caps: may be used for heavy fighting as well, but low dps against planet health (except marza, vulkoras and lvl 6 radiance) siege frigates: very vulnerable, but kill planet population extremely fast. i.e. send in 5-7 siege frigates at an unguarded enemy home in multiplayer and you will kill almost everyone, but also you will lose the frigs due to scout or lrm counter. => you got to balance your decision and ask yourself whether the one or the other will help you better.
maxiwill
Boombases can be countered by using two lvl 5 radiance cap ships with lvl 3 Detonate Antimatter. Just micro them so the starbase wont have a chance to use the boom-doom ability...
No, flak must not be a counter to bombers. Bombers have high dps against hard and very hard armour. Which in turn makes them strong against not too many flak.
I think new terrain types should stay within the limit of the old ones. What might be so special about space cept space ponies? We do have gas clouds, asteroid belts (both true), plasma and magnetic storms (quite fantasy) and space junk (pure fantasy). So you cannot let a phase space let grass grow. What we do not have so far: black holes (bit weird to simplify into a phase space), comets (wew! no transensia needed), double planets (think of a war within one phase space).
Yes, the neutrals are an element that has not yet been fully utilized for single- and multiplayer games. I have created a map of desert neutrals and pirate bases only. Quite a challenge to get to your opponent... Your suggestion could also lead to new victory conditions like a king of the hill.
Uh, I am not the multiplayer expert here. But as for TEC the level 1 and 3 armor upgrades are a must to get quickly to. Why? Because armor is more important for TEC than overall hull hitpoints. Why so? The TEC have nice repair abilites. Consider this: 60 hull hitpoints repaired a second combining lvl 3 repair bays and hoshiko repair ability (40+20). If you get more armor, the hull hitpoints are worth more. At the end of the day the TEC armor level rises to about 6 or 6.5
Sorry for bad info, Volt. I like playing large or huge single player maps with 4-6 hard/unfair AI (teamed)
Hey guys, I found out that the Sova now is really helpful in singleplayer. Against several unfair AI my team of 10 Sovas, 2 Kols, 1 Akkan, 2 Dunov and 1 Marza pretty much rock everything. I just built some additional flak, hoshikos and a few cielos to help defend against bombers and the like. Once some AIs decide to attack a planet of mine I withdraw all my ships to the repair bays (and I only build repair bays, cept an additional starbase maybe for boons bonus). There the Sov
To put this right: The TEC already have a huge advantage with desert and earth planet upgrades on tier I. I usually prefer to build one civil lab straight away, research Earth 1, then cheaper factories and mines 1 and 2 and Earth 2. By that time I have colonized the roid and may profit from the research at least part-wise. The home-Earth usually takes about the time to begin with Earth 2 to have fully reached the first capactiy expansion. Once i got the roid up, I either choose to colonize a
three more advices: a) Scout ahead and get info wether the enemy is hiding a part of his fleet at the next gravwell. If so, do not let yourself get drawn into conflict at the edge of the combat gravwell towards the enemy. This will also help you in fleeing right in time. b) Always max repair. Advent: Progen. Shield Repair, Hangar Shield Bestowal, Domina Subjugator Hull repair and +30 hull repair from Repair bay (if possible)... Tec: Hoshiko (20) and upgraded repair bay, i
I haven't seen the replay yet. But I tend to send a colony frig and 4-5 scouts to the roid. They will blast the Siege frig easily while the colony frig tanks the rebel cobalt. In the meantime I send my first cap (marza or kol) preferably to a lesser guarded desert or terran planet 1-2 jumps away. If there is none, volc or ice will have to do for me. Combine that with catching 1-2 neutral spots and you have enough slots for hc-rush within 6-7 minutes plus some economy to b
The replays are so lol :-) Especially the 1v1 turns out to be quite en-RAGING [e digicons]:waaaa:[/e] [e digicons]:sick:[/e] [e digicons]:(O[/e] [e digicons]:star:[/e] [e digicons]
[quote who="Ryat" reply="13" id="2275315"] Try pairing it with a lvl 6 Dunvo with its ulimate ability active. the ability cuts the anti-matter usage by a third for gauss and sheild plus with Dunvo's shield reengergizer these two mesh very well at higher levels, almost unstoppable with appropriate support vessels, ie hoshikos. [/quote] Yes, that is a mid and in most cases endgame scenario. I rather thought of a way how to counter illuminator-spam in combination with say 10-15
Now man, that really depends on the upgrades you use...
I like the Kol, too. But: Its gaus cannon ability is only useful in the beginning if you mix it with the antimatter upgrade from culture. Then, and only then is it also a high dps ship with lvl 3 or 4 (exceeding even the Marza without missile barrage). Plus: It cann keep up the Forcefield-Shielding up all of the time. You really see that antimatter regrowing at +3 or +4 per second (boooom - cannon fire for 3 seconds - shielding ability - cannon fire for 3 seconds - boooom - repeat cannon
ALLAH AKBAR well, it is the Advent seeker vessel that offers to research the martyrdom ability. Tec scouts are rather covert ops banging up buildings behind enemy lines (something I should use more often instead of building caps *g*).
The problem will not be the starbase. That helps greatly. But the amount of small planet bombing frigs the AI sends in is terrifying! I tried 1vs9 unfair AI several times with TEC. Built up a starbase and 3 caps with repair bays as a defense ball. Then about 100-150 frigs invade the planet, about 15 to 20 of these bombing frigs. The caps, SB and repair platforms stay all fine. But the planet goes down like whoops! Maybe you could install the auxiliary government (or equal) on the
The Starfish definitely is useful. But it is not the big fat Orkov torpedo cruiser. Think of it as a tornado in the midst of a city. It will damage everything it comes close to. So how to use them? In case the enemy has built a defense cluster like TEC often do: Kill the surrounding ships with your fleet. That is imperatve! Then send in your Starfish. Take out the starbase with them or any defense turrets surrounding it first, then the other ones. Your ships will always stay out of ra
Usually targeting uplink is seen as a rather useless ability. Frigates that stand still should have a 100% chance to hit each other. But not so with strikecraft. Even if strikecraft stand still they do not get hit by 100% but by 70/75% according to this reference sheet: http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=1 A lvl 3 TU then helps your gardas very much to com
I think he laid ground for some misunderstanding. What he wanted to point out was that TEC fleets can be very resistive and resilient provided enough gardas, hoshikos and KOL-tanks are present on the battlefield. The Marza does not fit in that over-protective fleet approach. Instead it is one of the two ooops-your-fleet-is-gone abilities of the TEC along with the SB (self-destruction).
QUOTE: Plus TEC refineries are garbage unless they are in a really sweet spot That is what I wanted to point out! But since you have to research the tech anyway to get to Persevering Economy, why not build a few? A question on refineries that just came to my mind: Are they indirectly culture dependent? QUOTE: It's a matter of time. Your ally may not have time for you to get your refineries in order before
Hi ReadyMan! I think we played against each other a few days ago. In my opinion you are right about feeding only credits. As a 4v4 or a 5v5 litarally can take hours, the effect of well-placed refineries can be much better than setting up trade ports. Alas, they are only worth their money if settled to a grav well with about 8 to 10 mines in its surrounding area. Yet I am so sorry about the trade ports if you miss out persevering economy. Build about 5-6 trade port
I just thought about synergies between the caps and found this thread. Great work! But I have a couple of questions, too: 1. Advent Halcyon carrier's reduction of weapon cooldown seems pretty nasty. Should one us it rather with 4 Radiance Battleships or 33 illuminators? Another one: Use lots of Halcyons with bombers who use energy weapons and add one or two Raptures to further incresae bomber damage. Of course, you could use some drone anima's to protect the bombers of the Hal
Hi, I have been using the latest Galaxy Forge version, but it does not allow me to run my galaxy with entrench, only with sins. So good, but there is another problem: How can I add in more rebel ships? My idea was to create a map with advancing difficulty. Both sides have to work their way to "the trench", which is of course the sun. Every planet on the way to the sun should have more and more rebel ships surrounding it, with like a 150 ships or more at the sun, adding in repair platf
From now on the peeps at Stardock should concentrate on cleansing out the bugs. Work on the game balance seems to be almost finished after having played several MP-beta games. If things go the right way, there will still be time to handle some minor issues after release on the 25th. For example improving a few aspects concerning starbases or fully balancing out the antistructure-cruisers. Now that the mines problem seems to be 90% solved, another huge gap in the game balance has been fixed, t