fleet fight wins the match.) Also have entrenchment so any tips on when I should be trying to get some starbases up is appreciated.

6,369 views 2 replies
Reply #1 Top

Well, I'm still learning about the gameplay, but you should definitely micro the subverters. With 3-4 of them you can permanently disable a huge amount of frigates/cruisers. Generally you should disable autocast on 99% of your units and just put certain unittypes in a group, like subverters in group 4, so you only only need to press 4 + w and target the enemy fleet and after 20 sec press tab + w and target it again with the next subverter and so on. In the meantime your fleet can wreak havoc among the enemy and/or focus his capital.

Reply #2 Top

Here's what I tend to do...

1. Skirmishers: I like to use them, but mostly as a support ship rather than a combat fighter (although their attack value does help).

2. Subverters: I'm not much of a micromanager, so I tend to leave the distortion field autocast on. However, I usually turn it off if there are a lot of civilian buildings (my subverters especially like to shut down labs for some strange reason), or if the enemy fleet is mostly capital ships (distortion field does not affect capital ships).

3. Overseers: I tend to have about 14% of my fleet as overseers (I normally have 70-80 ships to a fleet, so I have about 10 overseers). It may seem like a lot, but they are really useful (for me) when trying to take out large fleets. They're also useful during starbase matches. If they like to wander, I set the fleet formation to a slightly tighter stance. In the end, it pretty much boils down to personal preference and style of play.

4. HC: I don't spam them, but I do make a decent amount. They pack quite a punch, and are excellent at keeping the enemy right where you want them. They're also great if you have a starbase in the same well (gives the base some time to catch up).

5. Starbases: I like to get one up ASAP (without breaking my economy). If you find a good chokepoint, don't hesitate to get even a mediocre starbase up. Two or three well chosen upgrades on a starbase in earlygame are more than enough to make someone stop and think.

Lots of luck.