psyck0

psyck0

Joined Member # 2853964
7 Posts 89 Replies 377 Reputation

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.

52 Replies 109,679 Views

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.

19 Replies 6,621 Views

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

52 Replies 109,679 Views

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.

52 Replies 109,679 Views

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

36 Replies 24,688 Views

[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] </

52 Replies 109,679 Views

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

36 Replies 24,688 Views

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.

12 Replies 53,302 Views

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

50 Replies 9,520 Views

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

225 Replies 559,835 Views

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.

225 Replies 559,835 Views

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?

17 Replies 6,153 Views

It's not difficult to beat off a scout rush, you just have to realise that they can do it.

12 Replies 9,698 Views

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.

20 Replies 9,521 Views

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.

6 Replies 1,985 Views

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

14 Replies 7,985 Views