RIP: Superweapons, Returning Armada, Pirate Mercs
These 3 strategies have been nerf out of practical game play...but Devs you can resurrect them.
These 3 strategies have been nerf out of practical game play...but Devs you can resurrect them.
Superweapons were hardly touched, returning armada was not touched, and pirate mercs. are fine. Credits are easy to come by.
not for the 40 hour comp stompers haha
Returning Armada died a long time ago.
AFAIK returning armada was pretty OP before entrenchment.
Oh noes you can only have 4 super weapons, I cant spam anti planetary weaponry anymore.
As others have mentioned these were strategies that were nerf out of practical game play. The devs can tweak the amount of ships you get so they are not OP. As it stands Returning Dark Armada and Pirate Mercs are not worth the random units you get for the cost.
As for super weapons they are dead as of 0.8 until buff or increase quantity. They should have made them an option like they do pirates.
YES YES YES I LOOOOVE the superweapon limit!
He mentioned superweapons and pirate mercs in the same post, I assumed he was talking about this post. I know RA was OP in entrenchment I was there <_<(Although it could of been vanilla. I really could not tell you its been to long).
These are 3 strategies that are gone.
Do players not use returning armada in online play?
I am very annoyed that i will only be able to attack 4 different "behind the lines" planets with my fleet when i play vasari but the advent and tec weapons dont do anything for me
i find that if i am TEC if i build them or not my human enemy simply has to put a starbase with the enforced loyalty in every system they own - its the threat of the weapon that forces your enemy to spend money - you dont actually have to build it
Advent cannon i thought was the weakest of the lot - maybe against an AI who does not know how to scuttle some logistics structures to replace them with more culture but thats it really
Vasari one is the best by far - in a 2 v 2 game and you have a vasari enemy one of you has to keep 10+ cap ships far from the front lines at your back systems encase of attack and if you dont even with full upgraded starbases in every system you will still lose some back planets
What they should do for the pirate mercs is make it a global ability so that if one broadcast center uses it, the cooldown is reset for all of them. That way the pirates could remain free like they were in the first part of the beta, you could control where they spawn and it wouldn't be unbalanced because there is a limit to how often you can use it.
I use RA is 5v5 Diplomacy MP matches regularly. As long as neither flank folds like a lawn-chair, you pretty much should aim for it as any Vasari Eco.
Its not worth the cost of the tech and activation. It barely beats manually making the ships but the ships you get are random. Better to make the ships you need. Now with titans, random ships will feed the titan's exp
They are not gone, superweapons are still very good, building more than even 1 in multiplayer would be a death sentence for you against good players. And you probably have not even tested the new Pirate Mercs, they definetly buffed it.
@User: Being able to 'only' hit 4 planets behind enemy lines is actually stupid good as it is...
I consider myself a decent player online and when I made supers I would make them in quantities of 10+. Would make at least 6 before even thinking of firing 1 shot because after that SBs would go up like crazy or would be attacked immediately.
What kind of buff they weapon? shorter time of shot? more damage of shot? or add something more than just a shot like gave more damage to fleet where they are shot?
Its all dependent on what you consider 'decent' do you play single player, because most of the time *most* building super weapons in multiplayer will get you killed.
HAHAHA HA HA
John James aka JJ was best player in sins before Auqia arrived on the scene. After that they shared the throne.
Although I rarely see him play nowadays I bet he is still one of best of best. Him to describe as decent is like describing half of pro community as noobs...
Sorry, I was unaware. But in all my games even the ones I shared with Auqia I have never seen a Superweapon built by a professional. All I know is when I see a super weapon built that is 8000 credits(and other resources) that could of gone to a fleet.
Yeah, when I read his post I thought, "wait.. What?" It confused me quite a bit lol.
before they got nerf, it was common to make the vas super weapon because they disabled ships and buildings and damaged both. Fun times. Lure your enemy deep inside the gravity well and fire 8 to kill all their ships and structure.
with loyalist tec you can spam them fast due to no prerequisite. I have seen about 1 in 4 games mass more than 4 supers (not ai games). Mostly used to weaken the enemy's econ due to the two huge fleets not wanting to fight.
I've gone loyalist TEC as well once. It was an interesting strategy but if you were in eco you could help your partners while saving for Novalith Cannons. I placed a starbase between all of the worlds because it was in a perfect choke point so they could not be rushed without losing 50% of their hull. Then I just nuked their homeworlds.
But I have never had to go above 3 to cripple my opponent.
Incomes for feeders raise fast.
100-120 credits/sec in first 30 min in game timer time.
300+ by 1 hour mark arent unusual
At these rate supers become spamable.
Feeding suck due to the 250 limit. Fingers get sore feeding 100k+
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