the only use for them is early in the game, in fact, it can be devastating if you drop 5k on pirates early in the game and have them invade in good force. It leaves you low on cash of cause but i have seen those invasions destroy planet of enemy and rebuilding is a lot more then that. Once your front planets have full compliment of defenses though, they become a cap ship exp food :)
mbchudno
Vasari are natural raiders. Colonizer cap ship can suck resources/creds from enemy planets, you get resources when you down their cap ships for wreckage....etc. They also can build orbital mater processors and have major reductions in costs of ships. Also, their tech to boost resource gathering is not so bad comparing to other factions. If you are having such issues means you are not expanding correctly. Just make up a small task force from cap ships, start hitting them, downing th
i think they miss campaign big time. Game is open ended sandbox, but considering how much attention was given to bring 3 faction to life, unique voices, graphics, history behind...etc. I mean, its just seems as such a waste not to have a story behind it complete with video cut scenes, 3 dynamic campaigns with alternative endings...etc :) I would love to see that.
actually they even explain how to destroy structures in tutorial. There is a small button underneath picture of the structure when you select it in the center of the bar. just click on it.
second this topic. love the game. good job Stardock. too bad there is no campaign in a single player game... This is the only thing that prevents it from being perfect.
second that :) not that its a game breaking flaw...
yeah, thats what i though Annatar, seems there are 2 different opinions on this here :) I still think that upgrades don't drop. I mean, upgraded enforcers armor was 10, i destroyed few weapon labs to make room for empire ones, it still was 10, even though i was out of stations to meet last armor upgrade req. Am i missing something or other people on drugs?
agree. if planet has a ring of hanger defense structure filled with bombers, scout will not make it. Specially if you place bomber squads close to jump points. I usually have hanger defense 2 level deep into my territory, so even if they jump away half dead, they will get killed on their second jump. Don't bother with inhibitors. Those only good in places where you get hit with large fleets so you can kill more of them when they start running away :))))
i have seen some posts about loosing access to researched tech if you loose number of research stations required for it. Can anybody conform this? I was under the impression that you only loose access to structures/ships that belong to that tech level, but not the upgrades. At least in interface, only ship/structure tech gets disabled, rest does not. In my last game on small map i have removed 3 empire stations after i have completed empire research and did not see the loss of upgrade tech i
Vasari missile ship has only 1 squadron (once it gets to level 6 i think), his regular damage is nothing to brag about comparing to other ships...etc. I find that Carrier is a lot better, it does less damage by itself, but hosts 4 upgraded squadrons and repairs your fleet. I just don't see any reason to take that missile ship over carrier or extra tank. Having 3 extra bomber squads easily overweight loss of firepower and repair cloud is way better then that cluster missile ability. I expect
Yeah, cap ships are target 1 always. AI will run as soon as last one goes down in any fight. Cap ships gain experience so experienced cap ship is not as replaceable as few frigates/cruisers. Every race has a ship that can disable jump drive, always have that ship close by and ready with enough antimatter to use that ability to prevent enemy from recovering his cap ship.
Vasari Colonizer has gravity bomb which slows down enemy and prevents them from jumping, it drops armor of enemy ships and does damage over time and it can drain planet for resources/credits. So yes, its very important ship :) Usually second or third cap ship i build in the game. Order of building usually: Tank, Carrier, Colonizer. This gives strong offense, colonize ability, repair and decent fighter cover.
they are great against AI to prevent their raids from escaping.
they are powerful as they are. Think of this, compare them to upgraded cap sized carrier that has 4 squadrons. I can easily field 2 times the squadrons with cruiser sized carriers. And because they are just sit behind, they very rarely get attacked. I love using them in planetary defense. They just sit right where my hangars are, behind the planet covered by repair building and serve up the pain :) Hangars set for planetary defenses with 10 cruiser sized carriers will easily destroy pirate
i tried cannons, did not like them. range is not good enough. too easy to avoid for enemy. Fighters hangars filled with bombers are the best defense from what i noticed because they cover all the map and instead of spreading few cannons here and there, all of them always work. Couple cap ships with few cruisers can easily defend planet that covered like that. Just need to make sure you have upgraded health of the planet and did all upgrades to give yourself time to wipe the enemy before th
Level 6 ability of Marauder is to stabilize space. Meaning you can have ships jump from system with Space Stabilizer to location of your marauder directly instead of going over multiple jumps. They have a lot of neat things that equalize their lack of trade. Resource upgrades are bundled into 1 tech. Cost decreases are great. Tier 3 empire upgrade to salvage cap ships really helps. Most fights are over once enemy cap ships are down, so if you concentrate on those, you get nice chun
key is "if you can see and target". in a lot of cases, all you see is a gray bubble of doom. And if you zoom in, your video slows down to the crawl with many layers of those semi transparent baubles and you can't target for shit. All the while, their strong fighters ripping you apart. At least they have to take that bloody effect off. That alone will help big time. Balancing is another issue all together.
they are not bad it all. their main cap ship (first one in the list) hits like a truck and once you upgrade armor is very very hard to kill with strong armor and high armor regen rate. Group of few of thise with couple carriers behind them for repair and fighter cover can easily take down anything in very short time. Marauder cap ship helps to move faster and lets you bring reinforcements directly to your location. I am not too impressed with missle capship vasari have. My standart force co