Finally a breakthrough on Advent on cruel AIs

Thanks to all who gave me sound advice on my help request thread (Darvin3, GoaFan77) and Greg30007 (who posted on similar threads from other authors in the past).

Warning! Long wall of text incoming. Apologies ahead of time.

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I had an interesting match last night playing as Advent vs 3 cruel AIs (one TEC, one Advent, one Vasari) on a random medium map.

At first I thought I was screwed since the map was such that the only planets within 4-5 jumps were all volcano planets (four of them int total), with several asteroids and two 'space junk' and a wormhole. But beyond the volcano world there was a natural choke-point asteroid bordering the TEC. Pirate world blocked transport across the sun, and at the other end there was a nasty desert planet two steps from the vasari player HW. 

I resisted the temptation to go for civ labs and research volcanos at first. Instead I followed the sage advice of others to go to 2 mil labs (repair bays and carriers) and lived with a Halcyon, some disciples and built two colonizers to grab roids in opposite directions (one via the turret trick, the other via disciples while the Halcyon moved through to the volcano worlds. The whole point was to skip the volcano worlds but destroy the light frigates and Krosovs on the way through (chain of 3 in a row) to get to that choke point asteroid. I had to thin the neutrals out just to get a colonizer through the gauntlet.

I then laid down a 3rd mil lab and 'gasp' skippped illumiantor spam and opted for a couple carriers. When I colonized that key asteroid and collected the bulk of my disciples and my Halcyon _ couple carriers, I immeately laid down repair bays, a frigate factory (HW was a long ways away, with neutrals behind) and constructed a star base just as TEC was showing up.  My fleets delayed the TEC enough to get the SB up. The TEC kept coming but I knew I couldn't make the mistake of keep my whole fleet pinned down.

So.. I left the SB on its own and went the other way towards the desert planet. By now it had been colonized but the Vasari hadn't pushed beyond that much because there was a 'space junk' between us. I tied up his secondary fleet (i.e. no caps, but skirmishers and assailants) for a few minutes by kiting a scout around the desert planet grav-well, and beyond that he had only poked a bit at my other fringe asteroid that I had semi-fortified (no SB). I then blitzed his desert planet with most of my fleet. I knew I couldn't take the planet yet nor could I survive a full reprisal from the Vasari. But I figured if I didn't bog the vasari ai down asap I was doomed. 

In the mean time with the TEC border roid SB fighting continually vs TEC (I had to upgrade twice early, and exploit 3 repair bays), I finally settled the volcano worlds, pop upgraded, got the metal extractors up and built civ labs and got trade ports going with a chain of six lanes (not great but a start).

Meanwhile the desert planet was a mess, at first my strikecraft had the rule of the day. I still knew I couldn't win that front as is and I needed that world badly as my 2nd chokepoint. So I gambled and built a Talion and built and offensive SB right near his planet while I fended off a low level Kortul and waves of LFs and LRMs with mostly carriers and disciples. My Halcyon had to flee and jump twice to get repaired but my SB came online. Then the 'bleep' hit fan. That pushed a button of the Vasari. He countered with Skirantras, strikecraft and sentinels.

But following again sage advice I had already teched 4 labs for mass disorientation and got the hull upgrades (both tech and SB upgrades), kept my carriers at the edge of the gravwell (whiole my Halcyon repaired), built some defense ships, rushed a new mothership in and then teched guardian, destra and repulse. At this point I had built maybe a total of 10 illuminators (having lost half). 

Fortunately the TEC stopped hitting me at the other end as they got sick of my SB ripping there LFs and LRMs. I always had enough repair bays and flak or carriers in defensive mode to make sure he couldn't overwhelm me with bombers. Long story short TEc went the other way against the AI advent and I had a drop down cluster-bleep with the vasari on the desert planet in their 80% allegiance (which sucks).

Still things were looking worrisome (I lost my 2nd Halcyon and my SB was down to 2500 hull) when my destras started to arrive and I got meteor control online. I had to stretch multiple times to kill a migrator trying to build and Orkulus. Up to then it was all shield recharge, telekinetic push, and mass disorientation as the vasari ai sent also a level 7 Kortul (those suck to fight) and waves of lrm and carriers. But once the destras started tearing him up from behind and a couple of well placed guardians kept him from rushing me when mass disorientation was on cooldown then things rapidly changed in my favor. To be honest meteor control was just the icing on the cake. My SB was still anemic with 3.5K hull (even with upgrades maxed) but my shields were overflowing by then (though with vasari that doesn't mean a whole lot) and I picked him apart. I then reduced his world, slapped down defenses and from their I could finally expand.

It turns out I had crippled the vasari while the TEC was crippling the Advent (who were so remote I never fought them as our relations were excellent based on my bloodbath with the vasari). I expanded to take out the Vasari HW and the rest of their holdings (it was early enough and they had lost so many ships), they only had one infant Orklus in on of their systems. By then I had an elaborate trade network, was overflowing in metal from five volcano worlds (no ice and the only terran was the vasari HW), had 70+ bombers, lots of destras and guardians, only then built a lrm sub-fleet (maybe total of 40 by the end).

Then it was the inevitable huge fleet battles with the TEC but by then I had teched up and it was all over for the AIs.

As an aside I see now the wisdom when fighting the AI of having some disciples in your massive fleets, since the AI loves to target them and via shield bubbles, repulse, shield recharge, etc. they last for a bit. So what if you lose 10+ disciples, they are cheap and they take surprisingly long to kill with all the support buffs. Bombers still go for the destras but that is what multiple TK pushes are for. Repulse is to keep Kodiaks and such off your fleet.

I also see how useful later on a revelation is so it can tie up a Dunov or Skirantra, while you malice and pound another cap ship.

In the end I only ever needed those two key starbases. I built very few illuminators until near the end and even then not that many (contrast that with Vasari where I am overflowing with assailants). I never built more than four temple of harmony (the fourth only for culture upgrades and metal extractors, since I had so much metal income anyways).

So it seems I had more luck this time even with a terrible map, of going on a low iluminator, high strikecraft diet, rush to starbases + upgrades and pray for destras. Even then the game was won with the offensive starbase which would have never worked on a human player. But then again the human player doesn't start with the money 'cheat'.

Still it seems much harder than if I was playing Vasari.

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/end wall of text

12,386 views 18 replies
Reply #1 Top

Very nice. :thumbsup:

I guess its just player preference. I find Vasari is the hardest race to play as for me, despite there many really great assets (Kortul, phase tunneling, phase missiles, subverters etc). I've always preferred Advent, even when not using Illuminators, just because I'm good with the battleball I suppose. Regardless, sounds like a good game.

Reply #2 Top

Thanks GoaFan. Yeah was nice. Advent battleballs rock. I guess I just have to keep improving on how to get to them.

Reply #3 Top

You didnt happen to save a replay, did you?

Reply #4 Top

Sorry no I didn't. Maybe next time :)

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On a side note, imho if the devs really wished to nerf illuminators so much and force Advent to first disciples and then carriers then it would have at least been nice if they would have made the drone host a little cheaper. They are so bloody expensive early on. But at least against the upper echelon AI they far outstrip a pack of disciples since they integrate better with static defenses. Bombers are so much more effective against cap ships than illuminators.

At least for me, it seems you have to go down military branch far enough right away to establish some sort of border / choke points. But 3 mil labs doesn't get you enough bang for the buck if you weigh heavy on Advent LRM. Then attrition sets in and its very rough going. Sadly on the other hand a good old-fashioned disciple rush (whether you have two Halcyons or not) gets you hammered vs cruel AI (at least it did for me the first umpteen times).

But 3 mil labs also gets Advent to star bases. Kill ratios go way up when backed by repair bays and a hanagr or two with shield bestowal. Meanwhile carriers work wonders with a Halcyon to TK push while the starbase soaks damage (which is why this only works vs the AI as humans will just *gasp* go around). I can then sneak a Progenitor in while getting civ labs up so I can get to ice / volcano planets and run to trade ports. Then the 4th mil lab for mass disorientation is huge for at least the one checkpoint getting pounded the hardest. Also in parallel I can get some guardians and then suddenly five labs isn't so far once I bag an ice / volcano planet or two and then destras appear.

Another way to look at it is as follows. At first the AI seems to go heavy LF and LRM with a cap ship or two. Once you beat that with defenses and strikecraft, then AI comes back with its own strikecraft and flak (on top of a lot of LRM and at least two cap ships). But if I get destras in fast enough, I can cut through his fleets especially when anywhere near a star base and repair bays. Once AI HCs show up I have mass disorientation and meteor control, and good old repulse to counter him cold. Once the AI shows up with nastier combos I have strikecraft superiority and my tech advantages on the military side begin to pile up. Then the game is almost assuredly over except for the couple of obligatory (yet fun) massive end-game battles. But those are being fought on the AI turf invariably not mine.

Note none of these are original and thanks to the feedback from others on the board who helped me to shake the illuminator addiction.

P.S. I went back and played another quick game at unfair using this strat and spanked the AIs silly. I quit relatively early once it was clear the AIs weren't going to stop me.

 

Reply #5 Top

Sorry no I didn't. Maybe next time
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By default, auto-record is enabled.  Check your auto-record list, it may still be there (note: if you save/load, the recording will be broken up into multiple smaller recordings).

Reply #6 Top

"By default, auto-record is enabled.  Check your auto-record list, it may still be there (note: if you save/load, the recording will be broken up into multiple smaller recordings)."

 

Hmm I looked but I saw nothing. No files whatsoever. I have never seen anything there.I always assumed that was the default.

I have had issues in the past watching other people's recordings or watching one I intentionally tried to make with the record button (by issues I mean crashes and SoaSE dumps). SO at first I thought it might be related in some nebulous way,

After a some investigation and reading in the tech forums, Occam's principle turned out in force.

Apparently my auto-record 'box' in the options sub-menu was turned off. But I don't ever remember turning it off (though I still often randomly crash when seeing one of my own recordings).

So ...

I am playing a new game, same settings, with auto-record on.

So far this one is not quite so elegant.

Three chokepoints. Lots of paths through the sun. And two vasari and one advent opponent. To make matters worse the Advent and one of the Vasari are enamored with one another. Not only have the two been attacking my fortifications, but they actually reinforce each other for grabbing free extractors or protecting each other's planets. My only saving grace is I got to bag three terran worlds (though two of them were a bear to take with just disciples and a Halcyon) before the enemy showed up. Still my longest trade route is a staggering 4 planets / 3 phase lanes (sigh). I think I may have overdone the trade port eco considering the topology. Love and learn.

All of this has somehow conspired to make the other Vasari into a massive superpower, who is now crumpling the Advent, while the other Vasari is dying in droves on my starbase + fleet + planetary defenses. 

Anyways I should be able to pull this one out (about to build my 8th mil lab and in process of fully upgrading my three star bases). And I will then post them (once I figure what to upload them on).

I will even include a very amusing failed fork where I tried to get all uppity with building an offensive starbase in a centrally located volcano world that the other Advent owned. I find it amusing since my starbase (eventually supported by my pitiful fleet) lasted a very long time while all 3 AI sent fleets into the system (2 v 1 vs me) fighting with and right next to my starbase. Sadly I didn't have meteor control yet. 

 

Reply #7 Top

so... carriers rather than a 2nd and/or 3rd halc eh? guess I'll try it.

Reply #8 Top

I actually find that the Advent is the most fun faction to play now against the AI. Simply for the challenge.

You cannot simply go LRF. And the other few Advent weaknesses suddenly are glaring due to this fact. It makes every battle harder and forces you to think. I'v won some great Unfair/Cruel battles now playing as advent against TEC and Vasari foes.

Its pretty much exactly as the OP says, disciples/halycon early on until you can get carriers. I don't care how expensive they are, 3 SC per ship with only 2 labs is awesome. Back em up with guardians/progenitor and then the SC are dealing the pain and the carriers are pretty hard to kill. Couple of SBs and then glorious destras and things start to get even.

I read a post from Darvin about destras and their plasma weapons. Working your way up the plasma tree is so rewarding. That big cooldown bonus at the end is great, couple that with halycon cooldown bonus (do they stack?) well it gets realllly rewarding then. Its also interesting that the Solanus (dreadful ship... but in number, with back up, they can make an impact against vasari repair bays and ungodly phasic trap) also uses plasma and makes use of the plasma cooldown tech.

Makes it a 'little' less pathetic.

Reply #9 Top

Hmm not sure if the Halcyon cooldown reduction affects plasma on destras. Thought it was for beam weapons. Can anyone confirm?

Note I think illums do have a place later in the game when you have teched beam weapon upgrades (which you must have for glorious bomber power, right?). Then mixing them in with destras and carriers and guardians works very well. Its just that LRM spam is no longer viable for Advent especially against cruel AIs. They don't damage cap ships enough and get outclassed early on by the other LRF. Worse they don't even do that well vs an AI disciple rush. whereas a group of assailants with a couple levels of tech can mix in nicely with repair bays and a cap ship to stave off an LF rush from the AI.

Anyways I think the illum nerf has been beaten to death on these forums anyways and nothing will change until / if the devs make some modifications in a future patch (assuming there is one in the works).

To compare Advent at cruel AI vs Vasari: I can win sometimes as Vasari with no starbases (except maybe near endgame so I am secure in massing my fleets for deep invasions). I can't win as Advent without SBs + mass disorientation + meteor control.

Reply #10 Top

Hmm not sure if the Halcyon cooldown reduction affects plasma on destras. Thought it was for beam weapons. Can anyone confirm?
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Halcyon's "Amplify Energy Aura" affectts ALL weapons Advent has, even Psi Waves.  Beam upgrades are nice, but do not overresearch them. They are just too expensive. However, if you have 100 fleet-based bomber squads you MUST research beam weapon range increase tech.

To compare Advent at cruel AI vs Vasari: I can win sometimes as Vasari with no starbases (except maybe near endgame so I am secure in massing my fleets for deep invasions). I can't win as Advent without SBs + mass disorientation + meteor control.
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Advent sucks in damage mid/late-game, even though it has the best DMG early-to-mid game.

 

P.S. I've seen many posts on this forum criticizing Skirmishers. You are so wrong guys. It's terrible in the beginning, but it's the best LF mid game with two researches - Interference and Reintegration.

Reply #11 Top

@PhoenixStormcrow:

By end game as Advent won't you always be pushing 100 bombers on a medium or larger map?

As far as I am concerned the current vs of Diplomacy could be called Sins: World Of Bombercraft (at least for Advent and Vasari).

If I am pushing 2000 logistics points then I will certainly be maxing out the beam line, especially for the range bonus. Primarily for the bombers. But then by that time illuminators are not terrible, so they have a place.

And yes the Advent dps is poor by the late game, but a fully developed battle ball provided they a ) have antimatter and b ) no phasic traps and c ) no Kostura stuns, can tear up the battlefield due to their ability to control everything + all their stacking synergies.

Also when they you say they have the best damage early game do you mean a disciple rush? Scouts and illums are nerfed. Drone hosts / strikecraft pack a punch but are very expensive. Destras are a long way off. If you mean disciples then I agree, but at least vs cruel or vicious AIs a disciple rush is suicide.

Reply #12 Top

Also when they you say they have the best damage early game do you mean a disciple rush? Scouts and illums are nerfed. Drone hosts / strikecraft pack a punch but are very expensive. Destras are a long way off. If you mean disciples then I agree, but at least vs cruel or vicious AIs a disciple rush is suicide.
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If you really think disciple rush is a suicide even against Vicious, you are a little nooby (sorry).  I generally meant disciples and mainly defences. I just made a test: 10 BDP Vs Antorak to do low damage. To destroy the Marauder for the same time period you need 16 MP or 15 Gauss. They also get the best damage without upgrades (i.e.  Assailants with no upgrades are nothing)

P.S. Small test results. Ships without upgrades against similar ships with full Military Tree researched

1) TEC

30 Basic _b_ Javelis die against 19 Fully Upgraded(F)

30B KOdies die against 20F KOdies

30B Cobalts die aginst 16!(F) Cobalts

2) Vasari

30b Assailants die vs 17(F) Kanraks

30b Skirmishers die vs 22(F) Skirmishers

30b Enforcers die vs 18(F) Skarovases

3) Advent

30b disciples die vs 22F Disciples

30b Illums die vs 16!(F) Illums

30b Destras die vs 19F Crusaders

 

Reply #13 Top

No worries I am a bit nooby :) You might instead have to take it up with other people on the forum who do think a disciple rush is suicide vs higher level AIs, as I certainly didn't invent the concept.

I of course build disciples early as Advent. What other choice is there? They are imo the best LF early on (skirmishers are reliable later on, in moderation). I also rush the frigate factory on maps like Point Blank, but at least for me disciples mean death if I don't switch to carriers and defenses fast enough. Dual skirantras can hold of an immense number of disciples. As a Vasari player I skip skirmishers early and rush assailants with the first tier or two of phase missile upgrades. As advent, my issue is focusing on illums gets me dead but being only in disciples for too long also gets me dead. I still find vs the AI disciples are useful later on as they are almost always first targets of the AI and they are tough especially when backed by repair platforms and a mothership + guardians. So they serve to distract the AI no end. But if you are able to crush the AIs with only disciples on small maps then that is most impressive.

That being said it wasn't clear that you were including defenses in the dps statement. I certainly agree that Advent defenses are pound for pound the best (except for phasic trap for the Vasari).

Your test results are interesting. I kind of expected the high kill ratios for illums and kanraks based on their upgrade path. But the cobalt frigates were a surprise (to me at least).

Reply #14 Top

But the cobalt frigates were a surprise (to me at least).
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It is because of their ability I suppose)

Reply #15 Top

@PhoenixStormcrow:

I'm curious ... when you talk about Advent vs cruel / vicious AIs, what do you consider a disciple rush? I don't consider 10 or so a rush. But 15+ is certainly a rush. Do you really build 15+ disciples before you go to carriers or illums? Just curious since, I've seen that tactic in MP but not much luck with it for me in single player.

Reply #16 Top

it is very difficult for me to expand against cruel ai. usually i can only get 4 or 5 planets safely colonized. if i try to get more worlds closer to the enemy, he will just attack and destroy them while im away.

Reply #17 Top

Agreed, but sometimes I can skip the ice / volcanos in between, go all military labs, secure the chokepoints with some fleet + defenses + starbases, then fill in the ice / volcanos afterwards. Depends on the map though. I definitely agree that stretching too far gets you hammered in cruel. The big key for me is when I can get a trade network up. I have found many cases where if I withstand the first barrages from the AIs, then if I jump right away to trade, I get hammered in the next waves. Now I usually wait till I have withstood two attacks at all chokepoints before I go trade. This means at least mass disorientation on my starbases with lots of drone hosts and some guardians. Usually the trade network is so I can get repulse, destras, meteor control and more caps.

Reply #18 Top

If you Play Advent and have enough resources, do not hesitate to take Mass Transcendence. It is nice. VERY nice