Carrier's what are not overpowered? You forgot the object there.
psyck0
Sure it's fast, but every time you jump you lose more antimatter. If the enemy fleet gets to the well before you have enough energy, you're going to be running and losing antimatter faster than it builds.
The purpose of starbases was stated, by Ironclad, to be that we would no longer need a defensive fleet. Now you guys are saying to quit complaining about missile cruisers and station a defensive fleet of carriers with the starbase. Don't get me wrong, this expansion is FANTASTIC, but they haven't gotten it right yet and I am not letting up until they do, because some of this stuff is just so obvious.
I am not sure I understand what you are saying. You can't send a marauder past an enemy starbase and jump your forces to it. If it even survives the trip, it loses all its antimatter leaving the gravity well and will have an enemy force bearing down on it leaving it unable to regenerate in time. You can't use the Cannon; it's an end-game tech and starbases get built an hour before you research the canon. You can send your entire fleet past the starbase and take losses, but every race
Because ideally you're going to blow right past that well. You've pierced their front line, now you want to take advantage of that. You don't want to have to advance your front line by 1 well at a time; that's too slow and costly. The Vasari are about MOBILITY and this technique completely counters that spirit.
Everyone who is saying to build a starbase to assault a starbase- this method is fundamentally broken. You need to invest in an escort fleet for the builder, jump into the well, take some losses to get out of range, pay for your starbase. Then assuming you win, what do you have? You have a starbase stuck in a well that you are hopefully going to blow right through now that you've pierced their front line. It's a TERRIBLE strategy. It costs you more than it costs them in resources, tak
[quote who="Annatar11" reply="18" id="2046021"] but does make it kind of hard for vasari to assault heavily upgraded starbases without bad losses. now, if we are discussing vasari and anti-structure capabilities The Vasari Starbase's first weapon upgrade (the lightning zaps) is meant to be particularly good against buildings, and IC said they'll probably beef it up a bit still. This is why they don't have dedicated anti-structure ships.[/quote] </
Bomber damage has been nerfed for all factions vs. structures, from 100% to 75% damage. Concurrently, other factions have been granted anti-structure ships; the Vasari have not. Their starbase has an upgrade to do this, but with beta 2's changes to starbase construction, it is virtually impossible to build and upgrade it offensively, in an enemy's gravity well. Furthermore, once it is made, it can't jump to any other wells. Right now, Vasari have real trouble dealing with starbases an
Make Vasari bombers do more damage to structures again. Simple solution. As is, bombers are largely useless anyway. This would give them something to do and make them much more viable.
Sounds FANTASTIC. Great work, guys!
You can give Karma to the OP, just click in the space between "Karma" and "Replies". There's no icon, but if you click in the right spot, it works.
Slow starbase movement is useless and doesn't make up for the pathetic range. Try the Vasari one out if you like. It gets about 3 shots in, then the ships sail by and are out the gravity well before it's halfway across. They need more range. If we need to nerf Drone Hosts, I'm fine with that. Repulsion is a giant pain in the ass and very difficult to deal with right now anyway, and Advent carrier spam can destroy a much larger fleet that is not absolutely tailor-made to taking out the
I think they DO need range of about half the gravity well, honestly. They need to be able to cover an entire side to hit targets jumping in or out, or it is just too easy to go around them. Also, did I mention that having the Vasari one move sucks? A scout comes into the system it chases it to the other side, then it's totally out of position when the real fleet comes through (not that being in position helps with their god-awful range, but even so!) I'm not sure I WANT my sta
Vasari starbase moving around is a giant pain in the ass. It chases ships all over the well and never actually fires at them. Maybe it's just the pathetic range on the bloody things.
Is it just me, or has anyone found that after having a certain amount of mines, they stop exploding? I got the minelaying ship (Vasari) and it has basically filled a gravity well just chasing enemy ships around, but just recently in my game, an enemy cap ship went straight through the minefield and nothing happened. I tried to manually detonate them but it said "can't target phased out targets", but the cap ship wasn't phased out. Anyone else get this?
After 3 hours, you should have maxed the tech tree and have some heavies to counter them with.
It's not difficult to beat off a scout rush, you just have to realise that they can do it.
Because the phase inhibitor prevents them leaving, but they could already be past the starbase's range.
Do you have an auto-save from before the bug occurred? If so, they could use that.
Pretty much no one should be getting bombers anymore, except for pros. Fighters are far superior in almost every aspect. Pros know when the bombers are (very occasionally) needed.
Scout rush has worked before.
The siege caps are good for harassing. I can easily take out a colony with a devestator alone if their fleet is more than a jump away.
Capital carriers generally suck. Only useful for their abilities. Sovas are particularly bad.
Cataclysm, revert back to pre-RA nerf and do a fast tech to RA. You can do it in 20 minutes with 3 planets if you're unmolested. It's a lot of fun.
Not too many playing online, unfortunately. Look for Entrenchment replays coming very, very soon (and get in the Beta! It's going to be a blast!). As for build order: buy 100 crystal, upgrade homeworld population, build cap ship factory and cap ship, build a few scouts, some frigates and colonizer frigate if you didn't get the mothership cap, scuttle cap ship factory when you have your cap (you won't need it again for a while), send your ships off to get new planets. Build order after that po