Levelheaded

Levelheaded

Joined Member # 2990281
10 Posts 164 Replies 575 Reputation

Advent get sick mitigation so stfu about their lack of srikecraft. This whole hardpoint upgrade idea is bull btw. Starbases should come with a half decent anti strikecraft weapon or ability (think kol fla khere, but bigger) equipped right from the start. Phase destabilisation is a powerfull ability.

21 Replies 99,797 Views

Well. In the tech setting that sins it is, beams are the only viable option for ground based defenses. Even today you can shoot Lasers into space. However to put enough energy into that beam to A.) Compensate for the losses along the way due to the atmosphere B.) Still have enough power in it to actualy do anything wortwhile the planeta would have to have a massive power generation - in the ludicous scale of things. </

42 Replies 28,865 Views

The AI is Dumb. For starters. Circle the sb with crusaders and illums and simply nail it. too much dps to be our regged and only a percentage of the fire hits the bases frontal arc. Keep the adjudicators to work down the missiles turrets. done deal. Vasari Defense grids suffer from a sucky repair bay and Turrets with a special ability that, while being nasty against single targets like caps, is fckn useless when an enemy fleet comes knocking. You might even have

12 Replies 4,993 Views

[quote who="MindsEye" reply="6" id="2055152"]Phase node is good for vasari. What is bad is in entrenchment the kostura creates a node at any planet it fires on. To me this is really unfair and there is no way to counter except leave your fleet on your back worlds. [/quote] See the reality here: having a bunch of cruisers at home isnt to omuch t oask and they can deal with invaders good enough when supportet by even basic planetary defenses. &

12 Replies 4,993 Views

The real trouble starts when the kostura gets going. but then again: If his fleet is away bashing your worlds you can go bash his since his fleet is.. well... away.

12 Replies 4,993 Views

[quote who="Haree78" reply="12" id="2053706"]Quoting Levelheaded, reply 11now, why is the opponent attacking you with 20 or 30 carriers? didn't you... like... yknow scout this shit before it... well.. arrived to twist your nipples? Im always hearing "this and that" but never the part where you ppl say "oh my, here i fucked up by not going over there to cripple that fleet over there because i never knew it was there because i never use scouts." While you make a very

17 Replies 5,520 Views

have you changed the formation behaviour or the aggro range settings?

2 Replies 1,833 Views

now, why is the opponent attacking you with 20 or 30 carriers? didn't you... like... yknow scout this shit before it... well.. arrived to twist your nipples? Im always hearing "this and that" but never the part where you ppl say "oh my, here i fucked up by not going over there to cripple that fleet over there because i never knew it was there because i never use scouts." 30 Enforcers will maul your starbase just as well, and they are cheaper. So it would be more

17 Replies 5,520 Views

wasnt there that technical limit that only permits 3 weapon types per ship? Anyway. Vasari and TEC hangars have ant ifighter abilitys. Use it. If you have your starbase alone somewhere: expect it to die. Because you left it alone. At least put 4-6 flak frigs or some carriers next to it.

17 Replies 5,520 Views

No. In fact its a rather dull idea. "Temporarily" EEEEK. Wrong. If i go minesweeping i wan't them GONE. For good. In Fact i NEED them gone for good because i'm not going to micromanage a whole fleet. What is needed is a cappable fleet managing AI that will do this kind of stuff for me on its own i na neffective manner, because i'm the fckn supreme ruler, and not some fleet commander. I have more important things to worry abou

2 Replies 1,145 Views

This means that when you jump out of that grav well, your ships will suffer 30% hull damage and 100% Antimatter loss as long as the Starbase is sitting there to screw with your jumps. Your Phasejump animation will turn red to show you you just paid a price in hp and am for moving in their without a plan.

10 Replies 4,488 Views

[quote who="psyck0" reply="1" id="2051659"]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. [/quote] There are a number of tools at the vasaris hands that kan hinder an ops movement. Subverters stop ships cold for 30 seconds, Enforcers debuff speed by 100% in an area. drag along a overseer with your marauder and

52 Replies 109,613 Views

[quote who="psyck0" reply="24" id="2051163"]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 pas

52 Replies 109,613 Views

[quote who="psyck0" reply="22" id="2050786"]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. [/quote] Bypass the frontline defenses then. Vasari are the only race capable of doing that and n

52 Replies 109,613 Views

[quote who="wnmnkh" reply="3" id="2049555"]Quoting Levelheaded, reply 23 My point still stands though: Why do you ignore the tools you have and ask for a simpler, op, all in one package deal? Ah, because we don't have tools at all in the first place. By the way, do you understand why bombers are NOT recommended at virtually any situation? ... <b

36 Replies 24,644 Views