The AI is pretty easy to beat if you focus on destroying their economy. You can usually bluff an AI into doing what you want. Splitting your fleet works really well too. Just like multiplayer, if you go for the throat, and bomb the home planet and raise science structures it works well.
TarlSS
Arcovas are generally not very effective on their own, but the psychological response they can provoke by attacking structures and builders can be devastating. Not only that, having a roaming pack of arcovas means you're getting intelligence.
Dawn of War is one of the most poorly balanced games out there, Relic is notorious for their so called 'balance forums' in which the game is just subjected to a cycle to death. Not to mention the fact that units remain useless for multiple patch cycles at a time. That said, Relic did alot right with the polish and general balance of the game. It stands up to casual play, but with the cutthroat competitive nature state the game's entered now even the slightest misstep can mean devastatio
Whoa- Cannot destroy unbuilt structures? This means a lot for repair bay madness. Then again it improves defenses -alot- in the early game. We'll see. Make sure you can't -target- the structures either otherwise there's going to be a great deal of annoying baiting and that sort of thing.
Pervasive Economy+Industrial Juggernaut+Desert planet with 9 Frigate Factories= Win.
By killing the homeworld, he also kills a heavily populated planet, decreases allegiance for a time, and stifles the economy for at least a few minutes until you can build up the capital for another homeworld and rebuild. I mean, seriously, if you're looking at a 75% logistics cut, and you suddenly lose 14/credits a sec and then some from disloyalty, you have a real problem. ( This is why scouting is extremely important.)
I think he means instead of automatching automatically being ranked, there would be a seperate ranked automatching system. Automatching systems take alot of time and energy to replace and they can really break a game if poorly implemented. Stardock is trying for a deliberate strike against the current RTS culture trying to move it away from the cutthroat do or die of the infamous "scrub article". Such a culture is only viable if the publisher supports it, and quite frankly doesn't real
Had Iron Lore been working on the Stardock DRM free policy, then they would've lived. Frankly, the best way to combat piracy is to constantly put out tiny little updates for the game, particularly content based so users feel they aren't cheated. People pirate because they feel they are being cheated by the cost of games, in addition to those who are just in for it for greed. You really need to engage with the fact that over 75% of the people who play your game aren't going to b
Yeah, but JIkara navigator's ability to capture Neutral Extractors is -extremely- powerful and can turn games if the map has enough neutrals. That said, TEC Bombs while nice aren't really all that effective, with a 15 minute cooldown you're waiting for a -really- long time for anything to happen after the second use. You're really better off tossing 5 LRMs or something into the fray than 10 Arcovas. The real strength is the innocuousness and speed of scouts. No one actually pays attenti
If you do it right you can start brushfires in his empire and annoy him, if you do it to late he'll have culture and turrets all over the place from simple natural inclinations. Advent ultimate abilities are quite frankly fairly lame in comparison. Capital ship abilities like Malice can get really mean though.
Usually I just play normally and start teching to RA after I strike a decisive victory against my opponent, such as defeating his fleet. If you can't kill him in one go, retreat and keep a scout around, and consolidate and tech while he licks his wounds, and send harassments at him to keep him off balance.
To innociv, good lord you are a twat. Actually say something instead of just crowing about how good of a player you aren't. Geez. Anyway, I agree on the point about LRMs and Advent. LRMS force you to build defense vessels, which don't actually do anything. However I think carriers are fairly decent counters to LRM, as 4 fighters can kill an LRM in one pass. Of course, if you go all fighters, again, you can't really do anything. You can counter LRMS strategically though, by buil
This is a good tactic since you can do a lot of damage in a very short time, surprising your opponent and making it tough to retreat. Also probably a great way to take out repair bays, although again, TEC scouts are better at assault structures.
LRM spam is really nothing. A fleet of light frigates in front of some carriers with fighters + a capship in support rips LRMs a new one. >>>>>>>>>>>>> This is precisely wrong. LRMS in equal cost against such a group will probably win, although it does depend on how many carriers you have. You're actually probably better off using scouts instead of light frigates if you intend to bait the LRMS. Capital ships, in terms of damage, don't contribute to the battle very muc
I tested it. You can get 3 level 1 capital ships at 16 minutes, but this severely hampers your economy. This strat is also very vulnerable to LRM Rushes, as the capital ships are only level 1 and not very effective well, against any equal value of frigates.
Never seen anything like that.
Well, no, messing around with Workhorse frigates presents a whole new can of worms. What light frigates can and cannot do is frankly irrelevant to the balance of LRMs. The solution would be to reduce the capital damage on LRMs alone, and reserve killing capital ships for late game units such as bombers and heavy cruisers.
I'll say it now, rushing in this game is extremely effective. Even the earliest attack consiting of 6 LRMs and a capital ship is absolutely devastating against someone who hasn't prepared the appropriate counter which also requires the construction of 2 military research bases and a military focus. Someone who builds trade centers and broadcast centers, even if they do max out their fleet cap, is typically dead. How do we solve this? By making it difficult to rush centr
The difficulty of getting multiple ship types contributes directly to this 'spamming' issue. You might cry about spamming LRMs, but there isn't much to build early game except LRMs, Defense vessels and workhorse frigates. Quite frankly, LRMs are strategically better because they destroy capital ships and buildings quickly. Workhorses are more expensive than LRMs, get killed by them, and tend to take up more supply. Defense vessels are ineffective against Buildings and capital ships. Th
The thing about jumping deep into your opponent's empire means that your empire will be also be vulnerable to the same tactic. Then it comes down to who has the most fortified homeplanets, etc... Remember to heavily fortify your coreworlds, and that your outer worlds are the least important.
Flaks pwn Illuminators. Capital ships? Quite frankly I never go past one. The prevalence of LRM, Bomber and Heavy Crusier is so strong in this game that they really aren't worth building
Pffbt. Not common factions don't tend to be universal to games at all. The Total Annhilation series never followed it, nor do most RTS games. Quite frankly the only games I can think of with wholly different factions are Starcraft, Warcraft III, Warhammer,Dragonshard, Command & Conquer Generals/Tiberium wars and possibly Company of heroes (Although they do indeed have unit equivelancies.) Asking for asymmetric factions is quite frankly, unusual. Most games simply don't have them. Also,
Really, this game absolutely sucks when it comes to multiplayer. All I see is these half brained idiots teaming up to create 4v4s with unbalanced teams and games that take just forever to complete. Can we get a real random automatching service or something? I'm really tired of my team sucking balls. Multiplayer is quite frankly, the worst part of this game right now.
I have an idea why capital ships aren't used often: Cost of research! Capital ships cost huge amounts of money of field requiring high initial investment into research and fleet cap. Consequently they are less useful than frigates of cost being that frigate research costs aren't nearly as high as frigate research costs, coupled with their lack of cost/firepower ratio.
What you really ought to be worried about is heavy crusier spam. That's mostly what gets me.