Third Prophecy you've got the the right fleet composition but the wrong ratio: Try a 1:2 defense vessel:illuminator ratio. This should work against most rushes as neither of those ships is bad against long range frigates, but having too few illuminators will result in losing all of your illuminators, allowing your opponent to then retreat, build up a ton of cobalts, and come back to get 'ye.
Arktouros
[quote]I want to point out another crucial point:If you chose to start producing a bunch of diciples before you know the OP's fleet composition, you will lose.I have played as TEC and vasari many times against advent. Every time I play against them I rush lrms or assailants, and I ALWAYS win.If an advent player starts the game by waisting resources on disciples that do crap against long range ships, they will lose. The best tactic against the weak advent is to rush them with a HUGE long range fr
I want to point out another crucial point: If you chose to start producing a bunch of diciples before you know the OP's fleet composition, you will lose. I have played as TEC and vasari many times against advent. Every time I play against them I rush lrms or assailants, and I ALWAYS win. If an advent player starts the game by waisting resources on disciples that do crap against long range ships, they will lose. The best tactic against the weak advent is to rush them
Unfortunately the Advent don't have sufficient counters to cobalt/skirmisher units early game. Since a skilled player will probably attack you early game, it's important to be able to handle any fleet early on. Unless you plan on rushing to Crusaders, you've gotta get either a mix of defense vessels and deciples (although this will cause you to lose against a pure lrm rusher who has proper micro etc. in most cases), or to rush to illuminators while throwing in either some defen
That comment was based on the fact that games typically end before a player gets multiple high level cap ships, one of which would have to be the progenitor. Also, the progenitor is an amazing cap. Both shield regen and malice are flippin awesome. I honestly thing that like, anima tempest or the radience lv 6 ability would be a better one to have in a small game. In large games resurrection would be awesome, but only until you were hit with my returning armada. RA needs to b
lol HuntingX, I don't think you can convince the community that you're a noob no matter how hard you try. =P I am no pro by a long shot, but everytime i've used the illum/drone host counter to mass cobalts i've won. Now the question is, were my opponents good. The answer to this is probably not. I have yet to try this strategy out against a player of equal skill level. Again, I am certainly not a pro.. but I have a lot of games under my belt. The safer bet is to do as you'v
Yeah against AIs multiple caps are a good strategy.. but against AIs just about any strategy can work, since the AIs don't formulate strategies. But I will concede that later in the game, (say after the 1st fleet size upgrade), getting a second cap ship isn't a bad plan if and only if you are going for some advent cap ship combos or are sufficiently late in the game to need some additional siege damage... Getting extra frigates always gains you more bang for the buck.
Cobalts/Lrms do not counter illuminators, but because relying on illuminators takes a great deal of micro and player skill to be worth while, most players don't bother with them. It is worth noting though that even my drone host tactic is countered by mass cobalts.. The only reason my strat against cobalts works at all is because drone hosts can "scatter" when the cobalts come after them, and because illuminators can do very good damage to cobalts while they are "chasing" the drone ho
ShelleyCat you have some valid points, however, encouraging players to focus on cap ship production is a bad idea. Have you played on multiplayer at all? your strategies sound valid versus ai only... getting 2 caps before 9% upkeep is ludicrous.
ALRIGHT HERE IT IS THIS IS MY STARTING BUILD ORDER FOR THE GENERAL CASE (ie: all 3 races) 1) Build cap ship factory (Get your cap ship factory first to get your cap ship sooner. I take advantage of the fact that the first cap ship is free, and that it is my best bet to capture asteroids even sooner. This will result in getting the mines on your asteroid or second planet much earlier, and will make up for building the mines on your home world slightly later than usual.)<br/
I'm going to try and find my initial build order and copy-paste it here real quick so y'all noobs can take a look.
[quote]I'm no expert at the game but I do have a bit of experience. These are just my 2cents so don't flame me if I'm wrong.Couple of things:Always build your cap factory first, first cap ship is free.You will always have 1 asteroid 1 jump away from your home planet. Your cap ship is sufficient to take that and most lightly guarded volcanoes, deserts, and ice planets alone. So move out, don't slowly mass your forces.Cap your planet, and always upgrade it immediately to the point where underde
I've played many games and there are basically 3 ways to counter heavy cruisers: 1) More Heavy cruisers 2) Heavy cruisers and bombers 3) Long Range Frigates (or Illums) and bombers 4) A ton of Illuminators A couple of notes regarding this conclusion: http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=1 Go to the link to see that there are only 2 ship types other than cap ships and more heavy cruisers that do 75% o
That's odd. That should have been a closer fight. That stresses someone else's point about the importance of fleet micro and also how therefore human on human tests are always biased towards the player with the most tactical fines. If I were managing that tec fleet and had an extra 40 lrms I think I may have been able to win. Cobalts destroy defense vessels, which are too slow to retreat, while the lrms can easily escape the defense vessels and come back and destroy the dec
carnun you are right on the money. That is the basic research order. Note: Research order is conditional upon proximity to opponents and upon whether acquiring any ice/volcanic worlds is necessary at all. Also note: Making the extra military labs is optional, but if you really want to be very competitive against very skilled players at least 2 labs is required so that you can make sentinels once you engage your enemy if and only if they have javelis lrms, assailants,
That may be the case, but I have not experienced it in any of the 1v1 games I have played. Assailants spam very early game is greater than or equal to lrm spam. I look forward to 1.04 when they will supposedly improve illuminators. Illuminators still have superior damage dealing ability due to their multiple arc firing and are not weak against anything like the defense vessels are weak against cobalts. But, flak frigates counter both illuminators and to a degree fighters/bomb
To clerify, I agree with you HuntingX. In fact, when I use drone hosts I ALWAYS support them with a 2:1 ratio of illuminators to carriers. Mind you, getting to illuminators is arduous and it is certainly the case that a cobalt rusher would immediately catch me off guard. The thing is though, that in the general case most players rush lrms without proper scouting, and so therefore drone host fighters would be very effective. Now, certainly its also true that defense vessels are better
People have tried it with a lot of success on multiplayer actually. It's pretty unbalanced, especially on larger maps when the other players don't even have the chance to stop it, but its incredibly risky on small 1v1s and even some medium sized 2v2s etc. If the dark fleet "rusher" gets rushed then they lose. period. Now, conversely it does unballance the vasari because late game vasari players will win once they get it... In practice, however, games rarely get to that stage
Yall should read the post on "the unbeatable cobalt light frigate vs. advent rush" My full opinion can be found below: https://forums.sinsofasolarempire.com/305880/page/3 In any event, going mass disciples is a bad plan because lrms pwn disciples. Just about any "rush" will work against a player going for an "econo-boom", but against a tec player massing cobalts and lrms, advent will get pwned if all they have are defense vessels and disciples. Rushing i
Alright I've read the posts. I will admit that returning armada certainly is not "counterable". I've only lost with it once to a player who had 7 novalith cannons. In any event, I think that in games where you enemy is 5+ jumps away from you it is possible to win automatically with dark fleet (especially in non 1v1 scenarios). The phase stabilizers should be more expensive and should use up more tactical slots. That would make it much more difficult to automatically have the largest fleet.
That sounds nice and all.. but is it worth it given that you need to "sacrifice" a cap ship for it to be good? It sounds like it definitely. I will have to use it more often since I often use the progenitor. Maybe it's not worth it to give the progenitor the resurrection ability immediately at level 6, but instead to put the point into resurrection once you have 1 other cap ship at level 4 or so.
I play Vasari and am the first to admit that RA is overpowered in extremely large games with multiple systems etc. The RA player will win, always, if he/she knows what they're doing anyway. Now, the question is whether it is unbalanced on reasonably sized maps. It isn't. If a player teching to RA is "rushed", they will lose hands down. It is entirely impossible to have both a large enough fleet to defend yourself and also rush to dark fleet. The question is not whe
As Aristotle once taught Alexander the great: Every situation is different. It is possible to get no civic labs at all if and only if you can acquire 5 planets without the civic tech research. I still manage to have the #1 economy in a lot of these games. The economic (civic) research actually doesn't net you much of a boom to your economy... maybe 10-20%. Whereas, increasing your population caps on your planets and building more mines nets you much more percentage wise until you ha
[quote]Odd, I find the Crusader superior to the other heavies, especially after a little research, and ESPECIALLY after ruthlessness is researched...Advent HC deals the most damage in the game when fully upgraded (not accounting for caps). They really synergize well with the bread and butter advent cap ship combo, mothership + radiance. malice + the crusaders = lots of aoe damage very quickly. The radiance prevents the mothership from popping and can also lay out it's showstopping cleansing b
I have an idea: Someone mentioned testing 40 cobalts versus 20 illums and 10 area drone hosts earlier. I am relatively certain that a human player, managing this fleet correctly should be able to maneuver the drone hosts around forcing the cobalts to chase one at a time. While all of the cobalts with their short range are chasing the drone hosts with bombers, the illums should be able to do the rest of the work. Of course, it may be implausible for the advent player to get