Tech all possible hull and armor upgrades. Fight at a friendly planet if possible where you have a spam of Repair Bays and a PJI or two. Perhaps throw in some Subjugators with Perseverance to heal your valuable caps faster if you can micro them. Make sure you have enough fighters to kill any bombers in a timely fashion. Im on the fence about guardians since they have such weak hulls but they can repulse assailants and save your caps. Or just play as TEC, max hull and armor, build Hosh
Hound
The trinity is Radiance - Rapture - Progenitor. Trinity = ability synergy. 1) Radiance uses Animosity to force focus fire on itself 2) Rapture uses Vengeance on Radiance to retaliate the focus fire damage 3) Progenitor uses Malice to propagate retaliated focus fire damage It sounds more effective on paper than it actually is.
Could it be that if one player takes an eternity to load the game it will catch up by going to warp. Or maybe it has to do with the host. When I host it sometimes seems we get speed ups mid game too. Old system.
What Advent need against Phase Missiles is Repair Bays or Hoshikos from a TEC friend. Advent battleball with Hoshikos = dead Vasari. Teamwork wins.
It's insane Dominas are higher tier than Guardians. Suppression is a nightmare to micro and I don't even know how the AI uses it since I never bother to build them. The only reason I would build a few Dominas would be to keep my Mothership alive against Vasari Phase Missiles but tier 7 for Perseverance is just too high to come into play really. Yeah, it's a useless ship unfortunately. You're much better off with Guardians and Repulse.
Games under another version of Sins should show on ICO in red. You'd know to relaunch if you'd see an interesting game. It would of course be much less of a hassle if you could join vanilla games with Entrenchment, with Entrenchment disabled of course.
It would be much better for online play if owners of Entrenchment would see vanilla games and be able to play them without relaunching the game. That will be even more important after the 2nd expansion. There will be four possible combinations of the game with vanilla Sins + 0-2 expansions.
I came back to Sins after being away for a few months to find out the online player base has shrunk even more. What a shame since multiplayer is where Sins really shines. I really, really hope that with the next launch of an expansion MP will work flawlessly so that people will stick around to play online instead of being divided between different game versions and discouraged because of ICO problems. I'd also like to see if Alloy is on or off in the game I am about to
Missile Barrage is not on the same level with other level 6 abilities. It is much more powerful. The point about MB being counterable is hardly valid either. I will just build a Dunov with EMP and Magnetize to counter your counter ship, if I even need one. It's not that difficult to be smart about using MB so that it doesn't get countered. MB only has to fire a few volleys anyway to completely tip the scale of a battle. I can also capitalize on the fact that you have to go to extreme
[quote who="Annatar11" reply="1" id="2113237"]Maybe you could shoot down their starbase builder, you know, before it starts? Those things are pretty weak, after all. [/quote] The race to destroy the builder before it starts to build is ridiculous. Especially when they have 5 hull left and magically transform into a Starbase you can't finish with a reasonable size fleet. Destroying the builder doesn't even apply to Vasari who can jump in and start building anywhere. I'd
Missile Barrage is still the same? No other level 6 cap in the game demands such heavy measures to make sure you can interrupt their ability before you can even try to fight them. Should get balanced already, the novelty has worn off.
[quote who="Silfarion" reply="14" id="2088431"]Being able to destroy the construction of a starbase would be... pardon me, but simply a bad choice. The offensive application of vasari starbases would vanish.[/quote] I wouldn't miss the "offensive application" of a starbase. Building Starbases in hostile gravity wells and attacking with them seems silly to me. You can build ships to attack with.
Auxiliary Government does not prevent the enemy from bombarding the planet to zero income which is just as bad as losing the planet. I'm not overly excited about that upgrade whether it works or not. As an attacking player, I have completely ignored TEC and Advent Starbases in MP and bombarded the planets and even colonized them with the enemy Starbase still sitting there and doing nothing. To me those starbases seemed like a waste of resources and I won because I spent mine on fleet.
[quote who="Astax" reply="19" id="2078217"]Nano-Disassemblers are the best ability in the game. Especially now in entrenchment, it just eats starbases! Before nerf the best ability in the game was Disruption Field, and Repel.[/quote] Yeah.. the Egg is better against Starbases (and planets) than the Vulkoras that is supposed to be an "assault specialist" siege cap.
More than having OP abilities what bothers me about the Egg is that it is the only Vasari cap that you ever see picked first. I want to see alternative opening strats not just the same old Nano+Assailants cap eating blah blah. Vulkoras or Kortul should be better for rushing. Right now the Egg is an all-in-one ship that is so much more powerful than the rest it's insane not to pick it. It gets boring fast. That's the reason I don't like to play Vas. [quote]NOT A SINGLE CAP can fight a
[quote]-ANTIVERYLIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%. -ANTILIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%. -ANTIMEDIUM attack type's damage modifier vs Module armor type reduced from 75% to 50%. -ANTIVERYHEAVY attack type's damage modifier vs Module armor type reduced from 75% to 65%. -COMPOSITE attack type's damage modifier vs Module armor type reduced from 100% to 75%. -CAPITALSHIP attack
I'm still worried how that's gonna work in MP because no one is going to stick around to play with a fully upgraded Starbase. They're just going to take the AM loss and hull damage and go wipe out your inner worlds uncontested because the player with the kickass starbase has no fleet. And frankly, the AI should be coded so that they don't stick around to fight a powerful SB either unless they have enough ships to blow it up.
If you're Advent fighting Vasari your 2nd cap has to be Radiance to counter the ridiculousness of Nano Disassembler. A Halcyon would just be a juicy target for lvl 3 Nano Bomb and a bunch of upgraded Assailants. And the Radiance counters Marza as well if there happens to be one. On small maps where you are likely to only colonize 1 or 2 planets Radiance is a better first choice than Mothership for the same above reason. Otherwise the Egg dominates the decisive early skirmishes with it
TEC Starbase looks awesome. So does Advent. And the Vasari base looks like a big ball with tentacles. (The ball could've been a little smaller)
Every faction has a capital ship that has a powerful anti-strikecraft ability. Kol especially is able to wipe out huge amounts of strikecraft on its own. Ball up your strikecraft next to Kol, wait for enemy fighters to engage, click Flak Burst, win air superiority.
Someone mentioned in another thread that Guidance should be a passive aura. I think it's a great idea, thought Id bring it here too.
I'm not too excited about auxiliary government either. The enemy can still completely neutralize the planet and the income it creates. They just can't colonize which can be achieved with culture as well.
Ok everything considered.. maybe it would be better if the Mass Disorientation ability just had unlimited range in the grav well. That way the Transcencia could stall ships long enough for the Strikecraft to actually inflict some damage. But the ability would not be overpowering on its own. And strikecraft can be countered. I just wish Starbases had some other function in MP than to watch fleets passing by outside of range.
[quote who="Annatar11" reply="3" id="2058845"]I'm completely against a "force pull" ability of any kind on any unit because it removes all choice from the target player. There's nothing he can do to prevent losing control of his fleet, which is never, ever, a good mechanic to have in a game. It should always be up to a player if he wants to engage a starbase, jump past, or retreat. It should not be up to a 2k credits upgrade[/quote] There are many abilities already that "remove choice
The reverse Repulsion has been suggested many times for the Transcencia. It would be sooo much more useful than Final Judgment which is rather pointless to begin with. Instead of hurling meteors at a planet they should focus on hurling enemy ships because that would work in defense as well. Devs please consider. Scuttling upgrades would be great, too.