General_Harada

General_Harada

Joined Member # 3039328
2 Posts 127 Replies 279 Reputation

[quote who="Bobucles" reply="7" id="2068063"] That's a 50% buff to a ship. 50% is a monumental increase in power, for just one research topic. That'll lead to issues where carriers are worthless without the research, and excellent with the research. Also, LCs already have an existing research option that increases the endurance of their squadrons. It's the antimatter research. The more antimatter they have, and the faster it recharges, the more strike craft they get on the field.

50 Replies 91,298 Views

Why not a small change.. In earlier versions, with 1 squad, light carriers sucked. In the newer versions with two squads, they rule. Why not have LC's start with one squad, and allow them to tech to two squads ? Every other unit has buff's that can be researched, why not LC's ? As an example, basic Kodiaks are nice, but nothing compared to max armor, max shield, max hull, max auto-cannon engines of slaughter.... Now, THAT's a kodiak ! Nothing else needs to be changed. Just req

50 Replies 91,298 Views

I'll agree that cap carriers suck ( at the moment ), especially the Sova. With Embargo, the Sova is a one trick pony. If it works, you stand a good chance of winning. If it doesn't, you have useless cap. The DPS potential for the Sova is awful. Even with the missile batteries ( which are not mobile ), it pales in comparison to a Kol or Marza. The Dunov can at least NEGATE a huge damage potential by restoring shields. The Akkan has colonize, and armistice, which is a nice 'get out o

57 Replies 176,813 Views

Yeah, with that many Hoshi's you won't even scratch a cobalt. He'd repair ships like crazy. Dunovs would help with that as well. I'll agree with the magnetize ability on your strike craft. But the 'weapons disabled' clue is the best one. Most of your ships were just sitting there defenseless, getting beaten up while his cobalts and SC worked them over. One reason you've never seen this is most TEC players don't go for the Hoshi upgrade that allows the disabled weapons. They leave it on 'auto-

25 Replies 5,508 Views
Reply to man i suck. in Strategy

As in a lot of things, it depends... Personally, I go for two quick civic labs, and then don't go back to that screen for a long time. I tend to grab as many early planets as possible and need to be able to coonize anything I find. With two, you can buff your resource gathering, colonize Ice/Volcanic, and get trade ports. Thats enough for a damn good start. Later on three more will get you into Econ-boom territory, but thats a late game scenario. Then I move on to the military

16 Replies 5,038 Views

Flak and and fighters, those are your two best options. And as TEC, that also means massive numbers. At least one flak per carrier, and half again as many carriers of your own running pure fighters. Once you have the strike craft gone, he has a bunch of very expensive and defenseless cargo ships. The real trick is, once the SC are gone, you have to kill the majority of the carriers or they'll be back later. You could use the flaks for that, maybe, in a huge group FF'ing but it would be s

20 Replies 8,514 Views

As pure combat machines, yes, they do suck. Excepting the Marza which is a special case, and maybe a few others. A single cap against 5 HC's is pretty dicey for the cap. But as aids to your fleet for specific abilities, nothing touches them. A couple of Kol's will clear the skies of strike craft. Dunovs can regen your shields/anti-matter. Akkans can boost the range of your LRF's and give you a pretty survivable front line colonizer. Not to mention the Advent Holy Trinity, and som

81 Replies 80,373 Views

Pound for pound, so to speak, the Sova is the weakest of the TEC caps. It doesn't start with that many strike craft, and in direct combat it's under gunned. An equal level Marza of Kol will smoke it. It can't colonize or buff other ships.. The list goes on. Most people choose a battle ship to clear worlds and as the center piece of thier future fleet, hoping to get it to level 6 ASAP for either Missile Barrage or Finest Hour. Others pick a colonizer, hoping to speed expansion and thier econom

45 Replies 26,667 Views

[quote quoting="post"] HOSHIKOS! Probably a good 20-25% of your fleet should be made up of these dirt cheap, repair spamming, invaluable support cruisers. They keep your hordes of craptastic ships alive, prevent your gravwell circling carriers from having to retreat when damaged, and protect your reasonably hard to kill capitals while they continue to level up. While micro helps, Hoshikos don't even need it much, you just group packs of them in the fleets of

45 Replies 41,458 Views

[quote who="Hack78" reply="21" id="1977338"]Ahh - buy 3 kodiaks, get one free.... [/quote] Thats about the way it works. A Vas fleet can scoot around all it wants, but as TEC I can crank out units like crazy, for cheap, and have them every where. Or use the TEC equiv of RA... Insurgency... Nothing like random attacks througbout your empire, which cost me nothing. Still, it would be nice to be able to use an allies phase gates.....

27 Replies 27,222 Views
Reply to Marza in Strategy

It's a nice ability, but not a guarantee of anything. As stated, it won't kill 'sure kill' anything except frigates. HC's and caps survive. I've had it interruputed so many times I don't trust it to nuke an enemy fleet ( except pirates ). 2000 points of damage just isn't enough to kill everything in sight. You can run out of the radius, use an interrupting ability, or FF it with strike craft so it doesn't get that close. And the re-charge time is horrible. Not OP'd at all.</

180 Replies 426,114 Views

Hardware req's for new games have always been a point of contention. Even way back with Wing Commander.. Crysis is nothing new in this respect ( and I beg to differ with DatonKallandor , it did require a NASA supercomputer to run at max settings when released ). Eye candy is very nice. Obviously if

37 Replies 130,313 Views

Cap ships as pure combat is kind of silly.. With one or two exceptions. A lvl 6 Marza being a huge one. Give it a Dunov or 8-10 Hoshiko's and it's good to go for wiping all your frigates in 30 seconds.. Or as a free 'leveler' for your other caps. Drag two new caps along with your high level Marza for a pirate base raid. Another would be the colonizer. A colonizer is a must have for any forward fleet. You can expand much faster than you would with a few planetary assult frigates a

37 Replies 19,632 Views

You'll find that it's much more efficient to get new planets at the start then to maximize production of ones you already own. Adding slots for Civic/Military structures should be saved for when you have 8 or nine planets/'roids. The only thing that you should upgrade as soon as you take a planet is the population cap for the planet. If you don't do this, it's an economic drain... A standard start has been around many times : 3 scouts, cap factory ( then cap, Marza for

3 Replies 3,038 Views

Yeah, I'll agree that the pleasure of the game tends to level off in the very late stages. You have complete ownership of two of the three star systems, and three quarters of third, and you 1500 point fleet is two hops away from the last planet.. but they insist on sending a level 1 capship with 7 frigates out to attack you. I kind of feel it's like my fleet commanders have set little speeches for the newly conquered " Um, yeah, so welcome to the empire and all that, we

17 Replies 36,089 Views

[quote who="Cykur" reply="11" id="1921323"]1. Thes OP appears to be playing 1.09 or later based on his description of the carriers 2. Flak is not the answer, but by all means, go try it for yourself [/quote] True, Flak is not the answer all by itself. The point I was making was that you could buy enough flak to counter his bombers, and purchase other ships to destroy his carriers for the same price ( like the LRMs you suggested ). C

46 Replies 20,663 Views
Reply to Sick Strat in Strategy

SPAM fleets work against an AI ( most of the time ). You'll get hammered agaisnt a human. As far as TEC is concerned.... Two Words : Missile Barrage

8 Replies 2,566 Views

Evan a level 3 flak burst wouldn't save the Kol. It's gone as soon as the bombers see it. Nothing could stand up to that many bombers. Fighters take too much time. You need something cheap, numerous, and with a wide firing arc... Go with a metric butt-load of FLAK. I've fought some bomber heavy fleets. Jump in with FLAK first, engage his bombers, then jump in your anti-carrier ships. FLAK is cheap compared to carriers. This works in two ways. First, they can'

46 Replies 20,663 Views

Depending on map size, your race, and what races surround you really only have two choices. Turtle or Spread. If you're going to spread, get the colonizer cap first and run. If you're gouing to turtle, get the battleship and build static D. If your allies can feed you, you could have a massive fleet fast

5 Replies 12,551 Views

[quote who="wbino" reply="20" id="1917613"]A much needed defensive postion eventually becomes a middle planet once you expand. Will starbases be able to be deconstructed and moved to the new defensive postion? [/quote] That is the 15k credit question.... So, what happens when that frontier planet isn't on the frontier any more ? Or, as mentioned previously if I phase into the system, take some lumps, and just bypass the whole thing. Thinking that the Akkan Ar

24 Replies 22,595 Views

[quote who="Overheal1987" reply="5" id="1913521"]Im in the habit of placing 1 broadcast center on all of my planets. Crazy? [/quote] No, you're not crazy. An enemy can't usually colonize a planet still under your culture. If your culture is still in effect over several phase jumps, they can't 'take' your planets. You end up denying them the resoruces and staging points they'd otherwise have. This is where the advent super-weapon begins to shine... I

10 Replies 29,827 Views
Reply to Bomber Spam in Strategy

Bomber SPAM works, to a degree, but it's easily countered. About the only reason I keep a kol around now is for the flak burst. In huge masses, it tends to work very well. Clearing a whole system in a raid is FAST. You can Insta-gig caps with ease, and that makes it seem like a great tactic. But, it takes huge masses of strike craft. Five cruiser carriers doesn't do much. Ten and it starts to get interesting. It's not until you have 20+ that you get the kind of killing power you

14 Replies 50,774 Views

Using Vista and no issues. dual core OC'd to 2.99mhz, 4 gigs RAM, BFG 8800 GTS ( 640 RAM ).

6 Replies 9,234 Views