HAI ALL. SO, WHY DID THEY REMOVE THE VASARI TORPEDO ANTI STRUCTURE SHIP (AKA: THE OGROV STARFISH). THX.
Refute
Thanks!
Thanks all for the info! I know that you can put up to four (right?) starbases at a sun - what about wormholes?
Thanks! So worm holes will only be linked between the two, correct? meaning, that a ship cant go into one wormhole and come out on any other, right? I assume that the only way to find out where a wormhole goes is to go through it?
Does anyone know how multi-star system jumping works? Once you have it researched, can you only jump from one star system to another via the sun? Or can you use the wormholes to go from star system to another? Or is that you can only jump from one wormhole to another within the same star system?
Anyone?
Is there any way to select starting points on a map in an MP game? My friend and I want to play a large 2 v 5~ or so game where we are fighting computers. However, every time we start we're on opposite star systems or have computers between us. Is there a way to have our starting locations be next to each other (relatively speaking)?
Salvaging is an interesting concept and may be fun if done right. What comes to mind is salvaging in homeworld 2. I remember several times playing people who would engage your fleet and then swarm you with salvaging frigates to capture your cap ships. Personally, I agree that you should never be able to do this when a ship is at half health. I say make it 33% life or less to be able to salvage. Acquiring enemy technology should not be an easy thing to do.
[quote]I think RA has effectively been nuked. RA...as we know it...is dead. Is there any strategic reason to play Vasari now if you don't know how to crush opponents early like Cykur does? (He seems to able to kick my ass with ease and his Assailants somehow pwn my Illuminators.)[/quote] It does seem like they are attempting to make RA much less powerful with each patch. I am ok with them doing this but I think the Vasari need something else in return. /shrug.
[quote]@ rafi - in v1.1, the carrier frigates will be able to hold 2-3 squadrons, the same as the hangers. And so what if hangers have more armor or don't take up fleet supply. The carriers are mobile, and I would rather have a mobile force anyday.[/quote] You're somewhat comparing apples and oranges here. Unless it's earlier in a game and resources are in short supply, you will still need to build defenses on your important planets. If it's early in the game and you have some extra c
Yes, I believe multiple "healing" ships/structures can work on the same unit at the same time. Additionally, if a ship, late game, is particularly hard to kill, it probably has lots of upgrades on it and/or support ships to regen its shield, etc.
If you do download it make sure you download and burn the latest patch to the DVD as well - 1.04. Might as well get use to the most current version should you ever get internet and want to play online. :)
Typically, most people are concerned with the "overpoweredness" of the Advent late game. I believe RA was nerfed already and while still powerful, is not game breaking powerful. If you are new to the game, wait until you fight an Advent fleet played by a half decent player, that is probably the "toughest" challenge atm.
Try doing a map with different star systems, simply so you wont all of them down your throat at the very beginning.
I forgot to mention an Akkan as well. If you can get one to level 6 it is very worth having one around. If a battle goes bad, it's armistice ability can your entire fleet. Very useful ability if unexpected reinforcements show up.
It depends what stage of the game you're in. Early on, I think most do a Kol as their first cap with some light frigs, while trying to get LRMs as soon as possible. Probably have some flak mixed in there too. Late game, LRMs can be useful but they aren't as dominate. Assuming it's very late game with fleet sizes near their max, my fleet usually looks something like this: 6 or so caps in total - 3 kols, 2 donavs (sp?), 1 or 2 planet bombarders (forgot their nammes). You
In my opinion, your order early game as TEC should be: 1) Upgrade all colonies so you aren't losing money on them 2) Then do tradeports. However, if you have a volcanic or ice planet close to you, I would research the appropriate exploration before trade ports. Ideally, once you have 3 or 4 planets, you should start laying your trade ports. 3) Refinaries, as was said, are a bit more for mid/late game. Get them when you can but not at the expense of not growing and upgr
[quote]@klentrogenThe only difference between TEC and Advent eco. Is one research structure.750\100\80If that makes TEC eco. 10x better back it up with some numbers. An Advent player worth his weight is stacking his trade ports. You add their strong culture to that and their eco is just as good. Sounds as if you haven't played someone moderately good with the Advent. Time will expose more of the op repulsion. As more players learn to use the abilities. Yes I'm still winning games vs. Advent, but
Keep in mind, the biggest advantage of striking often in several locations is to keep your enemy off guard. This is essentially your "defense." Additionally, such actions really help to hide your true intentions. If you only amass one large fleet one hop away from your target... every time... your opponent is going to know where you are going. However, if you have several smaller fleets all over the front lines and then maybe a stronger, "invading" fleet a few hops back into
My only 2 cents is that yes, if you're playing TEC, you HAVE to have a strong economy. That is our main advantage by far. You cannot fight Advent with a "mass huge fleet - attack other huge fleet" and win... Advent will win even if you have a few more ships. You have to out eco them and destroy their eco so that when they do lose ships, it's very had to get it back. IMHO, as TEC, you have two main roles. 1) Ensure you have a superior eco 2) Destroy your opponents eco by ra
I think a lot of the difficulty fighting Advent as TEC is that many TEC players are trying to fight Advent on their terms. Many make much of the fact that TEC is strong early game but weaker late game. While this has some truth to it, your economic advantage can still gain you a lot late game, even on a large map. Force the advent player to fight a war of attrition. Always have a bigger fleet and force your advent player to continually be upgrading his fleet capacity, which wil
/bump :)
A quick question... if you stack multiple trade ports on the same planet to get you the same benefit from each? If so, I didn't know you could do that... I thought the bonus was 1 per planet.
I wanted to add my 2 cents on the topic after doing some experimenting... First of all, I am only speaking from my experience. It's also worth noting that the majority of my time is spent on larger maps as apposed to small ones. Typically you have 20 to 30 minutes before you even start fighting another person. As TEC, what seemed to work well for me this past game was to start with a Kol/colony frigate and quickly acquire all the immediate planets around my homeworld. After tha