Also, if you just chill by your sb, the advent will simply go around...
Vitamin J
Build Hoshikos. Also, don't get more cap ships until you've at least upgraded your fleet twice (or are about to do the 2nd). Ships are way more effective than caps in the early stage.
Hotkeys: the 10 buttons on your keyboard between "q" and "g" represent the 10 buttons on your display. The OMFGHS factor for Advent is when you come with your fleet. Advent's speciality is having the most badass fleet in the game, period. Forget the bullshit, just build your fleet and fly around taking out their infrastructure.
I think a fix to repulse would be to increase the cooldown time, and not let cooldown begin until the ability is turned off (the latter may already be true, I don't play advent very often).
But in response to your actual query, I don't think the strategy changes so much for Advent. For TEC, if you really can't get a worthwhile trade chain going, then you're probably going to have to either: a) just contribute what you can to your teammates' efforts, or b) turtle up and rush to pervasive economy (especially on a 5v5 map...). However, most likely you're better off just sucking it up and putting a starbase on a neutral and connecting two smaller planet chains of ports. TEC
It's just a corollary of the randomization. I've also seen maps with almost no neutrals. In this case, the balance goes the other way. You need to pick your race before you see the map, so no one's at an advantage a priori. Sometimes, you just get map screwed.
If you are at the point where a single hard AI is too difficult to take out, you probably shouldn't be writing guides in the strategy section.
You can build three labs on your homeworld after scuttling your cap ship factory (assuming quickstart). These can all be military and you can rush to illums. You can then use your asteroids to get enough labs to start colonizing ice/volcano (assuming you haven't already beaten them with your illum rush, which you should have done).
Illusion actually only increases health by at best 50%, since about half the time, you're firing on real ships, and killing them I believe also kills the illusion (or if not, the illusion will soon fade away). Realistically, in large battles, it's even less than that since they can't all have illusion on all the time. Also, if you designate your targets right when they get into the grav well, you can decide what to attack before any illusions get up, making the ability useless. If you need to
Right, but that tells me that the problem is with illums, not with the scouts. Also, I think it's fine that the vasari fleet is generally weaker than an advent fleet that is comparable in supply. Vasari are about hit and run, dividing up enemy fleets, lots of resources, and monsterous star bases that eat advent fleets for breakfast.
Fair point, Amish. However, do you not think that if vas scouts held up against illums, they would just be too good? Some people are already yelling to nerf the others (misguidedly, imo). Plus, this would make vasari the only faction whose crew extractor unit could actually defend neutrals. Also, I think the Vasari (or Adv/TEC) do have a good early game strategy vs. an illum rush, it's just not what most people like because it doesn't involve taking on his fleet directly.
My view is that that the vasari scouts have the most kickass special ability in the game, so the fact that they are not as combat capable as their lookalikes in the other factions is not a big issue. As has been said countless times throughout this forum, factions are not balanced ship by ship. The Advent, as a whole are, ideally, no better than either of the others. To say that the three are balanced, except that the vasari scouts need a slight damage buff, is ludicrous. The devs have bigger
Are you asking what the ideal late game fleet is? I'm not a vasari player so I don't know the best way to deal with an unnamed ideal advent fleet, but I am positive that scouts are not part of the equation. If you're talking about an illum rush, amish has an excellent post describing a good vasari response, in which scouts are also not part of the response.
[quote who="Ascension" reply="9" id="2267312"]really? then what are? we all know the advent spam flak so strike craft are out. enforcers will be repulsed subs cant get in there during repulse... what else? have you in mind? an SB? sbs work only on chokes. the advent can simply retreat and you if you want to win will have to chance and decisively defeat him if you want to win. vs a advent spammer you will almost NEVER set up an SB in the system without it dying/ being at low health at deployme
Agreed that they need a buff IF you want this to be a vasari strategy. However, I don't agree with your condition. Scouts are NOT the vasari answer to illums.
If I were building the super race by choosing a unit from each type from each faction, I would pick the vasari scout hands down. Capturing neutrls is by far the best scout ability, and who cares if they are a bit weaker? The ability is more than worth it. Vas scouts do not need a buff.
[quote who="smoothtrooper" reply="11" id="2263281"]Actually Corsairs were for countering Carriers. [/quote] Not when they had the armor upgrade. Scouts > Carriers ~> Corsairs > Scouts
Why are they not "meant" to be used to attack? Because they are named scouts? Actually, only the TEC one is even called a scout! Just because you can't think of an inventive way to use them in battle doesn't mean that they don't have their place. If it works, it works! I don't see it being any different that using zerglings. Anything kills zerglings 1v1, and single ones make great scouts, but you mass a shitload of them and they can take out anything on the ground. To make another starcraft r
Actually, in multiplayer, you probably should be using the tree quite often. It's much easier to see what kind of a threat you are dealing with in the tree than looking in the grav well. It's also very easy to queue up attack orders on specific kinds of units.
Macro elements (building structures, doing research, producing ships) should not take very long if you hotkey things correctly. I think most likely the problem is that you aren't yet familiar enough with all the options, so you spend time deciding what to build/research. Obviously, when you're starting, this is very important to do, probably more important than micromanaging, unless it's a pivotal battle (which doesn't happen particularly often). Once you get the hang of how to do your macro
I think a better and easeir solution would just be to remove the chance to hit penalty on strikecraft.
Sorry to bring this back, but I finally tested my original question, and a level 10 cap will still split your exp (with k lvl 10 ships and n total capital ships, k/n of the exp vanishes!).
Minds, the dps is not constant, it is a function of how many fighters/bombers are on the field, which can be lowered by things like flak. You can still have "dps at all times" with "enough" carriers, that numbers is just 4x what it used to be. Nerfing flak = boosting carriers. You can't argue for one and say that the other is not a viable option. I think that the game is the most balanced it's ever been, and I would hate the change the balance because people's favorite
What is wrong with allowing "enough" carriers to have dps at all times? What other ship, even by itself, doesn't have dps at all times?
True, but surviving 'til level 6 can be tough.