Also, you can queue up research you can't actually start yet; if you tell your construction ship to build another military lab, you can click on techs so that they will begin researching as soon as the lab is actually built.
BlackWizardMagus
Wait; if you have your fleet's set to attack anything in the gravity well, they will. If they aren't doing that, you changed it. And I actually like the formation; my Heavy Cruisers all rush in first to take punishment, followed by my other combat ships, with carriers in back. This is good.
I don't see why. When the strategy is so easy, what's the harm? On small maps, sure, you would almost have to stop progress to do it, but on large maps, it's nice. Since you usually have multiple pirate bases or one easily accessible one near the center, it'd be easy to get at least one with an hour or more of gametime left.
Now, I'm not trying to bash the defensive power of the Kol, but how did you manage to hold fire on this one ship? I don't MP, and I probably wouldn't be great at it, but even I would have quickly skirted around it.
I've never had a font problem, so I'm not sure what's going on there. Just remember not to neglect your military so you can tech up unless it's a large map.
I find that I simply have to babysit my fleets. I don't just tell them to cross a gravity well and then jump; that's disaster. I tell them to move towards the edge of the well, wait until they arrive and line up neatly, then command them to jump. I didn't actually know about the jump-as-one feature, so I'll have to try that, but yeah, I hate that my opponents seem to land an entire armada within 3 seconds and it takes me 20. I think the new patch specifically addressed the habit of ships stup
If his one opponent has RA, then he SHOULD submit. At least, pre-1.1. But yeah, I'd say your strategy is having a replacement fleet in the works while fighting. But kill those Subverters; between screwing up your armor and disabling your ships, you want them dead. Their Assailants also have massive range and area-of-effect added to their attacks, so kill them. Those two ships combined are the Vasari's trump card; Phase Missles and the ability to lower your resistance to Phase Missles.
Well, in large maps that sometimes have more than one Pirate Base, it can be a boon. Or even if there is one, it's probably near the center of the map around the star, so you can still have alot of fighting left. I think one Novalith could do the trick if you fired it two, or maybe three times.
Yeah, basically. I lean more and more towards this over time. Only early on in the game are cap ships really useful for straight up fire-power. Overall, their function is to boost the fleet. The Kol's Flak ability is actually awesome; it will simply wipe out strike craft when maxed. But it's other abilities are more situational, which is why most people lean towards the Sova, Dunov, or Akken first. The Marza, likewise, is simply a BFG in space, but it's probably not the most tactical ship, an
Don't forget that you can queue up research, and that you can research one military, one civilian, and one command upgrade at once. So, if you can afford it, hit two or three things, or more, all at once. That way, you don't have to stop every time you hear a research has been completed. Also remember that, except in very long games, you will not research everything. As such, you definately need to prioritize, which is probably your stumbling block. Keep in mind that the longer the map,
I tend to make 4 identical fleets of some cap ships, 10 of each LRM and HC, and 5 of most everything else. I then fill empty spaces with whatever. But that's if I have the time and cash to do so; in smaller maps or whatever, you need to focus more on different fleets with different makeups. Different civs have different strengths, and every ship has one or two good counters to it, so it changes as your enemies tech up.
I know they are good, I just find that more Illuminators or Destra are better. But that is primarily talking an attack fleet.
I second all that, except the Defenders. I've found that a handful of Defenders, or any flak, is good if you are primarily concerned with strike craft. I have 5, or 10 at most.
Early on, you should be attacking one enemy, primarily with LRM, since he'll probably have mostly light cruisers. Outside of that, yeah, it really depends on the enemy civ, how large your enemy is (are you taking 2 planets or 6?), etc.
Check out the combat mechanics sticky post. It has a chart down there a little ways, as well as more detailed info regarding armor and shields and the like.
Actually, that sounds great. Good thinking.
If you can afford it, continue to build defenses during the attack. I tend to start building new hanger bays on the other side of the planet as the old ones get razed. It's amazing how long a few strike craft will hold off a fleet, unless it has a strong Kol or something in it. I also tend to, if at all possible, not bother saving my planets. I mean, I'll gladly let my planet get slowly ground down if it means that the ships attacking it are "neutralized" temporarily, because then I can attac
Well, I shoot for having like 10 of each ship and a couple of caps. From there, I add different ships depending on what I'm fighting; HC, Carrier, or LRM fill in blank spots.
Uhh...that's just too generic. It's a very situational decision. Also, I mean, are we including seige frigates in this fleet? Colonize ships? What? I think you have too few support ships; I usually try and have at least 5 of each support ship in a large fleet. But there's just so many options.
Huh. Couple of ideas from me. One is that you should have expanded faster (I'm guessing you're at like 50/50), since the Advent is slow to build. I'm also curious as to your defenses; I hope you have at least 2 repair platforms. I should point out that the TEC is never, ever going to win a fair fight with Advent; their shields are simply ridiculous. But mostly, the above poster is right; your issue comes down to trying to fight toe-to-toe and beat him back. Screw that. Go defense-in-d
Y'know what? Forget it. You complained about getting "stupid" responses, but you have honestly become the insulting jerk here. And that, on a board that is among the nicest boards I have ever seen. I can only imagine how you do on the rest of the internet. Instead of trying to debate you, let me just offer a simple solution; forget the damn ship even exists, build another Kortul, play the game, and shut up about it. I do the same thing by never using that stupid Marauder; as far as I am conce
Cykur: Well, I've now been told various things, so okay. The reason I brought it up was to try and pin down in what situation this cap ship should even be judged by. N3rull: This is really quite an interesting amount of thought on the merits of one ship. That's not a judgement, it's merely an observation. It was obviously designed for taking down planets, we all see that, but I wonder if it's a particularly fair criticism to complain about having to level it to make it useful, or abou
Well, I will opine that it is more useful for someone who isn't good at macroing and/or just hates doing it, aka, me. I usually find, in my large battles, that a few dozen ships are getting hit, basically all the ones right along the front line. Phase Missle Swarm, since it's range isn't (I think, don't quote me) substantial enough to go from normal firing range against the front lines to trashing utility cruisers in the back, will hit primarily or exclusively those ships exchanging fire with
I'm not, at all, an "expert" at this game, so maybe it's me, but you keep saying something that confuses me; that the phase missle swarm is useless because the enemies hit will, most likely, not get hit again before they heal. I'm utterly baffled by this, unless you are micro-managing the battle like crazy (which I presume is possible, I dunno). Roughly speaking, if two large fleets engage, and you use Swarm, you'll hit a bunch of opponents that are currently being whacked anyway since they a