PeskyFly

PeskyFly

Joined Member # 2912009
2 Posts 338 Replies 985 Reputation

[quote]Um.. Fighters do 20 DPS against light armor.Assailants do 13 dps against light armor.I'm not saying that fighters are good, i'm just saying that you're WRONG.Fighters and Assailants do not cost the same.You get AT LEAST 2 assailants for every 1 fighter so poof, no more advantage.If fighters were the same cost as assailants then you'd be correct. they aren't. Not even close.When you compare these units you can't compare them head to head because each has a different cost. You need to facto

118 Replies 144,219 Views

[quote]I've never actually stopped to look... Regeneration Bays don't actually waste their anti-matter on strikecraft... do they? Because in game terms that would just be stupid, and I do believe I would shit a brick.[/quote] Well, if you have Regeneration Bays in the battle, they would obviously be repairing your actual ships/structures and the strike craft would just fly in to mooch off the bonus. Vasari strike craft have enough HP and Armor to survive an attack pass through

13 Replies 22,816 Views

[I]"I don't think these numbers matter to be honest. 1. Building a fleet is rarely based on supply alone. Cost is the major issue 99% of the time. You add more Supply when your fleet gets big enough. 2. The cost of the 2 units you are comparing are VASTLY different. You get 2-4 fighters total for the same cost you get 10 light frigates so by not factoring in cost of each unit you get this incorrect assumption that if you field an equal amount of fighters/bombers to his units you'll

56 Replies 22,163 Views

[quote]Picture yourself sitting in the coc-pit of a fighter/bomber, floating in space...... waiting......... Boom ships start transiting in... Oh that's your ships..... still waiting....... Finally after what seems like an eternity, the enemy finally comes to your planet (this from the perspective of a planet hangar pilot) You do your best and you make your runs, and to your chagrin disbelief, the enemy came with fighter defences, and you are able to make hardly any dent in their force befor

13 Replies 22,816 Views
Reply to Subverters in Strategy

Come on! Stilakus Subverters are a Tier 5 ship, Distortion Field is a Tier 7 tech. It's better than having to face Returning Armada. Anyway, that's one more thing to add to the ever-enlarging Nerf List... [quote]moral of the story: SPREAD OUT SPREAD OUT SPREAD OUT. your life depends on it.[/quote] Spreading out saves you from a lot of area-effect nastiness. But it also reduces the effectiveness of your own auras.

26 Replies 12,237 Views

[quote]The LRM spammer finally quit because I guess he ran out of crystal and couldn't keep up. LRM requires crystal, Disciples do not.[/quote] Black Market. Trade Ports -> Cash -> Buy Crystal.

181 Replies 66,436 Views

[quote]GC2's AI was much weaker when it launched, every patch improved it but yes, I agree there needs to be more victory possiblities than just military crushing.Give it time, GC2 was great when it launched and just got better every month, I'm sure the same with happen here.[/quote] And GC2 still keeps getting better, and better, and better. Twilight of the Arnor is scheduled for April, and after that it's Dark Avatar 2.0, and on to upgrades for Twilight after that.

36 Replies 33,908 Views
Reply to Subverters in Strategy

[quote]Is there anything to counter this?[/quote] Anything that knocks out antimatter reactors. Sabotage Reactor, Interference, Steal Antimatter, or another Distortion Field would do the trick. If the enemy Light Frigates survive an Assailant attack, that is... The TEC's Hoshiko Robotics Cruiser also has a disabling ability, the Demolition Bots, but that only stops enemy movement. The Advent's Domina Subjugator also has an ability very similar to Demo Bots, which also stops ene

26 Replies 12,237 Views

^ That fix will disable the Phase Stabilizer's normal use: rapid in-system transport between any 2 if them. Another solution to the same problem would just be to increase the cool-down or decrease the number of ships spawned. The Vasari fleet cap is 2320. [quote]So these ships are from remnants of the scattered vasari fleet, and you can open a gate to communicate with and summon anyone listening and vector them to your planet.[/quote] Yep. That is what Returning Ar

144 Replies 50,410 Views

[quote]Still, flak will rip through that.[/quote] Not that fast. Not if you keep the strike craft out of range except for during attack passes. Not if you fly them to a repair service in between their attacks. The Fighters will just rip up the enemy LRM before they can kill the Guardians. [quote]Not to mention all the capital ship abilities that annihilate strike craft.[/quote] And all the capital ship abilities that boost strike craft. You've got Heavy Fighte

56 Replies 22,163 Views

[quote]I find that Sins borrows a LOT from Gal Civ II, which is nice and what I was expecting. I especially liked the interface improvements over Gal Civ II. My only complaint is that Sins feels more like Total Anhilation (or some variant) in that I fall into the pattern of building a massive army to swarm over the map. The subtle difference between Sins and Gal Civ II was that the latter didn't have the ships automatically hostile against each other. Since you are automatically hostile (even pu

36 Replies 33,908 Views

[quote]I am going to pull a leg here...what if, there's some kind of benefit when strikecrafts battle near their carrier due to, let's say, easier coordination?for example, there's a game where drones benefit from battling near their hosts by being able to change targets once their initial targets is destroyed.That way, we would have some KIND of incentive to attach the carriers to the main fleet, instead of camping outside the gravity well, jumping out at a moments' notice.[/quote] Car

7 Replies 17,486 Views

Problem is that Kruelgor's post appears on Page 1 and the arguments appear on later pages(this post is on Page 5). Most people don't have the time for going into the thing and just skim the forum for tips. So people end up sending Disciples against Javs and make lemmings of themselves in the process. The only solution is to not post here, hope Kruelgor doesn't keep bumping this trash, and somehow get the devs to lock it up if he does. Otherwise, more people end up learning the hard way.

181 Replies 66,436 Views
Reply to Defense 101 in Strategy

[quote]I know you're not referring to my statement when I said there is Advent technology that will double the size of your hanger defense squadron, because it seems you might be dazed and confused.The Advent technology does not give you more squadrons. Instead, it DOUBLES the size of each squadron. Understand?[/quote] You're indeed playing a different game. Skilled Hangar Anima adds 2 more drones per squadron. For Bombers, that's 7 + 2 = 9. For Fighters, that's 9 + 2 = 11.

49 Replies 22,428 Views

[quote]It's also the slowest cap in the game.[/quote] It's speed is equal to the Progenitor and Akkan. 400. I think "nuke" means the Nano-Disassembler, right? [quote]The carrier is just bad. There are several reasons, but here's the most important one. Vasari generally go assailants at the start (1 research only, 25 crystal only for research). That means most races will go flaks to counter. Which means they automatically counter your carrier. Repair cloud is totally us

35 Replies 118,663 Views

@Jinx, Good point. But Siege Frigates, in their current state, would severely shrink your main killing fleet. Another freak idea is to have RA periodically flood you with Trade Ships and Refinery Ships which do negative income, since they're taking your goods and resources back home to the Empire. You could tell them to 'go home', but then a portion of your reinforcements would leave with them. Or have out-of-control Junra Fabricators appear at your doorstep, immediately b

144 Replies 50,410 Views

@Tumbler quoting Phoebus, Check back to your thread. Phoebus forgot something. Anyway, you don't have to build carriers if [I]you[/I] don't want to. That's your opinion if you think they do pathetic damage. Here's the Effective DPS per Supply of non-upgraded Lasurak Transporters vs: Fighters(using Fighters): 0.83 Bombers(using Fighters): 1.92 Long-Range Frigates(using Fighters): 2.56 Light Frigates(using Bombers): 1.07 Support Cruisers(using Bo

56 Replies 22,163 Views

[quote]My previous tests showed that a single carrier with fighters or bombers both fail miserably at stopping a wave of 10 light frigates. If you micro the carrier in circles this changes but the carrier still takes a major thrashing.[/quote] How many times must it be said that neither Fighters nor Bombers is a counter to Light Frigates, yet you keep using them? Light Frigates are instead a counter to Carrier Cruisers. [quote]Cost for cost, compared to Carrier Cruisers with Bo

118 Replies 144,219 Views

[quote]The only game I lost was when I was 3v1 and my opponents also got dark armada.[/quote] Interesting. Returning Armada as a counter to itself. [quote]2) Full popcap of carriers/cruisers is nothing scary. If two of you focused on getting up a large, varied fleet catered to killing such a combo and one of you focused on killing his phase stabs, you would have wiped your ass with him.[/quote] Full cap of carriers, heavy cruisers, flaks, light frigates, and long-range

144 Replies 50,410 Views

[quote]Sure, regen bay and repair cloud HELP...not enough though, not nearly enough. You can micro all you want Just keep the flak by the LRM to provide coverage.[/quote] They totally heal strike craft. Fighters attack every 12 seconds and Bombers every 13.5 seconds. In between this time, you send the strikecraft stacks into the Regen Bay/Repair Cloud and get them patched up. A single burst from flak, which is all that will be allowed for each pass, can't kill strike craft faster then t

118 Replies 144,219 Views

[quote]The thing is, in most games the resource vasari have "extra" of is metal...Vasari is usually buying crystal. I don't know about you, but as TEC I buy more crystal than metal (by far) as well. So good luck with that .[/quote] That's COMPLETELY situational. It's pure random luck if more Volcanic Planets or neutral Metal Extractors happen to spawn than Ice Planets and Crystal neutral rocks. Otherwise, Vasari have the same technology for both kinds of Extractor, can capture just abou

16 Replies 12,951 Views

[quote]Do whatever tests you want, just throw in 20% of the supply/resource usage you put into carriers into the opposing enemy flak...Go on =p.[/quote] Throw in a Repair Cloud, or a single Repair Platform/Regeneration Bay, or Rapid Manufacturing, add a touch of micro, and flak = nil. Or just simple strike craft micromanagement by diving into range only to shoot and then flying off again to minimize Flak DPS. So maybe a group of Sentinels will tear apart some paper-skinned Advent Bomber

118 Replies 144,219 Views

[quote]guy is gigantic troll, ignore him[/quote] That pretty much sums up this entire thread. The only thing is that this guy keeps bumping it. From now on, only Kruelgor may post in this thread.

181 Replies 66,436 Views