Everything so far has been good advice, I agree with everything. Here is just something I do: Ships, colonization, long range and trade ports are all techs I get when I can/need too. Shield and weapon upgrades I do a bit differently. Since teching each fleet level has game long effects on your economy I am always reluctant to increase those too early. So instead of teching up a fleet level I will start teching my ships before I HAVE to upgrade my fleet. Usually I will start the
Evernight57
This post is for those of us that micro our ships on the side panel and hate it when the panel shifts up and down as ships enter and exit the gravity well. Is this an current option I am missing or does Stardock need to correct this issue. Vent and Vote or help me! Evernight
Sweet Kenquinn - Anyone know about the Vasari? - I assume it works, but a test would be good.
Also, every race has a disabling cruiser - take it off auto cast and start hitting their HC's with it and you will severely cripple their ability to kill.... but now you have to kill them.... good luck with that - especially Kodiaks.
Just want to point a few things out that I think people over sighted (I'm not flaming you). @ Raging Amish Flaks do Anti-Verylight damage not Anti-light - so 75% dmg to LRM's not 200%. That may not change your overall point, but I just thot I would point it out. Flak vs. Illums are still pretty good tho because if IIRC flak can fire on the move and can move around the illums as needed. Keeping out of thier frontal beams. @ Realhits I believe that the Illums. do 18 max
I had this situation just the other day... The real trick here is scouting. Analyze their fleet and build the hard counters to it. If it's balanced try to take out their DPS as fast as you can. I try to make a set up of 2 repair bays and 4+ static defense plats. and set your fleet to tight and smaller engagement range. This will force them into the range of your defenses.
If he has that big of mass you might try using a pack of scouts in addition to your own LRM's and Hoshikos. Use the scouts to flank around behind his illums and he will probably not even care about them, but they will do solid damage against them. I think some people overlook the ability of scouts' turn speed, flight speed, and acceleration. Even if he does manage to turn his LRM line around just fly right through him and start shooting again while he is turning. And if h
One thing I do after my initial builds (Cap, crystal, upgrade planet, etc.) is build 2 civic labs and then, after Cap. Factory scuttle, the third civic lab and tech my trade port. This allows you to catch up economically to your opponents. This probably only works on bigger maps where you don't need Illums. quickly.
Check the income rates after the game and you can tell who's unfair.
Hey if it works for you go for it.... The AI always have a mass of light frigs (anti-carrier) so I don't like carrier cruisers early. Also, I find the price is a little high and I prefer to build a few halcyons first. My fleet is usually a Mothership, 2 Halcyons (one with amp energy and one with Push) and a Rapture later. Round this out with a continuing mass of Illums. and Disciples and a few Guardians and I have never had a problem. I find that the amount of strikecraft fielded
All I ask is that you make the side panel sticky... I hate when I am microing on the side panel and it keeps going up and down as ships enter/exit the system. I want to be the only thing manipulating the side panel - unless I dbl. click on a ship (take me to it on the side panel) I like to assign targets to my ships using the side panel - anyone else have this problem??
@ Madcat I realize the Sova's Embargo ability.... and I love it, but it steals only the active income from the planet not what the trade ships have so a good combo would be to Embargo to lock all the ships in and then use the Interceptor to collect all the goods from the ships. Or if you don't like to use the Sova this would be an option. The enslavers would be an upper tier ship or perhaps an upper tier ability for the scout to take over hostile mining complexes... I think t
I like to put static cannons next to my hanger defenses and repair stations and phase stabilizers/antimatter/shields because those are usually what ppl want to take out first when it comes to buildings so any damage they want to inflict on those building has to go through my cannons first.... they are still not a good defense though... they need about 100% more health to be an active deterant.
@ Astax Looking at Zryxil's spreadsheet the LRM is the same speed as all the support ships (500) but has 50% more acceleration than all of them. Obviously, carriers are the anti-LRM so making them faster and accel. faster and the LRM accel. at maybe 100 we could see a bit harder counter to the LRM in the form of fighter fielding carriers. Checks and balances: Light frigs (the anti-carrier) are 60% faster and accel. 100% faster so light frigs still can capture and rape carrie
The rally to fleet function seems to be hit and miss on occasion. If you leave a gravity well while new ships are trying to join up they will follow, but never join the fleet. Also, if you hot key a fleet but add ships to that fleet via rally they are not added to the hot key. So periodically i have to select the fleet and re-hot key when new ships have been added. (you'll notice this when you press your hotkey and then press your fleet "medal" and see the difference. My biggest grip
I just thought I would make a post concerning what we would like to see from Stardock for future ships/buildings in upcoming patches and expansions. I had one for each race that I thought would create some new tactical oppurtunities. Advent Gospel Frigate: A new crusier or frigate unlocked deeper in the culture tree that "bombs" a planet with Advent religion and knowledge - what it does is drains health points from the pl
I think you need to just look at the damage charts here. If you are coming in with a bunch of light frigs and they come at you with a capital and a number of LRMs you are going to do nothing but die while you FF their Cap. One thing I like to do is take Alt+ Click my ships (or stack them) and have them go after their hard counter before going after high level caps. So I send light frigs at carriers or support and LRM's to the light frigs and so forth. If your forces are somewhat equa
Well I assume that the planet bombing isn't part of that, obviously, but yes that helps thank you. I hope the TEC lasers count and hopefully the Vasari wave and even pulse gun use it too... anyone care to test all that?
I like what SD did in 1.04 - the slowing of LRMs But they need to do so in an even greater degree. If carrier cruisers could out-accelerate and outrun LRMs I think that would be the best situation. As the LRMs must stop to fire the Carrier may only receive one salvo before it again is out of range. Meanwhile, the fighters tear apart the LRMs. I see this as the best update as it adds more tactics to the game. I say make LRMs something like a howitzer - low in speed and protection, b
A quick question as an Advent player. Does Plasma count as "energy" weapon type? I only ask because the Halcyon Carrier's aura only increases "energy" weapon speeds.
Fleets are always dependent on what your enemy has, so you have to scout ahead. My only advice is switch the numbers for light frigs and LRMs - many more LRMs to light frig ratio... unless he's massing support ships (the AI) I also tend to move away from light frigs when I get heavy cruisers, but they still have some use. Just the way I roll - I may be wrong
I just thought I would make a post concerning what we would like to see from Stardock for future ships/buildings in upcoming patches and expansions. I had one for each race that I thought would create some new tactical oppurtunities. Advent Gospel Frigate: A new crusier or frigate unlocked deeper in the culture tree that "bombs" a planet with Advent religion and knowledge - what it does is drains health points from the planet
I've done it both ways and since I play the Advent now I always build the colonizer first. When I played as the TEC I HATED the Akkan so I always went Sova or Kol first. You do have to like the capital ship you get, because chances are it will be your highest leveled ship at the end.
It would seem to me that the Capital Carrier should be the highest DPS capital for each race... from my very limited testing I would have to say that this is true. They may not have the highest personal DPS, but when you add in their strikecraft it adds up. In that regard I feel that the Halcyon is the best because it adds ships which adds DPS. Also pairing up a Halcyon with Illuminators is very very powerful - 22% faster fire rate... yes please. Also, Anima Tempest is a great way to add DPS
I am a big fan of strikecraft. They are certainly not the end-all be-all of ships, but only HC's are and they're expensive. Early game fighters are probably going to do the most (clearing planets of militia), but by mid games I tend to roll with a 2:1 bomber to fighter ratio. Even more bombers if they are HC heavy or you have killed off their fleet and are now taking out their buildings. If they LRM spam then switch to fighters. The best things about strike