Just to note, to get the best value out of HC, you need some form of support cruisers in your fleet. They can increase there power or keep them in the fight for longer. It just like chasington said, but you must bring a support fleet with your HC, they make a big differnce.
homefleet
Sorry, for not posting earlier. I tried to get people before to help me make a guide for this game, that you would just pin in the forms. If you need my help to make a guide, I'm there, or if you what me to start it, then just post back here.
Yes that my point, why are they using slave labor, when automated machinery would be more cost effective. The only reason I could think of, was a lack of tech (which does not make since, as the Vasari are the most advance race), or they use the people as nano paste.
Yes, Vasari seem to be the ideal counter to Advent. What I would do, is use the Radiance battleship's Animosity and just focus my support on that ship. It would also help to use more Aeria Drone host, or Illuminator over support ships, if that did not work.
It has a very, very large range, and can effect more then one ship, that why. When has the Missile platform had that big of a range, and when has the bomber hit that many ships at the same time. But the ideal is to buy time for help to come and attack the enemy fleet.
I don't think you are right with what you siad JamesP81. TEC ships have the strongest hull point and armor, while Advent have more powerful shields. But the Vasari have on some level better designed ships and abilities. The Kortul Devastator comes to mind. It has to abilities that work well together, which are power surge and disruptive strike. And instead of just having a main weapon system in front, supported by secondary weapons on the side, It has a main weapon in front supported by
Just to let you know, Uranium - 235, we have the same problem in the Vasari camp. At least flck damage fighters, unlike our Jam weapons.
Another problem, is that a capital ships can defend planets as well, and an siege ship is only good at destroying them.
One of the best use of tactical slots. The nano jammer fire rate by 30% and planetary bombardment fire rate by 45% when fully upgraded. Here what I do to see how much damage does it reduces. Fire rate [U]100%[/U] = [U]X[/U] 130% 1 X = new damage in that same amount of time. If we said that it toke a 100 seconds for an enemy ships to fire it weapons, then we can say that a 30% increase would produce 130 seconds. What we are looking for, is
I think what Sp3ktr3 said makes the most sense out of the lot. Using people, to make nanites would then be cost effective. Let take two cases then, one in which a mine is mined with slaves and one with nanites. In the case of the slaves, resources would have to go to first getting the slaves, and then feed them, give them tools, and keep a guard system, to keep them as slaves. This would cost a lot to start and keep going. The second would be to turn the people into a nanite paste(not n
I think that you have a point there icedude94, but the corporations are normally the TEC faction, based on there name. So I came to think that the corporations where the TEC. But your right why are there no passenger liners. Do the trade ships have passenger area on them, along with area to care goods to sell?
After playing the game for some time, I have noted that some thing just don't fit together with some parts of the lore, and how you would think things would work. Like for the enslaved labor (I think thats what it name is): It reduces the cast of ships by forceing people to be slaves and work on building ships. But the Vasari are the most advance race in the game, and build there ships thougth nano technolgy, which build ships at the atom level. So why would they need slaves to b
That what I'm talking about, like if you are playing TEC and Advent culture make it to one of your plants. Then you hear some anti-TEC type advent line, like "The Unity make better items then the TEC, as TEC are as cheap as you can get them". I think, that it would not take to much to add a few extra lines of voice actting, so I can stop hearing the same line "This little one is mine" 150 times doing a game. I don't mean that I don't like the voice actting or the lines, but 3 lines get old fast,
That why I asked in patch 1.03 to add some real "boardcast" during game play. A few lines like "join the empire army and be a fleet of one" would of been nice. It would help to back up the lore a little. I mean a few extra lines of voice actting, shouldn't destory the game, or will it? The main problem with this ideal is that it cover up other infomation given thougth voice imporant info runs, like "income enemy fleet".
I,m with transitive on this one, that you find most artifacts late game, as that time you have more resources to waste. So like the research cost reduing artifact, are nice to find early, both the other that work for your fleet are best for late game. But to me the real problem with artifact is that they are much like culture bonues in the game, and only so up in big battles are in the long run. It one of the three thinks that needs be fixed. I think that they put art
One of the problems with the carriers is that there fighters lose power over time. Each time they pass thougth a wall of flaks, they lose some of there numbers, and there for some of there power. On top of that, what they bring to the fleet, over all(which is long range attack) is already covered by LRM. The reason that the fighter and bombers where so effective, in games like Homeworld 2, Star war empire at war, and Nexus , was because they could target sub systems. You may lose your f
Sorry, but I all ready made a post just like yours, called "Best Capital Ship", just put it in the search section in the upper right hand con. There is around 57 post, the last time I looked, and they should be able to answer your question. Thougth for me, an Vasari player, I go with the Kortul Devastator hands down
It based on how you play and how you set up your fleet. I have seen people go with any of the capital ship, but all are based on how you play and how you like to build your fleets. I started out with colony cap, as my first ships, but have changed it to battle ships as my first cap.
This is an ok place, Whttgr525, but when the next patch post comes out(1.04), you should not this as a possiable bug, or problem in the game.
And that one of the thing, I was thinking about to talk with Tumbler about, JamesP81. After looking at most my ideals I came up with these options and there cons and pro. All there pro are that they fix the fighter problem. 1. Increase damage of the fighters: An easy fix, but make it easy for hit and run tactics, reducing the close combat ships next to useless. 2. Add special abilities: increase the in programing and RAM use, and that why I siad that Tumbler is right. <br/
Me my self, I like war, and there for play Vasari, but I think that one of the biggest problems in the game, is how weak some of the "peace" routes to supporting your military are. Like culture, you can't use it as a offensive weapon to support your fleets in the game, and the Pirates at some point become so weak(unless you attack there base) that winning a small econ. victory, does not real help you military that much. On some level putting more resources into the fleet, is better then winning
Thanks Nreth for putting up a post that point out a lot of problems in the game. I would also like to say that Overseer: Mobile Phase detection (tier 5 research) when tier 8 research does same thing globally, thought it is easy to get, as it is on the same tier as RA, and there for I support what Nreth said. A way to fix this, is to change it, so insteand of detection alone, have it increase the time need to jump out of the same system for enemy ship. In other word add PJI to
Ok, but do you know how much the damage needs to be increased, for the fighters to be effective, while not making the HC useless?
Yes that is one of the problems, and the only place that a turret line work, is on pirate attacks
The high risk would improve game play, but your second to last post williamnight, point out your ideal, so now I understand what you are talking about. So for the ground assualts what upgrades and how would they effect the assualt? Are they all passive or active?