Pherdnut

Pherdnut

Joined Member # 2708260
7 Posts 61 Replies 5,850 Reputation

In realistic space combat, ships would never be within visual range of each other. It would be a guessing game of where that ship is going to be when your energy weapons reach it based on a guess from what you can see of it which is where it was a few seconds ago. Not a very fun RTS, IMO.

37 Replies 19,581 Views
Reply to Marza in Strategy

I'm not sure how I'd feel about it in multiplayer. I wiped out at least 50 pirate ships with one use of that missile barrage ability. It loses its teeth against fleets with lots of carriers though since they soak up a lot of damage. By lots of carriers, I mean at least 20. Also any special ability that freezes a ship will interrupt the barrage and it takes a long time for it to recharge.

180 Replies 425,746 Views

I get that they have some nice stuff available with minimal labs but what about the underlying economy to build said nice stuff? I like the Advent's units but I just always seem to get my games off the ground a lot faster with TEC and Vasari on larger maps. Focusing on population and trade ports early seems to help but I still feel like I'm wasting too much time in the beginning.

22 Replies 11,054 Views

I don't really think of the Marza as a combat cap. I meant the ones that don't really have any supporting role. But good god is that lvl 6 ability nasty after the patch. I thought people would already be freaking out about it in multiplayer. The first thing I do when I get it is wipe out the pirate base. It only takes a minute unless you actually want to kill all the gauss platforms.

37 Replies 19,581 Views

Number of towers definitely increases the speed that your culture spreads and pushes enemy culture back more easily so if you're dealing with an annoying turtler or you'd prefer they come to your turtle, buildling 8 culture structures on a fully developed neighboring arid world should get their attention rather quickly. I'm not sure multiple towers will actually enhance the distance unchallenged culture travels though. Population might have something to do with that. I'm pretty sure o

12 Replies 13,477 Views

They cost 1280 and a crapload of resources. So yeah, I'm okay with them being really hard to kill with a flak frigate. Advent get 3 squads in their hangers too. On top of that they can boost each hangar squad by two more strike craft with upgrades. I agree with the OP though. A lot of the ship movement can be frustrating. I'll try to micro and my ships just go on these insanely wide arcs that take them right into enemy fire. Edit: Just made it clear that upgrade applies to the hangars

18 Replies 40,180 Views
Reply to Begin game in Strategy

That's pretty much how I start. The follow up depends on how big the map is. Start by colonizing any nearby asteroids first so you can start bringing in more resources. After that, do the research for Tundra or Lava worlds, which have easier to conquer neutral fleets than the arid and terran worlds. Tundra is ideal but I usually research whichever planet there is the most of nearby first. Focus your resource upgrades on whichever resource you get the most of so you can sell the excess and buy

20 Replies 42,734 Views

Does building 3-5 really hurt you that bad in MP? Because it sure helps waste planets faster. You don't have to build 80 of them to be useful. It would definitely be an obnoxious unit to spam if that were possible.

40 Replies 43,181 Views

[quote who="CoolJets" reply="10" id="1953968"] Quoting -Ue_Carbon, reply 8 Yes they are big slow expensive targets. Any Cap ship by itself will lose to any average/small frigate fleet. Caps are ment to agument your frigates and cruisers. As exampled above, Kol are can be crazy damage absobers. Carriers are ment to add unique fighter/bomber to the mix. Example: Sova has heavy Fighters. Helps with DPS and give bomber/fighters better chance surviving more than 1 or 2 runs. You can argu

37 Replies 19,581 Views

I'm sure somebody noticed by now, but I just found it odd that the AI hasn't been fixed to actually take advantage of free loot. By "open" I mean the stuff that doesn't have planets. I've seen AIs with multiple colony frigates right next to unguarded/unclaimed mining ops in asteroid belts etc...

14 Replies 5,969 Views

[quote who="CoolJets" reply="4" id="1953712"]Don't bother making a second one though. Frigates and cruisers give you more bang for the buck.[/quote] Cap ships enhance fleets. You can't just evaluate them on the basis of how much attack power/health/etc. they give for your buck. A fleet with a mothership regenerating everybody's shields is 5 x's as dangerous as one that just added 3k more worth of frigates and cruisers.

23 Replies 45,138 Views

Well, except maybe the Radiance, I find combat caps questionable (each race has one) but some special abilities are too much benefit for a fleet to ignore. When you consider the amount of resources that an Advent drone cruiser costs, the Halcyon Carrier with the ability to ultimately carry a lot more strike craft, bring some decent attack power of its own to the field, boost the ROF of your entire fleet, and push enemy fighter craft out of the way while doing massive damage to all of them at

37 Replies 19,581 Views

Don't get me wrong, I think the Kol is as cool-lookin' as the next guy but I'm always glad when I see the AI building these. I haven't leveled its flak ability to max yet but even that fails to wow me and for some reason they tend to die a lot when I try to use them. I've heard fans of the Kol say fleet-boosting is only one aspect to consider but unless you're leaving home without 5 frigates and you only play vs the easy AI, I'm not sure what other aspects are more important. 5 starting friga

37 Replies 19,581 Views

First off, there is a pause button. Look to the upper right of your keyboard. It's mapped to the button that says "pause." I'm not being a smartass. It's just that a lot of the TB crowd (I'm one of them) tends to fail to notice this. I've seen several reviews bagging on the real-time factor not allowing them to stop and think. Research depends a lot on environment. In a close map like point blank you can't afford to go too long without upgrading for war. On a huge map with few opponen

26 Replies 16,676 Views

Fleet behavior seems buggy to me. Sometimes stuff stays together as I would expect it to (yes I know where the fleet distance button is). Other times it seems totally oblivious. I've had a real hard time getting disciples and Illuminators to stay close to Motherships.

12 Replies 9,702 Views

Lately with advent, I typically end up with something like this, although Dominate tends to mix things up a bit (note: this is against the AI - I can't afford the addiction of multiplayer right now): Cap Ships: Mothership, Rapture, Halcyon, Revelation - built in that order typically. Mothership - All abilities are fantastic but after 1 level of colonize, shield is the first pick and it gets upgraded at every opportunity after that. It's great at first, almost unfair wh

15 Replies 7,780 Views

I was looking at the listings for sci fi the other night. 5 hours straight worth of game shows and BS 'paranormal investigations.' No sci fi. TV execs are idiots.

66 Replies 180,882 Views

I'd like to at least try some noncarrier approaches. I know it showed flak frigs doing more damage across the board in the changelog and carriers do cost $$$'s.

26 Replies 13,318 Views

[quote who="Tkins" reply="13" id="1938789"] Quoting thalatos, reply 12is a good strategy and work with all races depending the cap ship but the 2 are good, if i am right the bonus of the races are vasari = combat tec = culture advent = tecnology I think it's: <br

19 Replies 23,943 Views

Build the scout (I build as many as I have phase space lanes) and a cap facility right away. The sooner you start colonizing the better. I wouldn't skip arctic and volcanic for too long. My first colony is usually an asteroid but I shoot for a planet after that. Research whichever is closest if you can't get to a better planet. I also try to stake my territory early on by grabbing good choke point colonies first and then grabbing everything on the inside afterwards. Remember, population is th

19 Replies 23,943 Views