Raging Amish

Raging Amish

Joined Member # 3101261
50 Posts 867 Replies 28,632 Reputation

The Vasari and Advent superweapons have hidden abilities. The Vasari shot can disabled EVERYTHING in system for 30 seconds, plus it does 500 damage to everything. This is great if you want 30 secs to just tear apart the enemy fleet. Also, if you can get several shots in a row, his fleet won't move. The Advent deliverance engine has its own special quirks. If you've teched to see planets under your culture's influence, well, that's a nice perk, but what I like is that if you ai

10 Replies 5,865 Views
Reply to just got pwned in Strategy

It depends on what race you were If you were TEC, the answer is Flak, armor upgrades, health upgrades, combined with hoshikos if possible. In general, TEC has to outnumber the Advent to stand a chance. Vasari can get enough Assailants early that they can effectively counter Advent. The nanite attack the evacuator has is a great counter to advent abusing shields. You can micro target the enemy cap and take it out very effectively. Advent should be doing illums vs. illu

8 Replies 3,238 Views

This in general doesn't bother me, but early in games sometimes I'll be ready to make a structure, and all of a sudden, i loose 100 or 200 credits. It's no big deal later, but early, i have to wait another 10-15 secs to get those credits back. I never leave planets in the red, so I know it's not that. What the hell is happening? Is it lag? I don't think it can be because it happens in single player too. Maybe it's just my computer. This isn't a problem, but it gets anno

11 Replies 5,582 Views
Reply to About Culture. in Strategy

Culture adds unique strategies to this game. Very unique. Especially against humans. I tend to build culture stations on the planets behind the planets on the fringes of my empire, like, the planets right behind them. This is so that if a planet is destoryed, my enemy cannot colonize it until he goes and knocks out the culture station at the next planet. It improves the situation from you losing a planet and him gaining one to you just losing one. Also, culture gives +10% to a

12 Replies 13,630 Views

I wouldn't call the scout rush broken, and I'd say it's easily counterable. The reason it works is because no one bothers to counter it because it's never expected. Also, this doesn't work on larger random maps where the enemy homeworld is 4+ jumps from your homeworld. It works if they're 3 jumps, but you need to find them quick. This is counterable. My answers if you are scout rushed are this: If you're quick enough, by selling 200 metal and buying 200 crystal right at the sta

88 Replies 329,203 Views

Ke5trel, I understand if this wouldn't make it onto the post, but I have one strat in mind. I made a post a while ago where I said rushing TEC bomb ability is great and can work. I've changed it a lot since then. What I've come up with is a strat that will work for all races, but works best with Advent. Follow the standard opening (Up home, cap factory, mines, scouts, yadda yadda yadda) Instead I buy only 100 crystal and sell 300 metal (200 if Vasari). I get the cap colonizer a

88 Replies 329,203 Views

I like all the posts so far. I wrote this in one take in class, so I'd just like to say you guys have nailed everything I missed. I haven't seen anything I disagree with.

17 Replies 15,472 Views

Ron: Your First Point: Does that mean it targets 20 ships and deals 150 damage to each? I really don't know. I've just never seen this ability turn the tide of a battle. I still use it, but I've never seen it do a drastic amount. Your Second Point: I know it has an area of effect. What I've also noticed is the area of effect is rather small. I don't dislike this ability, but I find the other abilities more strategically useful. Your Third Point: The payoff for 10% to j

17 Replies 15,472 Views

I saw someone asked for an ability guide, and seeing as I'm in class and bored as hell, I figured I'd answer the request. I'll start with TEC. I have gone back in and edited this thread. Clarification for Autocast: When I say leave something on autocast or not, I mean right click on the ability to turn it on so the computer automatically uses the ability when the ship has antimatter, or turn it off where you use the ability manually. Passive Ability: You don't have to do an

17 Replies 15,472 Views

The AI does two things that bother me. It spams the light frigate. It actually uses seige frigates in very early game. I don't care so much about the use of spamming light frigates. It's actually not a totally useless strategy, but stop making it use seige frigates. The CPU is easy to beat because it let's precious slots be taken up by seige frigates, ships that are easily destroyed and require too much investment. The computer attempts to send five or six at your p

3 Replies 2,325 Views

Order of Caps? I don't play TEC too much anymore, and I don't care for the Vasari Caps, but here goes: Advent: 1. Mothership 2. Radiance/Halcyon 3. Halcyon/Radiance 4. Mothership 5. Support 6. siege TEC: 1. Akkan 2. Marza 3. Kol 4. Marza 5. Dunov (This can be #1, it's my #1 on a smaller map where I think I'll be rushed) 6. Sova Vasari: 1. Space Whale, the Egg, whatever you like to call it (The

6 Replies 30,829 Views

I should clarify, I said the Mothership wins hands down, but I love all three so much, I don't have the heart to put the Akkan and Evacuator at 2 and 3.

6 Replies 30,829 Views

This is a bit of a hard thing to answer because a lot of the time, the abilities of the ships make them case specific. I have different reasons for picking a radiance than I do a Devastator, for example, but here's the best way to sum in general. Battleship: 1. Kol 2. Devestator 3. Radiance This list could be put in any order in my opinion. The Kol is just a beast, it's a rock, and get it past level 6 and the thing just won't die. The Deves

6 Replies 30,829 Views

One bomber run on an HC does give or take 50 damage.....not much for something with 2000 some hit points (hull + shield combined). The carrier itself is....weak. Very weak. Bombers sorta work. I said they did work. I should clarify. They don't. I don't disagree with anything you said, though once the guardians and mothership are gone, advent is screwed. You micro the support cruisers always.

53 Replies 21,151 Views

they should be doing .1 per sec, maybe .2 per sec, .01 is way too low, but that's all the higher they go, yes

5 Replies 4,318 Views

Also, TEC is the credit specialty race. The Trade ports are Tier 2. The Refineries are Tier 4. Logic says build what helps your economy the soonest, which is tradeports, and lots of 'em. When you have that miracle set-up though, it'll pay for itself in no time. The only race that SHOULD have refineries regardless of the map is Vasari. They get them Tier 3 and going trade port at tier 4 is just stupid unless you have no choice (say you have 5-6 deserts with little resource income, you

5 Replies 4,318 Views

I see two trends in this game now, and it's quite frankly sickening. 1. Spam Long Range Frigates. Pretty simple. Doesn't work as well with LRM's as much anymore, nor with assailants. This is getting at Illuminators with the 1.04 patch, but it's still annoying. A very good player can have illums up and running about 6-7 minutes into the game. They're easily the strongest LRF and the only effective counter is another LRF spam or Flak. I don't consider the flak a trend though because I VERY

53 Replies 21,151 Views

A pure scout rush doesn't work, at all. 8 scouts will lose to 3 or 4 light frigs. Scout rushes in this game are a stalling tactic. Now, if the opponent is stupid enough to make the long range frig, then yeah, scouts will tear them apart, but the light frig counters the scout so well and it's so cheap, there's no sense in a pure scout rush. What DOES work is targeting the shit that only the scout is effective against and then running, because nothing will catch a scout except for fighte

11 Replies 32,946 Views

The Assailant is a bit of an annoying ship. Early on, it eats up 6 cap space per ship and how much those slots yield is debatable, but there is one selling element to this ship. The range is huge. Against TEC the assailants will win out with just brute force and being the better ship, but against advent this isn't so easy. The problem is the illums just come up close and exploit the side beams. But assailants have near twice the range of illum, and while I don't know how far behind them

2 Replies 2,566 Views

You ask about Vasari and Advent. Vasari shouldn't mass scouts. You can get assailants so quick that a lot of Vasari scouts is stupid, but they are still critical because they are what capture neutral mines. Advent scouts have some practicality, as they have some armor. Here's what I do. For your first fleet, get about 8 scouts. That's all you need for your starting fleet. They have anti light damage, so they can focus on the seige frigate (light armor), while your cap captures and figh

11 Replies 32,946 Views

futurehermit: the flak frigate's damage type is anti-light. Lrm's have light armor. Also, since flak frigs have huge amounts of armor and hp, they take forever for lrms to kill, but the drawback is flaks do little to no damage ( 20 dps is spread between four guns, sigh, fix this developers, give it a bonus against lrms ) Basically, the flak is a unit that can't be killed but can't kill anything else either.

10 Replies 38,680 Views

The Raging Scout Plan I love this game, and enjoy the strategy involved in it, but one thing pisses me off. The holy trinity of frigates don't work as well as they should, so everyone spams their race's respective lrm early in a game. What I mean is Light Frigates counter Flak, Flak counters LRMs, and LRMs counter Light Frigates, but the LRM is so effective at killing other LRMs an

10 Replies 38,680 Views