[quote]Are turrets or hangar defenses better?[/quote] Are you playing SP or MP? In MP, hangars and turrets usually get destroyed by flak and LR frigates. In SP however, it depends on the attacking force and available tactical slots... theRetroboy pretty much summed it up. Personally, I'd build two hangars (4x fighter) to shoot down scouts and fill the remaining slots with one shield station/antimat recharger/weapons jammer, one PJI as well as several turrets clustered around 2-
Dread44
What I'd love to have for the TEC are a bit of "non-conservative" units and abilities. For example the support units. They do their job well, but you've seen their abilities in about every strategy game. Not as creative as the Vasari/Advent units which can slow down enemy phase jumps, take over frigates or stun ships.
Yeah, that's what annoys me about the AI... Their fleets always attack random worlds, then instantly flee when your main fleet arrives. What helped me is having a phase jump inhibitor, two repair Stations and several hangars built at my frontline planets. The hangars are usually capable of destroying small fleets and scouts, if they try fleeing they will be severely slowed down by the PJI. However, if they bring flak frigates and heavy cruisers/capships you're screwed. Re
[quote]Marza's I feel are natural defenders, get them behind some 40hp/sec repair stations, get some bonus antimater from Tec culture power, and its nuke does aoe damage, this guy can put a dent in a larger fleet as long as it can stay alive and juiced up.[/quote] Actually, Marzas are perfect frigate killers once their Level 6 ability (3000dmg to every taget in a certain range) is fixed. From my experience, Kols are great for killing capships and soaking up damage, Marzas are best for k
Phase jump inhibitors and repair bays are always useful ;)
[quote]The capital ships are strong in direct combat, but not on a scale wide enough to deal with multiple foes. Armistice is good, but again the problem is in kill speed/efficiency, not survival. If you can't kill lots of ships quickly, they'll just warp away from superior fleets and stalemate you with hit and run.[/quote] I'd just wait for the Marza's lvl6 missile ability to be fixed, which does 3000 damage to every target in range (spread over 25 seconds). Sure, the enemy fleet jus
1. I don't know about the Percheron, but the Hachiko repairs ships pretty fast and the Cielo gives nearby units increased shield regeneration and with an upgrade, can increase the damage a target takes by 25%. 2. It depends on the map size (how much distance between your home planet and the enemy's). On small maps, the Kol/Marza is the best choice because you want to kill your neighbor's capship fast. However on large maps, you can expand much faster with a colonizer capship due to it's
[quote]Marza's missile barrage ability will also be fixed in 1.1[/quote] That's great, I just love that ability to counter frigate spam :LOL:
Usually, you won't lose many ships unless either the enemy fleet is strong or you don't have enough (or in rare cases too many) support units. Did you try creating fleets and then assigning orders to the fleet leader? What usually works for me is a TEC fleet like this: - 1x Kol/Marza Capital Ship - 1x Dunov/Akkan Capital Ship - 25x Kodiak Heavy Cruiser - 6x Garda Flak Frigate - 2x Cielo Command Cruiser - 10x Hoshiko Robotics Cruiser
[quote]But yes, when it works correctly, small things tend to die around the Marza. Too bad it doesn't work.[/quote] As far as I know, Bailknight's graphics mod fixes it. I don't know about multiplayer matches, but combined with the level 3 radiation bomb it can take out almost any AI fleet.
I'd just reduce their hull and shield strength. In most other games, ranged damage dealing units (for example artillery and missile platforms in SupCom) are incredibly fragile to compensate their large range and damage output.
[quote]Note to Derek... Do not build a Kol first, its a pain in the ass to colonize things and it is WELL WORTH YOUR TIME to build an akkan first because you will int he long run secure more planets and minerals faster, more than offsetting the combat bonus given to the Kol.[/quote] Nah, it really depends on the map size. For large maps, it's obvious to get a colonizer Cap first for expanding more quickly. For small maps, I tend to build a Kol/Marza first to quickly kill my neighbor's C
Yeah, the Advert, Vasuni and THC are all pretty good :LOL:
Tight or even normal fleet cohesion is not always good... Let's say, you have a TEC fleet of 10 Heavy Cruisers and 5 Repair Cruisers. Due to their low range, the Heavy Cruisers will fly close towards enemy units. Normally, the Repair Cruisers would stay away from the action, but with a tight fleet cohesion they can't.
Yeah, I imported mine (Germany) and it works perfectly.
Having scouts run around the edges of gravity wells would in my opinion be too easy. But yeah, I'd love scouts not to do kamikaze jumps into pirate space.
1. More ship-to-ship interaction, for example linking units. 2. Your player logo should be visible on units. Maybe allow importing own logo .jpgs? 3. High-visible ship effects (weapons, abilities, longer strike craft exhaust trails). Doesn't need to be as extreme as in Bailknight's graphic mod, but please add something that makes screenshots more spectacular ;)
You should try playing Counterstrike 1.6 online, that's bad. Strategy games such like this gem, SupCom or even STALKER tend to have a much more mature community.
Crashes for me after orange spams scout ships :(
You dislike a game. What is the first thing you do now? A) Play another game which you enjoy. B) Bitch about it in a forum. [b](x)[/b] [link="http://i47.photobucket.com/albums/f178/Gshark/facepalm.jpg"]http://i47.photobucket.com/albums/f178/Gshark/facepalm.jpg[/link]
Is there a way to extract those pictures from the game? I'd love to have the Set 1 TEC avatar in a higher resolution :)
[quote]no wonder why there are only 100 people online, this game is unbalanced. There is no way to counter mass illuminators except for....mass illuminators? LMR's get owned[/quote] Can't decide whether you are trolling on purpose or not.
Hi, so far I've been playing AI matches (TEC) for 3 days, seems like I slowly got used to the economy system, interface etc. But one thing keeps bugging me: How can I defend a planet against hit-and-run-attacks without needing to have dozens of LRMs or Heavy Cruisers in it's gravity well? Gauss guns have a small range, Hangar ships only do mediocre damage or simply get shot down by enemy flak ships. So far, the only thing that worked for me is this: <a href="http://i47.photobuc