[quote]@Cassie intercept does not pass by repulse, and thank Lord for the acknowledgment.Late game advent is really powerful. Cielos and lots of hashikos should help, but i haven't played that many tec games into late game like that. And getting pwned by Advent in late game was the reason i switched to it way back when.[/quote] Intercept worked for me so I can only speak from my own experience. My cruisers were already in motion (Intercept) when the Repulse ability was employed and
CassieDad
You want Homeworld. As a former fanatic of Homeworld, I can understand your sentiments. However, fighters and bombers are replaced for free in Sins which kinda makes up for the lack of tactical control.
[quote]Here's the thing you can't defeat a person in most situations if u do what he does, you have to be a step ahead of them. Top 3 underused TEC abilities: Sabotage Reactor, Demolition Bots, Designate Target!PS: You can never have too many Hoshikos.[/quote] Amen!! My fleets consist primarily of Kols/Hoshikos/Cielos/Cobalts. I use maybe 12-15 lrms and maybe 10-12 HC's. The other guys are really all you need against any opponent if they are teched up (SR, DT, DB). Many d
[quote]Hey There, Quick question (with 2 scenarios) regarding TEC fleet make-up. Basically, what is the ideal number of each ship to have? I am often confused regarding how many of each I should get. So, let's look at that question in two scenarios: 1) At 5 available cap-ships (mid game-ish), what would you have? 2) If the game goes extremely long, how many of each at max capacity? Thanks![/quote] Midgame: 2 Kols/1 Marza/1 Sova/1 Du
[quote]Dude.#1. Advent illuminators have nearly twice the dps of the other range frigates including the side arcs.#2. You will not get enough counter units playing as the other races before I get guardians. Here is why:Step 1: I mass 30 illums and get first 3 shield upgrades for them.Step 2: I get guardians.Step 3: I get repulsion for guardians.If you rushed to kodiacs in a 1v1 I would roll you with illuminators.But, if you got a bunch of ships and somehow managed to repel my illuminators, I wou
I have to disagree with them (Advent)being imbalanced. They are no more or less capable than any other race. The difference lies in the tactics employed. In order for an Advent player to push a fleet sitting at the edge of a gravwell they would have to be well within the range of your weapons to do so as they can't move you into the space between worlds. That negates the advantage of the Repulse ability. Its like fighting with your back against a wall to brace you. If you have a mixed
1. Use all of the assets that the game provides. 2. Know your enemy. 3. Be willing to think outside the box. 4. Advent are only strong in formation, so the key is to do to them what they intend to do to you via repulse, which is to fracture your fleet. 5. If attacking an Advent held planet, tell your fleet to hold position after phase jump in system. a. You cannot be pushed into space (beyond gravity well). b. You force the Advent player to come to you. 6. Micro
[quote]-25 shield mitigation is not +25% damage.It's more like +45%[/quote] Now that you mentioned it and I ran some preliminary #'s it looks like the damage difference between hitting a shielded ship with 65% mitigation and one with 45% mitigation (DT) is about +57% (assuming 100% damage to armor type). Never bothered looking into the actual damage numbers before. Makes that Cielo even more valuable if used properly.
Cielo: Embolden buffs antimatter regeneration and shield regeneration. It also gives your standard weapons a 10% reduction in cooldown. But wait, theres more...it also gives 10% increased damage to all standard weapons. My level 10 Kols put out 118 autocannon damage. With Embolden it goes to 130 in addition to increasing my beam weapons damage. Designate Target: With your Cap ship now putting out +10% damage due to Embolden, you can now bring that total to +35% with this handy little nu
When it comes to Cap ships one needs to take more than dps into account. I look for survivability and adaptability. As a TEC player, I do love the Marza, but it is a ship that is heavily dependent on antimatter to do serious damage. It has zero protection vs a Vasari opponent wielding phase missles. Its side weapons do little damage and it has no rear firing weapon. It may rule in face-face confrontations, but its not my first choice for a Cap ship. The Kol is not dependent on antimatte
I'll take TEC. Flak: At lvl 3 this does 60 damage. As to whether or not it's affected by mitigation is another story, but it has a wide range and two blast pretty much wipe out fighter/bomber squads. Employ the Akkan's targeting uplink ability to increase the %chance to hit (+15%). I usually employ multiple Kols in my fleet so Flak in this case is a devastating weapon. Marza Radiation Bomb:At lvl 3 it will do 375 damage (unmitigated) to the intended target and cause damage over
[quote]You should always kill the cap ship late game. They are still very expensive to replace, as much as 6 heavy cruisers for the TEC (a force more than a match for a cap ship). [B]Six HCs are hardly a match for a late game Cap ship. [/B]
I have to give some kudos to the Marza. It has abilities which ignore damage mitigation such as radiation bomb and incindiary shells. Furthermore, those weapons do DoT and in the case of radiation bomb have AoE. IIRC, the incindiary shells and their DoT carry over to its standard armament,missles included. While I believe that the Kol is the better overall combat vessel, no other TEC cap ship can take down an enemy face to face faster than a Marza.
[B]Gauss is incredibly good only if you micro it. You have to gauss targets at 15% mitigation, THEN focus fire it (800 damage for 75 mana? Count me in). Leaving it on autocast is just lazy. Further, Kol at 6 is a monster. No other cap ship comes close to its raw dps or survivability. I've taken out huge groups of kodiacs, crusaders, enforcers, etc, suffering no damage at all. It's a beast. It also kills other cap ships in a few seconds with nonstop gauss.[/B] Amen. A voice of reaso
Re: Railguns These weapons possess enormous destructive potential. A present day APFSDS fired at approximately 1.6km/sec (about as good as it gets for standard chemical propellants) will enter and exit a main battle tank. A railgun designed to be used in the vacum of space would be able to realistically propel 120mm rounds to 12-14km/sec. At these velocities a hit to any spacefaring vessel would be catastrophic. Relativistic velocities aren't even neccessary. From what I understand, if
I prefer the Kol as my first Cap ship. Great shields/armor and its adaptive shielding makes it the only TEC Cap ship capable of withstanding the Vasari phase missle attacks for a resonable period of time. Multiple firing arcs allow you to charge into the heart of an enemy formation and do significant damage. My other favorite is the Sova. For one it employs all laser weapons so you can max out its offensive potential with just two military labs. Its heavy fighter ability adds respecta
Attack types -AntiVeryLight chance to hit bombers decreased from 85% to 75%. Seems like this forces a TEC player to use the Akkan (Targeting Uplink/+15% chance to hit) to make the flak vessel/fighters viable vs opposing bomber formations. -AntiVeryLight damage vs Light armor decreased from 100% to 75%. I don't get the reasoning behind removing the only two semi-viable counters to LRMs. Guess I have to build a lot more Cielos to get my 25% back
Just look at the weapon loadouts for the capital ships. For the most part they are the SAME guns that can be found on cruisers and frigates, just more of them or as a "heavy" version but fewer. [B]If that was the case then all ranges would be pretty much equal, but they aren't. Cap ships have 5000 range, HCs about 2750, and frigates about 3000. Bigger guns mean more range which translates into far higher energies.[/B] Tell that to the capital ships tha
[quote](and I'm surprised people have been comparing them to modern navies instead of other sci-fi fleets.)I compared to both There seemed to be more ppl posting that had a familiarity with modern warfare, so I tossed in the battleship reference along w/ the imperial class star destroyer, which would be about the level of a cap ship in this game(firepower wise anyways, its approx 5x the size of the next biggest ship down the chain). Super star destroyer would be another step up, and if there was
[quote]Hehe, sorry about that. With Terraziel's help on where to find the Weapon VS Armor types, I think I got it for you. Just add this file into the same folder you downloaded earlier and it should work. Now, if any other modders stumble upon this, maybe you can tell me if I did it right, lol.DamagePercentBonus:CAPITALSHIP:CapitalShip 1.0 (100% to Capital)DamagePercentBonus:CAPITALSHIP:VeryLight 2.25 (225% to Very Light)DamagePercentBonus:CAPITALSHIP:Light 2.0 (200% to Light)DamagePercentBonu
All I wanted was a simple replacement for Homeworld and I got it. I wanted cienematic battles and I have them. I'm happy that the research trees are short as the last thing I feel like doing is grinding WoW style in a seemingly never ending quest to add new "spells". The game is what you make of it. If you want depth, play on a multi-star map. If you want quick action with little research involved and frigate spams, the use a small map. Bottom line, there is no better game out there (imo) at the
[quote]Make cap ships ignore shield mitigation, for everything.Most every cap ship maxes out the enemy mitigation after one salvo, so you will ALWAYS be doing half damage. This also means abilities like Gauss are laughably worthless since they never do anywhere close to their full damage.Problem solved.[/quote] I don't believe that Cap ships need to ignore shield mitigation. They just need more punch then they have now. That being said, the way around mitigation is to micro. If you
I am definetely looking forward to this mod. A Warlock class destroyer would be a sweet ship to have.
Just played a quick test game vs AI with a minor Cap mod. A MODD forum member was kind enough to increase the damage of the Kol's gauss railgun from 800 at level 3 to 1600 at level 3 (550@lvl 1>1000@lvl 2>1600@lvl 3). Nothing else in the game was changed. I have to say that one little change gave respectability to the Kol. It became the fleet leader and not the follower. There are no more sparring sessions with Cobalts. HCs put up a better fight, but 2 gauss blast and some autocannon fire later
Thanks for the help all. Figured it out. Kol railgun is truly a weapon now. :LOL: