maxiwill

maxiwill

Joined Member # 3303351
3 Posts 57 Replies 232 Reputation

Here is my replay from a match with 3 cruel unteamed AI plus pirates. Just grab the planets really fast, build chokes, boom andt tech up. My game will continue to finish teching and getting to the tiresome process of building lots of strong ships and a mega-fleet to conquer the rest of the system and the other suns. Quite a tedious task... The rats did not mind me much by the way. REPLAY ON HTML <

20 Replies 10,233 Views

imho stardock did it all wrong! Shield mitigation should only apply to those assets worth the technology investment: - Starbases - Capital ships All else should still have shields, but not shield mitigation. It might be an idea to slightly raise the shield regeneration for frigates and cruisers instead, but in moderation...

10 Replies 20,242 Views

Definitely: With a lvl 5 Radiance and Strikecraft-aura lvl 3 you get a 30% attack bonus to strikecraft. Take your time and do the maths: After 4 Halcyons it should be viable to get one Radiance for that bonus.

10 Replies 5,641 Views

a) lots of flak to protect b) lots of lrm to hurt the halcyons hard c) one or two of your race's carriers or Progenitor and asap Guardian

87 Replies 192,673 Views

Yeah, good point Darvin. I just want to add that you will need MANY repair bays as Vasari to heal your entire fleet. Illuminator sidebeams are almost as lethal as their front beams. And only if you have one or two Skirantra carriers, you will be able to ensure the entire fleet gets enough healing to the ships' hull.

87 Replies 192,673 Views

Next time bring in a starbase, too. That will help greatly in tanking this lot of rot with frontal shield and armor upgrades plus repair munch-munch.

12 Replies 7,400 Views

Once a high lvl cap dies can you use the spirit-revival on all of the following cap ships of the same class? I could imagine getting a halcy to lvl 10, let it die and use revival on the following 10 halcyons... does it work or not?

53 Replies 18,147 Views

Heavy Cruisers: countered by bombers, some support cruisers Capital Ships: countered by long range frigates, heavies Darvin3, how do you counter HC with hoshikos, overseers or whatever support cruiser is out there? And as for LRM against Caps: works fine with Vasari and Advent, not so much with TEC-LRM. As long there is no anti-strikecraft cap on the battlefield bombers will also do very nicely!

7 Replies 7,794 Views

only thing possible would have been to get 3-4 lvl 6 marzas. he cannot counter so many missile barrages at once!

75 Replies 188,756 Views

hey minwanabi, don't you ever rush tradeports. Investment is far better put into a second colony-cap IF you have the room to expand. Else: FLEET is what makes the game go round. Just get some planets first if you can, and keep scouting against your opponent!

14 Replies 8,882 Views

Simple thing: Repulse 1: pushes away frigates for 15 seconds. Repulse 2: pushes away frigates and capships for 20 seconds. Repulse 3: same thing, but costs less antimatter. (If a "push" also affects capships because of program code, then it should start with 12 seconds). The "repulse" of strikecraft is a Halcyon's task! So two lvl 6 Halcys and two lvl 6 Revelations would be quite a defensive core. Still reachable by LRM though, and that is where Vasari come int

75 Replies 188,756 Views

I luv Distant Stars :-) You can do "Go Big or Go home" without having a bad conscience once. Had a lvl 10 tech maxed Kol as well. You would not believe the crazy damage unless you play the mod. And a cap ship that as much more hp than a fully upgraded Advent SB in Entrenchment, eh?

26 Replies 23,098 Views

This is why lategame caps are extremely hard to destroy unless you got a 100 bombers/100 heavy cruisers. You definitely need the right weapon type against these heavy-hitters.

26 Replies 23,098 Views

Err, the question now would be to calculate something. Because each race would have a certain achievable limit in armor addition. Does it make sense to buy the last two armor upgrades as TEC? Whereas it seems so that the Advent armor techs at lvl 6 and 7 methinks still pay off very well because advent units have a very low armor anyways? To be even more curious: How should one relate armor to the hull upgrades. I.e. which ones first and why?

26 Replies 23,098 Views

To "fleet up" properly remember to scout your enemy first. Unless he does not move his fleet in position against you there will always be plenty of time. Preferably get one of the huge planets as a stop to your enemy. Build 3-5 frigate factories and 3-5 repair bays. Then let your eco grow a bit but start saving really massive amounts of money and materials. Once you think your enemy is ready for the attack build an "exact" counter fleet. (Does not work against the real pros like Howe,

67 Replies 148,065 Views

R.Amish asked: "Pseudo-Eco I did not have much experience with that yet. But if your party has a bad sweet eco-spot then you absolutely must prevent the enemy team from getting a good one. So my guess would be to build 4 caps, get as many planets as possible around your area of influence and then strike through the middle leaving the pira

75 Replies 68,015 Views

With advent the progen really strikes out: shield reg, vengeance and cheap colonization of planets => lvl progen bitch to lvl 3, choose colonize twice and shield reg once. Now get lots of scouts and lf if you got some distance to your enemy. Then kill the siege frigates in each grav well. Then immediately build one-three turrets and then move on with your colonization fleet. (btw: someone like to prog a space colonization like the one for civ 4?) => nough planets to bols

24 Replies 11,729 Views