General_Harada

General_Harada

Joined Member # 3039328
2 Posts 127 Replies 279 Reputation

As TEC : 1. Colonizer 2. Dreadnaught ( used to be battleship ). 3. Colonizer and 1-to-1 ratio dreadnaughts-battleships. 4. The abilities of the ships are the most valuable. I like Akkan for it's colonizer and Ion bolt. The Marza's and Kol's for the firepower. A Kol railgun is sweet for taking out another caps shields, and a Marza is nice for clumps of ships. If a battle gets dicey I leave the HC's to handle it, save the caps, and meet my re-inforcement wave one or two hops b

18 Replies 9,443 Views

By the time I had that fleet, I don't think I have to worry about my opponent. The game should be well in hand.

18 Replies 9,730 Views

[quote]They are when you have no fleet and your cap is 2-3 jumps away engaging in a fight for a planet you need to get before an opponent does (and pulling back means the opponent will walk into the semi-undefended planet... I was spending all my resouces fighting the pirates off, which meant I was not expanding (and cap ship was tied up some of the time, meaning it wasn't clearing planets out for me). This killed my initial expansion and therefore economy which then meant I couldn't get enough

29 Replies 16,140 Views

I like armor as TEC, because of the basic damage reduction ( as noted by devessi above ). It works out very well when you're facing numerous small ships. Each doing 10 points of damage. a 5 point per hit reduction is pretty damn good. Evan 2 or 3 points helps a lot. I go for the armor/health/hull/shield upgrades before weapons, since they tend to grant all my ships a bonus. Should you get the upgrades at the expense of your fleet ? If it means I get 25 cobalts versus 30, then

16 Replies 45,538 Views

[quote]When it comes to combat, the TEC is really the Zerg of the three empires, as they're ships are usually the least demanding economically and logistically and do the best in large numbers because their effectiveness is also the least spectacular on a per unit basis. Their economic bonuses with the black market and ability to generate credits are a huge asset mid to late game where you can use your cash to quickly beef up your fleet where your opponent cannot do so as ably if he isn't a TEC

4 Replies 2,301 Views

[quote]..On a small map, it seems like whoever wins the bid for the first raid gets a big advantage. ... Also, the loser doesn't get their money back, so in effect the winner pays about 250 credits to get a window of opportunity to expand/attack while the loser is dealing with the pirates. On a small map I think this is a pretty big deal, and again there's no way to control whether or not you win. Am I missing something?[/quote] There are other factors involved. First, say for

29 Replies 16,140 Views

[quote]Yes, good calculations, but you have to factor in Fleet Logistics. Researching improves function without increasing upkeep. [/quote] Very true. Your fleet cap for 100 Illuminators is going to cost you, continually, until the end of the game. Where research is a one time thing, and usually will upgrade more then just the one ship type. The improvements will give the entire fleet ( caps, HCs, and frigs ) a bonus, including ships already built. That part is missing from those c

17 Replies 9,204 Views

[quote]The guy makes a point. Combat in Sins is largely based on your economic prowess and unit combination. There is little room for actual tactics during a battle and for the player to make any real difference to the outcome.[/quote] True, to a point. You can't have five frigates perform some vaguely cool thing in the middle of battle in an effort to confuse the enemy ( who really won't care ). Unit level tactics are not what the game is about. In battle you're pretty much li

10 Replies 7,536 Views

Two or three squads per cruiser... makes them a viable ship now. Nice for Anti-lrm. a squad of 15 ( with 30+ bombers/fighters ) is a legitmate force to be reckoned with. Jump into a grav well, pop a few cruisers, and jump out before they got to you. Or jump in, drop the PJI and hangers prepping for the real force 30 seconds behind. Wonder how much damage that would do to a cap ? Add in the Cielo 40%, plus the techs for missiles ( 30% ), and it's a nasty combo. Certainly ups the speed o

5 Replies 4,292 Views

The Novalith doesn't need a buff. That thing kicks serious butt. Two of these behond your lines and your enemy can start kissing worlds good-bye. Asteroids twice as fast. I use them to kill asteroids, or speed up taking planets while the fleet is still cleaning the grav well. Cheap shots on the home world are pretty funny too. I'm not to sure about more defense structures. There are plenty, and we don't want this to be trench warfare. Turtle-ing should not be encouraged. Maybe a flak st

11 Replies 13,597 Views

[quote]The TEC are underpowered when it comes to the abilities and overall strength of their ships. However, I am inclined to believe that they do have the most robust economy and balanced set of abilities in the game. The TEC are not a massive fleet type of army. If your goal is to mass a single fleet and beat the stuffing out of everyone who crosses your path, then you may need to pick another side. I have found that the key to a successful campaign is not massing fleets but instead hit and ru

66 Replies 128,750 Views

Resources and credits are my main priority. Without these, you don't even have a fleet to tech up. Before I tech anything, I make sure my home planet has max'd infrastructure and all mines. Same goes for my first 'roids and planets. after that, I like to keep my upgrades in line with my fleet cap. All level 1 techs at level 1 fleet cap, level 2 at level 2 fleet cap, a a general rule. By mid-game, I am jumping to level 5+ techs before I get to level 5 fleet cap. Armor/hull/repair first as TEC, si

7 Replies 4,357 Views

[quote]I use a cap ship strategy as the Advent. I don't play against other people, my friends and I play against unfair AI. . . When I'm done researching it I start cranking them out. I generally get up to 10-14 cap ships. I keep them in one fleet and lay waste, as they level up quickly to level 6. . I don't think I've every gone above 29% overhead.I'd like to try out other Advent strategies, but I haven't really found any decent guides yet.[/quote] And that will work

8 Replies 4,091 Views

DPS wise, caps are a poor investment. The same amount of credits/resources dumped into HC's ( or even frigates ) will get you more DPS than a single cap. For the same cost as a cap, you can get 6 HC's or 10 frigates. You can do much more damage, and soak up much more damage, than a single cap ship with either of these options. This is, of course, excepting level 6 abilities like the CB/Malice combo or upcoming missile barrage for the Marza in 1.1. As support ships caps work much better.

8 Replies 4,091 Views
Reply to Slow Start in Strategy

[quote]When you're just starting out, try to simplify your builds by clarifying your goals. At the start of the game, . . . . Hope this helps. I had fun thinking it all out.[/quote] Real Good Stuff, right there... Deserves a sticky. I would add, though, that usually I find more Ice/Volcanic planets then desert/terran ones. I will usually build my two civic labs right after I get my cap ship factory ( and cap ship ), 1-metal/2-crystals, and infra

17 Replies 43,339 Views
Reply to 1 VS 2? in Strategy

[quote]RetroI do have a third of the map. But I think the defenses are pretty useless. I have 5 hangers, 1 turret and 2 repair bays. The defenses get killed very quickly. The enemy has like 75 Advent drone hosts.I do have a ton of cash, but research is so slow, and I can't seem to speed it up with cash.[/quote] 75 DRONE HOSTS ?! Wow... this is obviously very late game then. Yeah, static D won't do much against that. Two Options. 1: Novalith them into submission. If you

10 Replies 6,199 Views
Reply to 1 VS 2? in Strategy

theRetroboy has excellent advice. Fighting under the protection of 6 or 7 hangers, a regeneration bay, and a few turrets is a tremendous help. A smaller fleet can hold off a superior foe for quite a while. My only addition would be having enough fleet left to FOLLOW anyone that gets away and make them pay with a planet/roid. You might keep a minimal fleet at your choke, and counter from another direction while they rebuild.

10 Replies 6,199 Views

Marza's are the TEC AoE ( Area of Effect ) ships, and one of the best single ship on single ship caps in the game. Once Leveled up, they have splash damage, radiation bombs, and missile barrage, all of which can hit multiple ships or cause continual damage. No suprise your LRM fleet got stomped. A few radiation bombs and a missile barage or two and I bet they folded like cheap paper, leaving the Kol alone. Where you got hosed was the AoE damage. straight ship-to-ship DPS and the two fleets were

4 Replies 3,662 Views

I think TEC could use some help. Repulsion is a bit over powered. CB/Malice is like OMG ! WTF ! the first time you see it used on your fleet. But they're not totally helpless. TEC may not have some of the ultra killer direct weapons, but they have two very nice INDIRECT weapons. Mercenaries. Hire the pirates, you have tons of cash, use it. And get Insurgency. Neither the pirates or insurgency is able to knock an opponent out by itself. But with pirate attacks, max'd insurgency, AND your

66 Replies 128,750 Views

[quote]I got the game a couple of weeks ago and have been playing as TEC and I'm wondering just how useful some of the ships are. . . 2. A lot of people say that the first capital ship TEC should build is the Akkan because of it's colonize ability. I really don't see the usefulness of this. Surely building the beefier Kol or Marza and getting a Colony Frigate to waltz in at the end of a battle is much more useful.Thanks in advance!Mad Cat[/quote] This is a

17 Replies 10,377 Views

My usual attack fleet against the AI Fleets. Rarely play human opponents : 3 Kol's ( pops an enemy cap ship in a hurry ). 1 Dunov 40+ Kodiaks ( Charge Baby ! ) 5 Hoshikos No Flaks because I use the Kols flak burst. No LRMs because I use the Kodiak charge abaility to close fast. For Assults against heavily defended planets ( like the pirate base ): 3 Marza's ( radiation bomb or missile barrage for clusters of frigates ) 2 Kol's ( for Flak pr

27 Replies 18,176 Views

[quote]Thanks for the helps.The problem with turrets is that they have a range, and the enemy can go around them.I do have a reserve fleet, so I guess I'll just use that.I find that taking out all their planet bombers can take a while, because they don't lose any population, just the ships, but you do.I fight the AI only, so I don't have to worry about human opponents.[/quote] Fighter bays work excellent for this.. use them. I find 5 works great ( all bombers ), with the rest in turrets

15 Replies 8,470 Views