Raging Amish

Raging Amish

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

This sounds a little like a science experiment, because your fight with your opponent should never come down to cap vs. cap unless both of you destroyed the other's fleet. If you are looking for that magic ship that wins 1 v 1, however, it's the Devastator. Every ship has weapons all around it, but the Devastator, provided the proper abilities are chosen in the right order, will beat any other cap. It has most of it's guns in the front unlike the Kol and can sap antimatter wit

40 Replies 103,806 Views

I couldn't agree more, but the fact is the long range frigate is the best early choice in general. Early in the game it gives the best damage payoff. There are a couple options though to go outside the mainstream, but the one I like and use is going straight to heavies. Teching straight to heavy cruisers often throws people so much because they often have the LRF and immediately run at the sight of HC's. TEC does this the best IMO. You can get to Kodiaks pretty quick, and onc

17 Replies 10,138 Views

I would say 2 v 2 still isn't large enough. If you have a decent partner, one of you is bound to scout the opponent and notice he has a limited fleet and a lot of imperial labs. At that point you press. His ally and his limited fleet can't hope to hold off two potent fleets. If you go up to the next level, i.e. 3 v 3 and bigger, maybe if you've got allies on both sides of you you can do it without worry of being raided, but that requires faith in ur buddies, praying they can hold on fo

130 Replies 48,900 Views

The problem with this theory is most people make a large group of long range frigates for their first fleet. That leaves cobalts for cannon fodder and the akkan to be chewed apart. If people did a mix of strategies in the beginning I'd be inclined to agree, but everyone's order is: 1. Initial Expansion - 4-5 basic frigates with either a colony capital or capital and colony ship 2. LRM mini-spam to first tier and at least partway through the second tier 3. Whatever thei

17 Replies 10,138 Views

Well, Vasari and Advent both have an easy answer. As Hunting X said, the Radiance has the antimatter bomb, and the Vasari Devastator has an anti-matter depleting ability too. I don't know of a TEC cap ships that has such an ability though. Then again, if you're TEC a Kol will do the job just fine. Sova's are too weak at Level 1 with just lasers.

26 Replies 16,333 Views

most of the time when they start getting away it's because i was off paying attention to something else, but what is fun is take guardians and have them follow the illuminators that are leaving the fleet, and then manually press repulse. What's reeeeeeally fun is to take 10 guardians, and have them all do repulse at once manually. You will send ships flying. I will never forget when right as I destroyed a Kol I did this and sent it flying in s a barrel roll. Priceless. Hold position or

18 Replies 9,111 Views

Oops, replace extractors with refinery, had the two names reversed in my head

32 Replies 106,746 Views

The only race that really needs extractors is Vasari. Vasari doesn't get trade routes until tier 4, which means the only reason a Vasari should ever build them is if all their planets are deserts/terrans. The extractors come in VERY handy for a Vasari player. Their credit rate of income will generally suck, but this will be balanced by the fact that they'll likely be number one or two for both mineral incomes, likely around 4-7 res/sec even in late game. Thanks to the black market buff

32 Replies 106,746 Views

Just my two cents, but if your opponent does get RA up and running AND has a fleet by the time you show up, that's your own fault. It takes a good bit of time to get this ability. You should be scouting, because if the guy is seriously doing RA, he's easy pickings.

130 Replies 48,900 Views
Reply to Dark Fleet in Strategy

If what you say is true, that is, he was in the negative, then there is this wonderful ability the TEC scouts have. It's the bomb ability. It's a level 3 research, but if you're against Novaliths or RA, it's mighty handy. Basically a scout can do 1200 damage to a building. Get 6 together, send them to attack a phase gate, and boom, no more phase gate. Once you kill off a Vasari's phase gates, it's a matter of slowly picking off his fleet. It may be huge in comparison to yours, but you

20 Replies 9,463 Views

I have to disagree. I like the Evacuator, as it makes the ultimate seige engine late in a game, but i prefer the Devastator as the starting Vasari cap. Devastator: I don't remember exact names, but its abilities and strength are much more useful early on. It kills antimatter, perfect when your opponent has only 1 cap, it ups it's own attack, and has volatile nanites if you can get it there. The anti fighter ability is frankly forgettable. Evacuator: The colonize bonus is gar

6 Replies 6,733 Views

they're still within range normally, but the problem is the illuminators will want to auto attack something and follow a unit after it's been pushed.

18 Replies 9,111 Views

advent rely a lot on abilities. Illum's and defense are good, but will always lose to larger fleets, probably no revelation there. My advice would be guardians, preferably with repel. In general I try to have 1 per every other 5-ish ships. They absorb a lot of damage, have repel, and frankly will drive an opponent mad, computer or human.

18 Replies 9,111 Views

I'm with the people who say RA doesn't need to be nerfed. Not because I use it, but because it really isn't too effective. 1. Provided the map isn't gigantic, in general the Vasari player isn't going to have a lot of military upgrades. The logistics labs take up the logistics slots. 2. It takes a long time to get an RA fleet up and running. In general, you should be attacking before the Vasari player has time to get a fleet going. 3. RA cripples the economy. RA makes

44 Replies 67,649 Views

I actually have one small request. It's an Advent tweak, and it's such a small request. When you want to research the pop increase to ur starting terran, well, you can't as Advent. You must research desert pop% increase FIRST before you research the terran upgrade..........WHY?!?!?!?!?!?!? The Vasari can do this at the beginning, and they're a friggin ALIEN race. Why can the Advent not do this? Ok, so they're humans that we banished and they love the desert worlds, I get that, but they'

48 Replies 93,929 Views

Well, always at least get yourself in the Green on these planets. If it's in the heart of your planets i.e. your opponent won't get to it for a long time then definitely. I'm always wary of building trade ports very early, within the first hour that is, because tradeports take time and plenty of credits/resources to make them. My order is up the planet, get a fleet that can defend the planets, and then tradeports. You can do these simultaneously, but be wary of building a lot of trade

2 Replies 1,899 Views