Big load of questions there. Focus firing with assailants is generally a good idea, especially with 10-20% phase missile penetration. When a phase missile penetrates it ignores shield mitigation, making them the best cap killers in the game. Combine this with the subvertors -10% mitigation AND 25% increase in phase missile penetration debuff and you can do obscene amounts of dps. The special skill is a mixed bag. The AOE is nice (especially for killing masses of weaker ships) a
bradyule
[quote]Too bad Brian Reynolds really doesn't get the recognition he rightfuly deserves. The guy is a true genius.[/quote] I'd rather he have no recognition and the IP rights to the franchise then recognition and no IP rights. Sadly he has NEITHER so it's a real shame but what can you do...
I just got this game (at konjak.org ) and it's actually really really fun. It's short for sure, but it has good replayability and the style of the game brings back so many memories of old school ninja gaiden or mega man but the mouse/keyboard control scheme allows you to pull off precision moves that you would never be able to do on a gamepad in a million years. The thing I find most amazing though is that this game was made by one single person. Coding, art,
[link="https://forums.sinsofasolarempire.com/309543"]Thread[/link] on exactly this topic.
I play a lot of vasari lately, mostly because I believe they actually stand a chance against late game advent unlike TEC. Generally my play style is as follows. Immediately build a cap yard, crystal mine, scout and upgrade your population. I always choose the desolator for it's early game AOE (it really really chews up lrm's) and later on because a cap ship generally turns into a siege weapon. (siege platforms is more effective then the passive siege bonus). Get a colony ship,
The greates "Civ" style game ever made. Customizable units, a landscape you could alter, interesting techs, great story, great strategies (although helicopters are pretty OP'd early on). So many things I loved doing in that game. I loved playing gaian and capturing hordes of mind worms, I loved death spheres, I loved planet busting everyone who wasn't in my voting block, I loved drop-pod troops, psi units, the tech tree, forcing people to like me through violence, nabbing the monsoon ju
repair bays and your fleet.
if you are vassari then you better have HC's as well. It's like any other game. If you ignore your opponent and pursue a bunch of econ stuff while ignoring your own army then don't be surprised if a bunch of high tech units blow you away. If someone really really is HC rushing then a small group of frigates can blow them away before they get any. Putting pressure on your opponent throughout the course of the game insures that they can't out tech you and at the same time makes sure that they are
You need a WHOLE lot of ships before upgrades matter. The first upgrade in fleet supply gives you 150 more supply to mess around with, for a 9% tax. TBH this is fairly inconsequential. It is far far far far far far more useful to pop up to 9% and add in more ships then it is to spend much money on upgrades. Other than that there are a few upgrades almost everyone gets for other reason. Picking up the first three hull upgrades as vassari allows you to get reintegrate, which is very nice
As advent you better have repulsion or HC's of your own if your opponent drops a bunch of enforcers or kodiaks on you. However, you should be able to get 3 or so guardians with repulsion by the time your opponent has heavy cruisers so it really should be a non issue.
it's about time. Very excited to see the new tech trees and such. Can't wait to bend the universe to my will, again...
[quote]These days though, I'd rather go up against Vasari with RA than Advent, simply because of how powerful Malice with Brilliance is.[/quote] I beat a player with RA as advent just recently. I'd use one or two guardians to bounce his fleets around a grav well while my fleet ran around blowing up all phase gates, imperial labs, and constructors. In the end there was basically nothing he could do to stop me from dismantling his infrastructure. And then of course I did have the cb + mal
Sure, colony caps are quicker. But when it comes down to it clearing and colonizing a planet/roid is not the bottleneck. In the early game the bottleneck is the amount of resources it takes to turn a colony into something useful. If you don't have the cash to upgrade the population THE SECOND you colonize a planet, then you shouldn't colonize the planet. Colonizing a bunch of planet really quickly drains your economy, leaves you with no military/military labs. And then you're dead when your oppo
[quote](ie the vas player doesn't understand that you can leave subvert's on autocast, or the advent doesn't understand how to pulse repulsion) [/quote] EPIC FAIL. That should say that you CAN'T leave subvert's on autocast. subvert's on autocast are a huge waste since they all tend to disable the same target at the same time, even going so far as to disable an already disabled target. You must manually disable stuff. I wish I could edit posts...
TEC has a very serious problem in the late game at the moment. Advent late game: Guardians with repulsion and illuminators will eat up kodiaks, making them useless (although kodiaks using intercept can actually ignore the repulsion). Illum's eat up javelins very quickly. TEC strike craft are unable to effectively take out the guardians (especially backed up by a mother ship and defense vessels). On top of that late game Advent usually manage to get a level 6 radiance (unless the failed
I bet ten upgraded (AOE) sentinels could wipe out those bombers in 3 volleys.
[quote]I don't know what it is, but I think siege vessels are very useful in large groups. I killed 2 enemy planets with 20 purge vessels and a small support force and no caps in the time it took for 2 of my cap ships to clear out a single planet[/quote] 20 purge vessels is 300 supply. If you turned that supply into 6 Mara's you could drop a 1500 planet in a single cast of their raze planet ability. Hell, I've had two level 3 marza's take out a 1500 planet before I could move my fleet t
It really only matters against the AI. A human player will just skirt the edge of the gravity well (far outside the range of any static defense) and go hit some other planet. For this reason the best choke point defense is a fleet of ships, and 2 repair bays. If they star to bypass your chokepoint build some repair bays in the next planet and follow their fleet.
If you want to see some horrible autocast decisions then check out the exploding missile ability for assailants and sentinel's... Nothing like ordering your units to withdraw only to watch half your fleet root themselves in spot because something came in range.
Always go radiance if you are playing a tec for this reason.
As far as sieing goes though, the marza is hands down the best in the game. Well, aside from the evac, but for that you need to get it to level 6 and then make sure it doesn't die. And it sucks other than it's level six ability. A marza with level 2 raze planet can crush any planet with ease. It might not seem like much but it's very effective at stealing planets from your enemy. Sadly though TEC are currently crushed by vassari (quicker assailants, nuetral resources, a superio
Oh god, 3 dps! End of the world! The siege caps actually do great damage in general I never understood why people just assume the battleships were somehow superior.
Sword of the Stars 2?
Focus fire is partly to blame. Shield mitigation was supposed to make this less viable, but as is there is no point to deviating from a certain selection of ships given a map with an enemy in your star system. Massing DPS is the most viable strategy. light frigates -> long range frigates -> heavy cruisers. I used to play around with drone hosts in 1.03, but that was because I thought the illuminators were not worth it given the research investment and the fact that they couldn't stand u
Currently focus fire with long range frigates/heavy cruisers is godly. Repair skills become overwhelmed, high level cap ships die in moments, etc etc. Would boosting shield mitigation by 10% across the board be helpful? 20%? Of course the Advent's shield mitigation culture bonus and shield mitigation research would have to be retuned to give the same survivability increase as before otherwise I imagine the advent could get crazy. Anyway, I think it might be a good change since it i