It should be noted in real world almost always is flak with the skirantras to kill fighter.So unless its a total rush you will have about 10 flak with lrf following.Once flak is established fighters no longer kill bombers and in my experience is why you must go all flak to counter skirantras.I would estimate a level 1 sb at 10 flak to keep your cap safe before it dies.At level 2 and up you will need progressively more flak to keep yours safe.Kortul can help in defeating 3 or more skirantras w
MindsEye
how about alliegence boost for planet
I have to admit its very difficult to win with a clan tag.Always with the stacking against you if you have tag.Much more challenging to win.
There is clans in sins?Waaaaa...Seriously tho I hardly see my clan mates rarely sb clan.Dt is non existent.I not sure if its a problem really.
Its a massive deal.Most skills use 3 or 4 skirantras.You need like 50 flak to suppress their bombers in any amount of time.They always get flak so you cant use fighters.With level 4 phase missiles they snipe caps before they can do a 180.I have been working on a counter and there really isnt a good one besides a massvie amount of flak.Kortul is extremely difficult to pull of cause jam weapons sucks.Dont think about lf cause soon as he sees them he will pump kanracks and once he has about 15 f
I agree with you greg.Advent already got the shaft with pacts and their envoy is just terrible.I like your suggestions.
Haha Thanks all.[e digicons]:)[/e]
ya one sub can disable up to prolly 60 ships if they are together for 20 seconds.All you need is 10-15 to have a continuous disable.
Ya i ment the deliverance when i was talkin.Kostura is best hands down.
[quote]I'll usually use up my available supply and then go ahead and research shield health and armor upgrades as high as I can go with the amount of military labs I have. That's if I haven't started fighting my opponent yet. i'm always scouting though and keeping an eye on his fleet size, and if it looks like I need more ship to take him on, I'll go ahead and upgrade it. Also I find if Im weak on metal or crystal, I'll try and purchase the extraction upgrades as high as I can before purchasi
[quote]I still think caps are just ridiculously vulnerable. I've gone back to my old "crapship" mode (just build the first cap, and when it dies, don't replace it). because it is just impossible to have them actually support your fleet - they will get bombered or focused with lrm.[/quote] Its not so bad.With vasaris structure pact and tecs armor pact caps can be very tuff to kill.Basically at mid level game range caps must always be near the edge of a well with a well planned escape r
You mean kostura...Ya pretty much they do nothing.Dont build them EVER.They will not win you games.They are an end game harrasment tool.You will need many to kill anything.Novalith can take out a Hw with 2 shots.It took you 6-8 and an amount of time.
Vs an experienced vasari player before you claim that.Few subs and your whole entire fleet is target practice.
Stop retiring and play.Wake up and smell the carnage.
Awesome Ill put this to good use[e digicons]:waaaa:[/e]
It can be tuff to get a game depending on what time you log.If you are in the us the evening is best time I would say.Games usually last about 1.5 hours but rarely go to 3-4.It is possible.Most time once you have crushed your enemies fleet or hw they quit.There are some guides as to how to play mp made by people like raging amish.Do a search I think its in strategy section.Follow those guides and then get on ico.
hey get on ico and play mp
Missions strength should be better then raid strength imo.Pirates were no fun before.They should not be stronger than main faction.
Well I can be on entrench and diplomacy at the same time.It is possible to get diplomacy in econ spot if another player has about 6 planets that you can placenvoys.You can get all pacts and they do become very powerful.Vas structure pact adds 25% hull points to all structures and ships.Tec can add something like 5 armor and 900 supply points with just a pact.
Make culture super uber.
i play diplomacy more than entrench.
Well like I suggested make them equal to 2.5-3 creds a sec on a 2-3 rock planet and rest is bonus.Totally make them worth it mid game.Or make upgrades work for them.
My vote on refineries is to make them much better instead of reducing cost.I dont want an alternative at a higher level tec but a better structure for more cost.More envestment bigger returns sorta thing.Thats what makes it high level.Same thing with superweapons and abilities.
It needs to effect neighboring planets.
Problem with diplomacy for mp is its really hard to do any diplomacy until you are already winning.It is a major flaw imo for mp.However I have not been able to play any team games with an eco player yet so I not sure.If your frontline player doesnt have like 4-6 planets its hard to get any of the really good pacts.Leaving you to do diplomacy with your eco partner(if there is one).The pacts themselves are pretty good it just takes alot of resources and time to get them.This makes it late game