afterdeath

afterdeath

Joined Member # 3163539
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I dunno about any vids of what each superweapon does, but I can give you a rundown of each. And if that fails you, you can always play a large single star map against one easy enemy to test it out. TEC Novalith Cannon: the most straightforward of the three, it's a big bomb shooting cannon. It hits planets for damage, and more than 3 in your empire can focus fire any planet. It's got it's uses, namely to break choke points, but against a good opponent it's pretty much ne

25 Replies 38,950 Views

on a similar note, I think I recall a 1V9 or something like that back around a year ago, when sins first came out. Some guy was fighting 9 unfair AI at 2-3 chokepoints. If anyone remembers or has a link, that'd be real neat.

14 Replies 7,561 Views

Sarudak, what happens then on small maps is people rush 6 mil labs, and pump out siege frigates. Having not run the numbers, I dunno if the economic side effects of ignoring your civ till you reach 6 mil labs, and have a sizeable fleet of SF's are enough, but more experienced players might be able to give good estimates. (Note that such upgrades shouldn't be necessary, though that may certainly be a solution, as, if a person is just cleaning shop with SF's, they've probably already won, and s

182 Replies 291,783 Views

[quote who="SorcererFailure" reply="22" id="2126608"]Quoting unkn0wnx, reply 19Wow from flak to sci-fi movies review. LOL. i bet it is because some sci-fi movies end up taking a lot of flak from sci-fi fans [/quote] I should kill you for that, but, as we all know, han shot first.

145 Replies 339,063 Views

Not that I know of, there are some replays of entrenchment plays, but the majority are from older versions that cann't be watched now. A shame, as I'd like to see a few replays from some of the higher level playing people.

14 Replies 26,266 Views

I think the biggest difference there is the time for channeling, CB has a shorter time, and so is harder to kite, simply because moving around your fleet until they fire it is not an option. Thus, CB was considered a necessary nerf because it wiped out entire fleets before you knew what was going on. While, admittedly, MB is dificult to see, the fact that the damage is spread out allows for mature fleets to react to it, either moving away some of the ships or moving in some support to assist.

182 Replies 409,019 Views

Was against a single AI, so the alliance thing is moot. I dunno, I was only really holding off their fleet, and decided to build a few because one does nothing (FX neutralized by the time it's cooled down), but it took 5 mins tops to destroy 4 worlds, with that kind of power, what's to stop a TEC player from turtling, building up a large fleet and holding off the enenmy, then focus firing on the enemy after they go online? Hell, 5 could wipe out an unprepared enemy without the extra planet HP.

10 Replies 5,828 Views

The TEC civ tree has a tier 7 tech that decreases ship building costs Lvl. 1 it's 17%, 2 is 33%, 3 is 50%, combining that with the other hull and shield increases, along with the TEC's stronger economy means that they're able to outproduce anything, assuming you aren't playing against a Vasari with Returning Armada.

5 Replies 4,177 Views

I guess saying "Percheons are only awesome in big numbers" is kinda a given, but it's true, combined with a Marza which is capable of taking down Flak Frigates like nothing else, with a little micromanaging they should be able to overwhelm the enemy, they're the only thing I've seen take down a high level Kol with three repair bays (without the need to focus fire on the bays)

17 Replies 10,335 Views

Percheons are useless except when massed to some degree, I wouldn't even notice 3-5 of my enemies carriers just sitting around, but 30 are devastating, capapble of ripping apart Capital ships left and right, even when outnumbered, being able to destroy a lower level capital ship before it reaches the carriers is good, added to that, nothing takes down scouting frigates better than a couple fighter squadrons. I typically leave a few in my planet right behind a chokehold to stop scouts and siege f

17 Replies 10,335 Views

Some ships (such as the Akkan TEC Capital ship) have certain abilities that can disable part, or all of a ship, the Akkan class Capital ship has the Ion bolt, disabling the ship from moving, phase jumping, or using any of it's abilities, effectivly stopping it. A useful micromanage is to use the Ion bolt to stop an enemy Capital ship that's retreating, allowing your fleet more time to cath up, and take it out. Damn that was a long winded explanation.

14 Replies 7,035 Views

As TEC, early-mid game, a single Kol with two Hanger bays can hold it's own against a mucg larger force. I just played a 2V2 with comps, was attacking one and the other attacked one of my core worlds, since I had a Kol close I sent it in, it held off A Dunov, another Kol, 20-30 Percheons, and 15 LRM's with only the help of three repair bays (6 Tac slots to hold off an entire fleet), my main fleet comes back and wipes the floor with them as they're retreating thanks to my PJI. Just look at it thi

15 Replies 5,661 Views

Making the races more different is a double edged sword. Not everybody can make a Starcraft, however, I'd like the differences to be a bit less... subtle, they're hardly noticable (apart from cap ships) until late game. I like the idea for fleet logistics by xing (#5). I also like a toned down EXP sys for non-cap ships, but it should be hard to level them up and give only a slight bonus. I think by being able to colonize gas giants, and debris fields the game looses some of it's tactical nature,

22 Replies 35,016 Views

So, Stars! is like dwarf fortress, if I'm not mistaken? http://dwarf.lendemaindeveille.com/index.php/Main_Page Except it's turn based, and in space. Oh god, now I've got images of insame dwarves in space. Seriously, people rarely have the time/patience/etc. for games like that anymore, and those that do are typically elitist who'd just rather play Stars! or DF, or what have you. Devs don't really see a reason to target some .00001% of the pop that wants a game like that whe

11 Replies 16,937 Views
Reply to About Culture. in Strategy

The Advent rely upon culture, it's really important for them, namely in the ways Amish said. The TEC it doesn't matter so much for till late game, then, when combined with insurgency and the novalith, will cripple any planets health, forcing them to pull back parts of their fleet to re-colonize core worlds, allowing for you to assault them while it's away. I dunno how much it matters for the Vasari, haven't played as them, but I'm getting the vibe that it really only matters in stopping the oppo

12 Replies 13,565 Views

I only really use cobalts early game to help my Kol take out a few places, by the time I get LRM's, cobalts have run their course. One suggestion I have is to add another capital ship to your main fleet, early game two Kol's will stop most everything in its tracks, and later on, when you've got the credits to spare, a Kol/Dunov is pretty powerful, even just at level 4. I also might add a few more carriers, and use the Cap ships to focus fire on the Flak ships while I have my Fighter/Bombers take

8 Replies 6,008 Views

Along the same vein, the Novalith. Does it fire inside the star system only? Also, isn't it kinda underpriced? I just played a game against a normal comp. and built a novalith on every planet (8), set them all to autofire, and won within 5 mins, meanwhile, after bulding all eight of them, my credits were above 50K, metal ~10K with crystal lacking, which I had been the whole game. seems the cannon is either too cheap, or too powerful. I'll admit, building 8 should win you the game, but it barely

10 Replies 5,828 Views

LRM's, to me, seem to only be the indestructable force that everyone makes them out to be early game, by mid game (on anything larger than a six planet map), they've lost effectivness, what with carriers (which, admittedly, need to be a little cheaper), and heavy cruisers (granted, with TEC, kodiaks are at 5 mil labs), I dunno, maybe I haven't played enough, but it seems that if you slowed them down a bit they'd be right where they should. In response to Helio, that'd be a good idea, I never use

32 Replies 17,134 Views

[quote]surag198 said stuff[/quote] You're talking about mitigation, it's a percentage reduction to the damage a ship takes, for non-capitals it's capped at 60%, for capitals it's 65%, making focus fire less effective, effectivly making support classes more important. I just finished my first average AI game, and it massed Percheon (carrier frigates) and Hoshinko (support) with a Marza and Akkan, I had to pump out Kol's and repair facities to defend, while micromanaging to hell. In the e

14 Replies 7,035 Views