Adaptive Forcefield should be a passive ability on the Kol. AM problems solved, more useful cap available.
Hound
Panda plays Advent exactly like Berz always does. My only regret is I lost to the illum spam because I tried an experimental SB move which failed of course. That was ages ago though, next time I feel like playing Sins I just might join the smurf army.
[quote who="Malachithecrow" reply="12" id="2414100"]On that note, how do you counter an Orky if your Vasari, since they have no torpedo crusiers to use? Just making another orky doesn't help either because by the time yours is up, theirs is upgraded and will make short work of it. [/quote] Nano Bomb + Assailants. But you need 20+ LRF's to take down a fresh Starbase in a reasonable time frame. Preferably more if they also have fleet firing at yours. I'm not a
[quote who="CaptainMagpie" reply="7" id="2408424"] Quoting Hound, reply 3I remember the version where you could destroy structures with homing mines. That was a little silly and I understand the change. The Orkulus is a special case since it is a moving structure. That's why I think it might be an oversight. Perhaps they forgot about this one moving structure when they made all the other structures not trigger homing mines. I think the Orkulus should detonate mines
People who lose to scout rushes don't lose because they build the wrong ships necessarily. What I see is people not scouting their enemy and getting caught with their pants down. They are struggling against an early scout spam with a much smaller fleet and eventually getting all their ships killed. At that point it doesn't really matter what ships the attacker has.
The topic is 1v1 which makes T3 vs T1 a valid argument. Small battles like that can only happen at the start of a really small game so it matters if you have 3 ships more than your opponent. Otherwise, there are so many other factors to overall game balance that a 1v1 comparison of unupgraded units is pointless. Mechanic-wise, I would say why the Illum wins 1v1 is because of the mitigation and higher shield regeneration rate.
Im talking about mining phase lanes. No skilled opponent will let his ships close to a minefield if it can be avoided.
Does anyone actually use these against a skilled opponent? Their behavior is just so exploitable. Jump in one Scout and the whole minefield with home in and detonate on it even though one would be enough. The delay between the detonation and the damage being actually dealt is so long the mines are overkilling their targets and severely reducing their value.
If the Illum wins with some 200 hull left shouldn't that be a pretty accurate result? Illum is T3 compared to Assailants being T1. Assailants can be Phase Missile upgraded to become much more lethal than they are initially. Also, isn't Hull and Shield regeneration a certain % meaning the Illum regens more shields over time. Then again they have the side beams so I don't know. But there's more to overall faction balance than scientific 1v1 calculations. Vasari have their neutra
[quote who="Raging Amish" reply="2" id="2319048"] The fact that carriers can jump in...have all their squads die, and then jump out only to come back and repeat the process (at no cost to the user) is a load of bull. I've never played another game that had this feature.[/quote] I've always found this a load of bull as well. And it seems they have a hard time balancing a unit that costs no resources (strikecraft) with units that do have a price tag (everything else). And I just
I tend to agree about the Vasari. Neutrals hand out too much resources in general compared to planets. The abundance / absence of neutrals have too big an impact on the match. And the Starbases.. ever had your fleet immediately attack the colony ship and then watch it transform into a Starbase when it has 10 hull left? All damage done erased. Early game fleets have little choice but to let them build after the transformation. Same applies to TEC and Advent bases but you can just ignor
I don't think micro and macro are mutually exclusive. Players with good micro can econ just as well. You need both. Most importantly for the macro players: scout, scout and scout. You need to know when to stop building eco and getting a fleet together. Planets and eco are no good if you let the enemy destroy everything you built. Should you get caught with your pants down without a proper fleet to repel the enemy, sacrifice that one planet instead of sending a half assed fleet
The amount of resources you get from neutrals could be lower. You can easily get twice the metal and crystal a planet gives. And you don't have to spend anything colonizing or building extractors.
[quote who="viewport" reply="3" id="2277688"]I think devs should make stationary strike crafts targetable by any weapons, regardless of the weapons' "CanFireAtFighters" attribute. [/quote] I tend to agree with this. It just seems wrong that strikecraft become harder to kill after they give up their only advantage over larger craft, speed. Flak should be able to kill balled up stationary SC faster too.
I've also been using Mothership's Shield Restore on unfinished Starbases to prevent them from being destroyed. I think shields should jump from 0 to full when the SB is finished. Would be a little easier to take them down while they are still under construction. Starbases are way too hard to take down while they are being built considering how fragile the thing is that is supposed to be building them. I'm hoping that'll change in a future update.
The Progenitor has high DPS, only second to the Radiance.
Also confirmed in the Illum vs. Assailant thread, it seems the "steps" of the mitigation formula can make weaker weapons actually stronger. Something for IC to look at, I think. In a future patch, I would also like some kind of a visual display / chart showing the firing arcs and DPS distribution of ships. Not that big a deal but would help, as your example points out.
I remember the version where you could destroy structures with homing mines. That was a little silly and I understand the change. The Orkulus is a special case since it is a moving structure. That's why I think it might be an oversight. Perhaps they forgot about this one moving structure when they made all the other structures not trigger homing mines. I think the Orkulus should detonate mines if it moves into them.
Turns out Vasari Starbases are immune to mines. At least Advent mines. I just witnessed an Orkulus merrily strolling its way out of a massive Advent minefield. Not a single detonation. I mean, is the base not big enough to be detected? Mines could have been a valid strategy to counter the Orkulus being built in your grav well. Trap it to the edge of the grav well until it can upgrade enough to survive the mines or the attacking player can bring in scouts to clear the mines. Mi
Against human opponents you need to at least... - micro your Fighters to attack targets outside Flak range and keep moving them if the Flak follow - turn off Capital ship ability autocasts and use the abilities yourself - retreat your capitals to repair bays before they are destroyed
Move your flak to your LRF's and tell them to hold position.
Let's not forget Deathapult from the lower game who took his trash talking arse AFK after his team lost and quit. For some reason the game didn't end after his planets were wiped out. A remaining AI had a Starbase with enforced loyalty and that might have something to do with it.
[quote who="goodgimp" reply="14" id="2255120"]Halted if under attack? In someone's grav well? With even one hangar, how would they ever get it built?[/quote] You can stop every other structure from being built by killing the constructor. The same should apply to Starbases. Attacking a hostile Grav well with a "sneaky" Starbase is just lame.
I'd love to fight Dunov spam with Radiance spam.
I don't think the Vas SB needs to be nerfed other than the build speed reduced or construction halted if it is under attack. Same applies to TEC and Advent SB's. Vas SB's should kill other SB's. And other SB's eat fleets for breakfast as well. But I have to agree it is annoying when Starbases build faster than a fleet of ships can damage them and you just can't take them down even though you have lots of firepower there. It is also annoying that when they are