good!!
maxiwill
At the moment, star bases are only useful against the AI. And in this respect TEC have a bonus because of the Akkan's 25% range bonus (lvl 3). Build up armor and weapon systems fast, that is ok. But who the heck said starbases shouldn't be able to move? Who said no more than one starbase in a system? If the enemy comes to your system and builds up a starbase you should be able to do the same in your own territory. Maybe it would greatly help if one SB per faction and gravwell or let's s
signed. Players should not be allowed to develop their own ship types. First it's way too complicated for ordinary players. Second, this would be a bit too impressive to auto-develop the blueprints for a 5-point cap ships within in minutes, huh?
[quote who="Ron Lugge" reply="16" id="1954480"] The size of the fleet doesn't really matter (as far as the capital ship's survival goes) if your opponent has a large fleet and he's ordered it to focus fire on your capital ship. Don't be so sure; a high level Kol (or racial equivilent) can take a truly impressive amount of damage before falling.[/quote] Oh yes :D I played against a noob team a few weeks ago (I haven't played more than 50 games of yet). But h
Actually, this reflects the idea of modern naval warfare better. Naval warfare is more similar to Sins than air combat, as it is all about ships moving in a confined space without worrying too much about the third dimension. The navies usually have the following hierarchy: lesser craft (e.g. scout ships, torpedo boats) destroyers (the ones who give the battleships in the rear an idea where the enemy might be and to hold ground for a few minutes until reinforcements arr
ou can do what lord_dark_cloud suggested. It is very advisable after all to build about 30 ships early on. But with TEC you can also go capital ships first. This doesn't mean you shouldn't build any of the other ships. Start with one Akkan cruiser and two scouts. Discover the next few asteroids/planets and conquer one or two asteroids first, not the planets yet. Get one military lab for each cap ship. Get to lvl 3 in the officer's tree so you can have four caps. Delete your scouts. Bu
The experience I have gained from playing against unfair - aggressive AIs is that on small and medium maps you have to build 3 to 4 capital ships at the beginning. The 4th one is ready when you get your 2nd or 3rd planet. No need for dumbfire LRM/LRTs or the starting frigate. Why is it so effective? Because the AI cannot nearly estimate the power of 3-4 caps with level 3 promotion. Once you encounter their fleet, go directly for their cap(s), and they will turn away from you i
The AI cannot grasp our sinister "human" plans, e.g. a hit-and-run tactic or a massive burst of bombardment-frigates which will always draw their fleet from where it SHOULD be defending :D
Keep in mind that the TEC have a decent flak-frigate. With lots of armor and ballistic upgrades the auto-cannons will rip both the bombers and the drone frigates apart. Also it is essential to put a scout or two every few minutes 1 or 2 systems ahed into enemy territory. Well, IF he/she is that insane to start an attack run to ruin a choke system, well. Then you should simply have 40-50 flak frigates ready and a bunch of LRM frigates or Battleships at the phase-jumping location of the
Hi, just this day I played advent on a decent 2v2 map. The opponent at my side controlled the choke point first and got two more planets running. So I decided to build 10 Fighter carriers and 15 Illuminators along with my cap ship. As soon as I had my factories working on the ships I upgraded military techs. Once they were in fight, the laser beams of the illums were upgraded as well as shield and hull (first two tiers). That was enough to take out the enemie's protectors and a few mi