Suppression from the Dominas is an incredibly good way of pinning down enemy carriers that will try to kite your fleet around the grav well. Guardians are funny ships. 2 shield bubbles at once does everything you need but i always include 5 or 6 Guardians in the fleet. because they die first. the others are literally just their replacements, which i consider important enough to build in advance and take along with the fleet until they become necessary. waiting for
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i'd recommend playing on a smaller map until you get the hang of things. learn the ins and outs of the economy on a 1 star, 20 planet map. learn the ins and outs of military strategy on a 1v1 small smap vs. normal AI. this game does not at all play like a Civ in Space type of game. its alot faster paced than that and being proactive is very important. the pacing is alot slower than most RTS games but alot faster than most 4x games. takes some time to get the hang
not for nothing but... a Vulkoras kills planets faster than a Marza. it has 2 upgrades that enhance sieging. or if you wanted to go the other way with it Phase Missile Swarm is a better direct damage ability than Radiation Bomb. i'd say the Vulk was a much better ship in every way except for Missile Barrage, which as we know, is quite ridiculous.
Orkulas default weapons are 6 banks of pulse guns. the pulse gun banks are vertically running up the body of the Orky and there are 2 on each of the big tentacles. its symmetrical, so 3 banks will be facing the front and 3 to the rear, cover about 180 degrees on each bank. its a crap ton of pulse guns on each bank, they fire like 20 pulse bullets per burst from each bank. very long range and excellent damage against mostly the smaller frigates. the first weapon up
you're seeing things. stop watching so much perverted crap on the interwebz.
nice replays. the 3v3 was most enlightening. your orange team-mate misplayed very badly. i was expecting to see him feed you and Tyr with heavy econ but he seemed to want to go on offense. the yellow player i think could have taken out Tyr if he had better scouting and wasn't obssessed with the "hidden bonus room". Tyr gambled heavily on keeping those neutrals to feed his whole economy. he basically starbase rushed. got kinda lucky that nobody called him on it.
not in brick-and-mortar stores but it is on Impulse. pretty sure Impulse is accessible from anywhere in the world, including South Africa. i highly recommend picking up Entrenchment, its a great expansion. the single player AI upgrades are extremely good and the new defensive structure upgrades and starbases add alot of depth to the game.
it depends entirely on the role the starbase is playing. i usually play Vasari. when i fully uprade my Orkulas it will go one of three paths. 1) pure defensive this is 3x durability upgrades, 3x weapons upgrades, 1x hangars, 1x frontal shield. 2) assault 3x weapon upgrades, 2x durability upgrades, 2x frontal shield, 1x debris vortex, 3) civilian/backline defense <
you're mistaken, armor does not reduce damage from each shot. it is normalized to DPS like pretty much every other weapon and defense in this game. armor is just a percentage based increase to effective health. each point of armor is worth approximately +5% effective health. this is slightly better than just getting the hull points directly because it also serves to increase the effectiveness of hull regen and hull repairing special abilities.
[quote who="CommanderAdama" reply="16" id="2102518"]You can argue its "uselessness" all you want, but when i have mass transcendance and the ability to ressurrect my caps, they are no match for any other cap ships, simply because i can keep getting my level 8-10 caps back over and over, while the enemy loses theirs for good.[/quote] i think this is not a comparison you want to start making. not unless you're prepared to argue that Advent's late game cap ship spam is som
[quote who="Sole Soul" reply="7" id="2101966"] Then build two motherships (and keep one out of the way)? It doesn't need to be in the same well to "save a soul". [/quote] this suggestion is really getting to the heart of just why the ability is underpowered and impractical. if you've got 2 level 6+ cap ships running around you ought to be just dominating with that fleet. if you were a TEC player and could double Missile Barrage people, would you
EadTaes, the examples given in your more recent post are much better ones. thanks for elaborating. what you have admitted though is very much something i stated earlier about a Hoshiko heavy fleet. its basically a wall. its very hard to get through it defensively but it takes so long to kill things that i find it lacks utility outside of a situation where your only goal is to prevent the enemy from breaking through your defensive line. &nb
Math doesn't lie but people use math to come up with contrived examples that they think proves their point but really only proves a mathematical tautology. yes, we all know that 3>2, congratulations on one of the most creative proofs of that statement i've ever seen. maybe we can talk about Sins of a Solar Empire next time. this is a game that i like to play on my PC that has all kinds of neat space-ships in it. if you'll forgive the sarc
if you get outflanked and hit by an enemy main fleet from a side of your empire that is very far away from the front-line there's almost nothing you can do. as Azrak suggested, a Vasari empire can put up phase nodes everywhere and effectiveley defend the whole empire with just 1 defensive fleet. this is a huge lategame advantage for Vasari and the other races have trouble replicating it. TEC and Advent basically have to build their defenders in re
hoshis are small (only 4 logistics) and very very cheap so its easy to spam a bunch of them. with destructo-bots they have an ability that kinda scales up with number of hoshis as well so having more of them can be useful. thats why you often see TEC fleets that are like 1/3rd hoshikos. the other support ships just don't require such large numbers to be built. there's not a whole lot of difference in effect between using 6 Overseers and using 20. same is true with Stila
Kharma's right. the starfish are a wee bit cranky with the range stuff. try moving them forward a nudge and they might rotate a bit and get the firing angle right on more of their weapon batteries. i find that most of the time they fire with 3 turrets at once. if you want to see them unleash all 5 you have to manually maneuver them to be right in the middle of a cluster of structures.
i support your idea for the food resource under one condition: Vasari must be able to eat their enemies. nothing says evil empire of galactic slavers than eating your captives.
i kinda like the suggestion. half-capital ships basically, kinda neat. maybe they would have fewer levels to gain as well, maxes out at level 5 or something. they could come in different varieties. a super-carrier for Advent (4 squadrons and a special ability to support them). a super Phase Missile ship for Vasari (4 batteries of phase missiles, and maybe an anti-structure special ability for them). a super Auto-Cannon gunship for TEC (covered in turret mounted auto-cannons so it could fire 3
[quote who="CommanderAdama" reply="3" id="2101609"] Tell that my enemies who have put their hearts and souls into taking out a radiance and halycon level 8, only to have them both back in a couple minutes. That's the single best ability in the game. It's priceless.[/quote] when does this ever happen, honestly? i'm pretty sure that the Mothership is always gonna be the first target anyway just to get rid of the Shield Restore if nothing else.
its still a huge problem that there's nothing an Advent player can get that competes on the same level as Returning Armada (or even a phase node network without RA) or Pervasive Economy. the end-game disadvantage of the Advent civil tech tree is a big issue in the game balance right now. its designed to overwhelm with culture and flip planets more easily, but culture is pretty weak in this game compared to military or just credit economy.
i wouldn't say the ships stats have no bearing on their usefulness. the special abilities are more important, i agree, but Battleships have fantastic stat gains per level, which is a major appeal. they gain the most effective survivability (new hull and shield points, and more armor) and damage per level up than other types of ships. given that people often complain that the DPS of cap ships isn't that exciting i think its a big selling point that battleships (and the Marza and Vulkoras dread
he's not talking about multiplying the damage. he's trying to say that the overall effectivenesss of the fleet is greater than what would be suggested by an equivalent fleet logistics number of pure damage ships without support. i say this is true to a point but you hit diminishing returns quickly. adding a few support ships will multiply the effectiveness by a noticeable amount due to increases in survivability (which is what Guardians and Hoshikos do) or whatever othe
[quote who="love9sick" reply="12" id="2101219"] Bombers take out everything better that is not a fighter itself or bomber...that includes frigates.[/quote] no they don't. read the damage charts. http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=0 anti-light does 200% damage to sieges and long range and bombers. 100% damage vs. fighters.
this is a bit off-topic but i giggled a little when i read it. hope you don't mind some friendly ribbing. Boni is not the plural of bonus. and it sounds funny when you say it out loud. please, bonuses. yes, i looked it up to make extra certain. anyway, back on topic. in a 1on1 situation the combat abilities of a battleship will tend to make it beat any other ship. taking the example already used of Kol vs. Marza:
fleet with 30 hoshikos is just a wall. good luck trying to kill anything with it. support cruisers are great and all, in a supporting role. wouldn't you have gotten better performance out of 10 kodiaks and 10 hoshikos (thats about the same fleet logistics as 30 hoshis)? you could actually kill stuff that way.