Orion's Folly

Orion's Folly

Joined Member # 3178159
0 Posts 37 Replies 65 Reputation

[quote]uh...the kol is the best cap in the game for that very reason. a kol is not the strongest head to head but can soak up massive damage while dealing out its own to multiple foes[/quote] Your quote is out of context, and you don't seem to get the point. The Kol is a great ship, but it is no fleet killer. To get the best use out of it, the battle has to last a long time. You don't have this kind of time against multiple AI, which is what the paragraph you took the sentence from i

66 Replies 128,665 Views

The range is unlimited, but as mentioned the travel time is long enough to be inhibitive. Fire the cannon at another star system and then try and click on the missile icon while you can still see it. Hotkey the thing and then double tap the key at various times to note its progress. Putt putt =(

16 Replies 11,226 Views

TEC are actually significantly worse off in Single Player as well, at least in a late game, big galaxy situation. It's not hard to extrapolate those problems into multiplayer, even though I don't partake and the problems aren't really the same. In 1v# comp games, both Vasari and Advent have hugely useful late game techs that facilitate a reasonable rate of victory. Vasari have Phase Stabilizer Nodes, which trivializes defense and allows fleet consolidation because the AI don't prior

66 Replies 128,665 Views

You seem to be having some very deep and basic strategy issues. I don't know that A single thread can fix them. The best I can think of is to link the damage and armor type graph, which is a sticky in this forum: [link="http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=1"]Armor/damage type graph[/link] As you can see, every basic ship type faces penalties against capital ships. In some cases, and the ship or its fleet has further mechanisms to reduce damage.

14 Replies 7,052 Views

The Sova one is weak because (afaik) it only affects its own personal craft, which is usually a small fraction of carrier based fleets. My best guess is that Advent are best because of the Rapture ship and Vasari are second because of their consolidated armor/hp. But again, that's purely a guess, I don't actually know why TEC is considered weakest in that regard.

15 Replies 16,429 Views

As mentioned, the best solution is to select all your ships that you want together, make a fleet, and set that fleet to Hold Position. They will still 'auto attack' things that are in firing range without given a specific command, but they will never break formation and go chase things. Fighter and bomber squadrons are autonomous to their carrier, having the carrier on Hold Position will not affect its strike craft. edit: Local Area can also be good if you do not like to micromanage

4 Replies 6,091 Views

Sorry to post twice, can't find a way to edit the old one for some reason. Flaks -do- perform pretty well against Illums too, as mentioned above. 75% damage to light armor, as opposed to 25% to other non strikecraft types. Just try to keep moving around behind them, the flaks have a 360 degree firing range. It's about as risky as the Scout Swarm idea, though, as there's very little else a giant zerg of flaks is good for. Repulsion also owns this strat. edit: In all of these cases

11 Replies 3,647 Views

If you're just die-hard TEC, your best bet is gonna be fighter carriers. Beyond that, or once they start fortifying it with Halycon carriers/defense vessels, all you can really do is go for Kodiaks and Marzha Dreads for the rad bomb. Heavy cruisers do 150% damage to light(Illum) armor, and only take 75% from Long Range(Illum) weapons. Really, if you want to stop the Illum spam for good, start going Vasari and build fleets based off Subverters, Overseers, and the first Cap ship on the

11 Replies 3,647 Views

Making a fleet/hotkeys is hard to explain with just words to someone who isn't familiar with the concept, which has been around for a long time in RTS games. Here's a couple of clips that include both making a hotkeyed fleet, and what to do if your fleet doesn't assign a capital ship as the fleet lead. I honestly don't know why it happens, but there are a couple easy ways to fix/prevent it. [link="http://files.filefront.com/fleetsetavi/;10263407;/fileinfo.html"]Fleet and Hotke

17 Replies 98,630 Views

[quote]Specific (maybe noob-ish) questions: 1. if i can build heavy cruisers, should i even invest time+money in training frigates? 2. if i build only cruiser + capship fleets, what's the good composition of this fleet, i mean like 80% heavy cruisers 3. how can i assign a hot-key to my fleets? 4. what's a DPS ship? 5. which techs should I rush for in the early game and in the late game? 6. what's the bounty good for in the pirate window?[/quote] I'm gonna answer

17 Replies 98,630 Views

This thread is kind of hard to follow. You establish knowledge of econ, ship mechanics, and viable strats, and then you assert that they are all useless. They are not all useless, and the econ/ship info is quite important to success. From here I'm guessing your problem is in execution, so I'm going to give some basic tips for fighting AI(s?) 1. Expand as much as you possibly can very early. Planet bombing is limited in the early game, and 1-2 turrets will fend off most harassmen

17 Replies 98,630 Views

Sigh, I had this whole long list of tips, but the forums ate it. Sooo not typing that out again. Short version: Even when locked together, comps don't actually work as a team. Use this understanding to help gauge what is defensible and what is vulnerable. Expand early, as much as you possibly can. Get 10-15 frigates with a colony cap and just take every planet you can, in more than one star system if possible. Don't expect to keep them all, just cancel out the un

21 Replies 11,441 Views