I agree with SpaceDebris. Vasari early lrfs dominate very early game as I mention earlier. This is limited to an all out rush though. It's hardly fair to have a 1v1 knowing that your opponent will do that though, lol. Obviously massing defense vessels will counter the rush (even if not terribly effectively anymore). Not sure about flak frigs though, they aren't as great anymore. Now, against an embargo rush it could be no dice. If an embargo rusher attacks the vasari playe
Arktouros
Oh I do too. The Evacuator is the best ship to use against skilled players in multiplayer maps. My comments next to the cap ship build order were that those two were "easy to use". The Evacuator is better in the general case. In fact, even the siege cap is good sometimes as a second cap if you like to get such things. Regardless, the build order remains the same. If you get the Evacuator you need not construct a colony frigate though, obviously, and so you can get y
Transitive, you are incorrect. It is true that vasari benefit from getting lrfs faster, and that their lrfs do more damage and have more health than lrms; however, in order for a vasari player to maintain brief firepower superiority, the vasari player will actually have to upgrade to tier 2 fleet capacity [B]sooner[/B] than tec or advent players. To reiterate: Getting lrfs sooner simply means that in order to maintain a larger fleet of lrfs the vasari player will need to up
The AI may, but if you are focusing fire yourself you have to watch this. I used this to maximize the rate at which I destroyed your diciples last night. To be fair innociv beat me though, no thanks to Drexion.
--------------- I have only played a very limited number of games in 1.04 but here are my 2 cents: [B] Very early game: 0-7.5 minutes[/B] TEC embargo rush still dominates. Vasari Assailant rush and TEC lrms still dominate advent while they tech to illuminators. Defense vessels are still good but not as good of a counter to lrfs due to nerfed damage (75%). Their damage is bad to begin with.. they are good because of their rediculous hp. [B]Early game: 7.5-
I am not primarily an advent player, but what i'll say regarding techs is that you should focus first on rushing military prototypes so that you can get defense vessels, drone hosts, or illuminators if need be. The fundamental of target priority is to limit the amount of damage your opponent can do to you while you destroy his fleet. This almost always results in a "take out the weak ones first" strategy, and, indeed, this turns out to be the idea in sins. In general,
[quote]I also noticed that missiles will sometimes fly around a target if fired at a poor angle. They won't actually do thier damage till the last missile in a volley hits. No big deal for an Assailant but sort of annoying for some Vasari mother ships. And if the ship they are attacking has beam weapons it can get off an extra shot. Not huge but there it is.[/quote] That is annoying regarding the siege caps for vasari and Tec, but it doesn't actually have much of an effect on the ga
[quote]@ OP: you are forgetting an important factor (or two) in your calculations of 'worth'.1. cap ships get benefits too. 2. TIME!!!!Time is an important factor, sure it is better to upgrade when you have more ships a bit later, but research times in the game arent the fastest, especially when you start getting to the later tiers.[/quote] You're right. What I do is actually to gage how much time the research will take, and then set things up so that the military researches I wan
What I would like to see is an option for the player(s) who have bought the pirate attack to "control" the pirates in some way. Maybe there could be options: a) harass their systems and keep jumping away when engaged. b) directly engage their fleets. c) attack a specific planet? This would be interesting, although, of course, would create even more balance issues.
Hey no worries mate I didn't even realize you could until a few days ago.
I love pirates but have a couple of big complaints about them: #1. Pirates ignore the fleet of the player they're attacking while traveling through neutral systems, and do not engage until they have reached the targeted player's planet. This makes it difficult to "pre-empt" the pirate attack by sending your fleet "in-between" the pirate base and your planet closest to it. #2. If you put a big pirate bounty on your enemy, and the pirates send a fleet to your enemy, the pirate
There is a real difference between these weapons: It is the speed of the projectiles. Missles take longer to hit their targets. This matters in regards to focus fire, so be careful not to "overkill" when using missle type weapons. Other than that.. the specifics of the weapon are not important, it's only the damage type OF THE SHIP that matters as Annatar11 shows.
If you are pumping nothing but assailants (Vasari's best tactic in general) you shouldn't have much of a problem with this. Alternatively, if you are tech rushing stuff, you will generally have a HUGE problem with this early game, as all players who tech rush do. Also note: Getting civic upgrades costs you A TON of crystal. As vasari, it's generally not with getting civic upgrades unless you absolutely need to. Civic upgrades wont net you enough of a bang for the buck since w
Pirates add a lot of spice to the game, but often times (especially when you are microing your fleet) it is difficult to focus on putting bounty on players, or even notice that the pirates are about to leave their base. Also, adding bounty on large multiplayer games often relies on "convincing" ALL of your team mates to add arbitrary amounts of bounty and for all of your allies to focus on the bounty for a little bit simultaneously. This is diffucult, especially in multiplayer games
-------- You CAN abandon planets. Click on the planet, and you hit the "scuttle" button. It's like scuttling any other structure, ship etc. I play vasari primarily and have actually done the phase stabilizer help team mate trick you're talking about by having him use the scuttle planet thing. --------
Yeah phase missle upgrades are good. Armor upgrades are good, but in general you should actually focus fire on one ships at a time. One tip though: GAUGE the rate at which the ship you're shooting is losing health, and then have your ships actually begin hitting a different target. This works especially well with assailants and LRMs because their missles take a while to hit their targets. Take advantage of this. If you wait until the ship you're targeting is actually destro
No. Siege frigates are only worth bombing specific planets that are easy to take out. Homeworlds have too much health to bomb, and those are almost solely responsible for a player's credit income. But, you get kudos from me if you can show me a replay where you sieged a home world to death without having a fleet to fleet confrontation at the homeworld (I mean like.. in multiplayer against a human). However, if you could siege rush a player's frigate factory asteroid a
What race are you playing? I'm assuming you're not playing as vasari because in that case returning armada would easily win you the game. If you're TEC end the game with 8 novalith cannons, or get a super-economy and mass a ton of lrm frigates. If you're advent you should be set just make a huge fleet and throw in some guardians. Use extra cap ships for combos.. like the radiance + the progenitor. The trouble is probably that you're splitting your forces
Starting Vasari Build order. Let me know what you think. 1. Buy 2 units of crystal and Sell 1 unit of metal 2. Upgrade Home World Population Cap 3. 1 Worker on Cap ship factory, 1 worker on crystal 4. Build 2 Navigators and find your close asteroid. 5. Build Your Cap Ship (Kortul or Skirantra are easy to use.. repair is good for the carrier repairing itself only.. get the bomber squadrons
[quote]Cap ships are great, but I really don't build more than 4, even in large games. They're great for early game battles, but late game fleets get so large their huge early game advantage almost gets negated.This is a beginner's guide to win.1)Play TEC.2)Build eco.3)???4)Profit.[/quote] Oh another note: This is note the begginers guide to win. In reality it's more like. 1) Play Tec 2) Mass LRM frigates 3) ??? 4) Win
------------- Though fewer ships are easier to "Micro", it is certainly the case that more frigates is SIGNIFICANTLY better than more capitol ships. Not only are cap ships MUCH less efficient damage wise, but they also require additional fleet research and take up a ton of ship slots. No. Having a bunch of cap ships is not the way to go. I have a killer record online and only ever get the starting cap. Although, playing against the computer you can get just about anything
Right. So the radiance dominates the sova. Getting light frigates to chase the thing around wont work against the lrms, though. You'll still lose. I like TheRedMaw's comment about getting a ton of defense vessels + the radiance. The only problem there is that all I would need to do is retreat and start pumping cobalt light frigates. The advent's counter to cobalts is what.. illuminators?.. they are a pretty weak counter if I still have enough lrms to take them down, but of
I have played many games online with all three species. I have never actually been "embargo rushed", but I have done the rush several times myself very successfully. Now, the embargo rush is simply defined as getting the sova carrier, giving it the 'embargo' skill and attacking your opponent's homeworld early, making sure to use the skill to hinder the OP's frigate construction and get a bunch of money. This is enough to give you the edge necessary to attack directly. <br
------- It's usually the case the more ships >> more upgrades, however, it is the case that (cheap upgrades) x (a lot of ships) is better than adding a few ships to your fleet. Quantifying this tactic relies on which specific upgrades you want versus what types of ships you are getting, etc, and so it will be up to individual players to make the call as to when to get upgrades (unless they are blindly copying a build for, say, rushing assailants and getting the upgrad
------------------------- I think all they need to do to fix the problem is make long range do only 100% damage to light assault ships. This would be reasonable, as long range ships already do pretty significant damage to all other ship types. This reduction of damage would make cobalts less vulnerable to long range ships and also allow for them to be used more in general to counter defense vessel / flak type ships. -------------------------