Deceiver_0

Deceiver_0

Joined Member # 3404945
20 Posts 855 Replies 28,272 Reputation

Early resource gathering upgrades is a good idea if you've got the spare cash for it and the time. Also, if you're going to use the trade start, you absolutely have to be scouting, because since you'll be filling up all your logistics with tradeports and culture, you'll need to spy your enemy approaching long before they get close, so the next planet you grab you can go full military. I'll usually switch to military when my opponent is 2-3 planets away taking a planet. Ill grab anything but a

10 Replies 7,502 Views

TEC culture start is very possible, though I would have changed a few things about how you started. I would've gone Akkan, 2 civics labs, upgrade hw logistics, 1 more civic, sell metal buy crystal and start researching culture (You should be able to do this all before your Akkan leaves the gravwell towards the first roid. Then I would probably Colonize the roid, upgrade infrastrucutre and logistics and built my first culture center there. That OR: Do a tradeport start: Akkan,

10 Replies 7,502 Views

You rarely level a support cap to level 6 in MP 4v4s and 5v5s! Thats not the only way to play the game! and Juletron speak for yourself mate, I use marauders whenever I can, and like I said before, theyve saved my ass a bunch of times. Just last night I played a 2v2 in which my ally was Vasari and he got his Marauder to level 5, and would have certainly hit lvl 6 if one of our opponents hadn't mini'd and the other left. Yeah, it doesn't have much in the way of combat value, but where it lacks

913 Replies 1,706,997 Views

Thats what I recommended to fix the problem to begin with., though not exactly to the degree Ead has it. And Arthanis, sorry dude but wtf are you smoking. Outside 4v4s and 5v5s I use support caps ALL THE TIME, to keep my lvl 6+ caps alive, and Im sure if you asked the SP players they would say the same thing. Hell on the rare occasions the 5v5s and 4v4s go long, you're going to see those support caps doing what they do best, supporting other caps. Yeah they are weaker than the other caps, but

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Support caps are such as they are meant to support OTHER CAPS primarily, whilst also SECONDLY supporting the fleets with powerful abilities. At least that what I always thought Support Class was purposed for. [quote]I agree, but I think we are defining fine-tuned balance differently here. Scouts balanced against lrf, illums being OP, etc. - that's all fine-tuned balance, and I agree MP should drive that balance. But whether carrier caps are dominant on crowded MP rush

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With Vasari, I would recommend Bombers as Void did. Bring in a hefty group of enforcers to protect the carriers but the bombers should be able to handle most of the destroying. Also, bring in a few lower level caps for lots of free Xp. I'd recommend a Skirantra Carrier because it can field several bombers squads and has a repair cloud ability that can help keep your enforcers and carriers healthy. Also keep your fleet on attack local area only and make the pirates come to you, this way you do

12 Replies 7,400 Views

No increases in Minis for me either. As for finding the problems, its not as easy as it may seem. If you can find them, read the Dev journals, more specifically the ones about locating desync causing bugs. Right now they're working hard on getting Diplomacy running before their deadline, but I have a suspicion they also have their eyes peeled for bugs (they're debugging the expansion, and Im sure if the minis are so common they'll run into a few and fix em up.) So all I can say is have a litt

12 Replies 10,874 Views

One should note in SP, resurrection is probably the most powerful ability in the game. Oh I lost a lvl 10 cap ship! Thats ok I can just make a lvl 1 a lvl 10 instantly. And last time I checked, it does not have to be the same cap ship type, Ive done it to different cap ships before (though it was a few patches ago). What it does is record the XP amount of the cap ship that died and just changes the cap ship XP you cast it on to the XP of the dead ship, beginning with the largest amount of XP

53 Replies 18,143 Views

They don't need to be cheaper by any means. The first one is already free, and you can buy a second one less than 5 minutes into a game. The cost of a cap ship is relatively low if you have an economy. Like jsut last night, I was Vasari and had only 5 planets pretty much the whole game, but I had econ up and was able to build, 1 egg, 1 skirantra, 1 marauder and 4 kortuls, and still had a giant fleet to go with them. (40 carriers, 20 sentinels, 60 assailants). Sure they seem really expensive w

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I'll second an increase in AM regen for both hangars and carriers. Otherwise I think their cost is sufficient, maybe a little pricey, but I feel like the seemingly high credit and resource cost of things is slightly skewed by the type of games most frequently played by posters here, IE team MP games on single star randoms. Turrets I feel are certainly priced correctly. As for Cap survivability. This is also seeming to be skewed by the MP single star random type of game, where half of

913 Replies 1,706,997 Views

Akkan is an amazing cap ship. Heres a couple of examples of recent situations It saved the day. Situation 1: I have lvl 6 Akkan, and lvl 6 Marza- Enemy tries to FF my Marza to death, solution? Armistice and retreat. I come back, Missile barrage, Marzas health is getting low, Armistice again and retreat to safety. I've done this so many times that the Akkan has become almost as useful as the Marza. Situation 2: Im in the pocket, I start Eco. 4 planets in

53 Replies 18,143 Views

Ok maybe we can work out the mitigation to an exact level, so that it performs its essential task, while still keeping caps killable and not making ti to high for smaller fleets to kill Bombing cap rushes. Thing about early game bombing rushes is you need 2 caps to make it work effectively, which means you arent going to have a whole lot of cash lying around to increase their level (so most likely they'll be lvl1 when they get to you hw maybe lvl2) and if the mitigation increases per level bu

913 Replies 1,706,997 Views

TEC Shield generator is the weakest of the "Super" defensive structures. Advent have the AM recharger, which reloads AM on ships and defensive structures, Vasari have Nano Weapon Jammer, which disables weapons on attacking ships, TEC have the shield generator which, against AI is Ok, but is utterly useless against human players. I have been playing MP for over a year and have never once seen it used, because its effects can be negated if its destroyed. At least with Advent and Vasari, they of

14 Replies 12,776 Views

DesConnor, I dont think you understand how the mitigation increase would work. Early level caps would still have similar mitigation to what they have now, but it would increase faster as they increase in level. So advent caps (dont understand why your singling them out either, the mitigation bonus they get is at the end of their shield research tree at tier 7, so before that point theyre the same as all other caps) at low levels still have similar max mitigation to what they would now within

913 Replies 1,706,997 Views

Desconnor- Mitigation additions assists Vasari the most, as theyre the only race that can bypass mitigation entirely. Accuracy code does already exist, but again, it would have to be somehow coded in to ship targeting etc etc. Mitigation gains are ALREADY coded into cap ships, one simply has to adjust the gains. I do believe with all the changes made in the previous patch brought the game much closer to balance because, evethough there is STILL an illuminator problem, there is now mor

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Minds- I tested them directly (built a cap and sent in to enemy territory alone to be pummeled by enemy ships and defenses) , and at lvl 1 most (didnt test all) start with 62% max mitigation. I assumed most caps were the same in that regard but I may be wrong based on your 1.03 Kortul stats. Perhaps I should just put up a topic for vote on increase on max shield mitigation gain per level, and let the Devs figure out the specifics, they can test adjustments more thoroughly than most of

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Ok here would be Cap ship Mitigation stats if the increase was 1.8% per level and cap was 80%: Lvl1: 63(.8)% Lvl2: 65% Lvl3: 67% Lvl4: 69% Lvl5: 71% Lvl6: 72% Lvl7: 74% Lvl8: 76% Lvl9: 78% Lvl10:80% With these stats, Cap ships could reach the current max lvl10 mitigation by lvl6. With javs DPS as an example, at lvl 6 javs with 11 dps would do only 3 dp

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Super mitigation would be nice, but I don't think its in the realm of a patch, same with separate tech tree upgrades. We need to figure out a fix to existing features to fix the problem, because the devs are not likely to create new ones. Mitigation would work, but Carbon is right, to high and the things become to tough. Certainly need to keep the max below 90%. Theres that or, increasing hp/shield increases per level or increasing armor increases per level. The problem I see with the latter

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30% boost in beam damage vs 30% more shields, 30% more hp and several more points of armor. One can buff survivability much more than one can buff a single ships damage. Plus you're dealing with much larger numbers with Hp/shields, where as a 30% buff to damage only adds a couple points to the base damage, so I'd say it doesn't quite negate the effects of the upgrades. Ah your right they do increase per level, starting at 62% max and ending at 72% at level 10. I dont think this is eno

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There are already researchables, in the form of health, armor, and shield upgrades. Yes they apply to all ships, but they still apply to Caps, and they still make them harder to kill. The more I think of it, the more I'm liking an increase in max mitigation, maybe to around 75-80%. Perhaps it could increase with level starting at lvl 1 and increasing 1-2% per level. Late game, new caps need levels purchased to survive anyway, and purchasing up to level 4 could put them with a around a 70% max

913 Replies 1,706,997 Views