Again, patience is key. Try playing a No advent game if its ruining the gameplay for you.
Deceiver_0
Its easy to find and fix, the devs know about it, my guess is that theyre so busy with getting Diplomacy ready that patching entrenchment for the MP people isnt at the top of their priority list. They'll get to it I'm sure, we'll just have to be patient. In the meantime I'd recommend making some games with "NO ADVENT" in the title and keep it strictly between Vasari and TEC.
Dual Sovas, tested and confirmed. Missile batteries will tear up enemy halos and disciples, especially having 2 sovas to drop them, pump out cobalts along with that and you should be fine. Vasari is much trickier. I have beaten back dual halos with a Skirantra and hangars (and eventually an Orky). Skirantra(s) and flak work pretty well too, the flak have a ton of hp, and the skirantra(s) heal them against disciples. In any case though with Vasari you will 90% of the time nee
Ok, I see your point. Then what would you recommend? Perhaps a larger increase in stats at higher levels? Maybe an increase in max shield mitigation past lvl 6? The trick would be to buff them late game but not to the point where they're OP. THe probelm I have with the huge LRF fleet arguement is that they aren't extremely common for TEC or Vasari. TEC and Vasari fleets favor diversification especially in late game as the counters for lrfs for those two races function properly. Illuminators c
So as far as LRMS go- Can most of us agree that Anti-medium damage vs Cap ship armor should be reduced? (currently its 75% I believe) Which is the same as Bombers and Heavy Cruisers. Personally I'd like to see Cap ship armor take reduced damage from LRFs(anti-medium) and bombers (anti-v.heavy)from 75% to at least 66% (more than LFS, but less than heavies). Heavy cruisers should stay at 75% IMO because by the time HCs are common, Cap ships should be at higher levels and health and armo
Again, I really think the lums are gonna take a big hit when the BUG is fixed.
yeah, i cant figure out why they dont show there. i better send an email over to tech support, maybe ive messed something in the files :X
.... no it doesnt show on mine just the gauss cannon, 21 dmg maybe i got a bug.. or somethin but if thats the case then dayum, they do more dmg then an sb if theyre dishing out 200. Checked the stats in the file and ur right. Cept its 70 (against 4 targets) for burst rockets and 175 (+-3 armor) for meson bolt. For a total of (upgrades maxed) 268. Thats around the same as a starbase with 1 weapons upgrade. Yow. That certainly makes those turrets far superior to
Im talking about meson bolt, not the 12% range boost of highly conductive rails (tier 3) that youre talking about, Meson Bolt is tier 6. Precision beam focus is tier 7. TEC do not have techs to increase the power of the Gauss Turret, they have techs that give them additional weapons (weapons that only modders know the dmg amounts of so its a big ? to me). The 6 techs that are prereqs to Precision beam focus upgrades INCREASE the power of their turrets, Cap ships, illuminators and bombers. Its
Darvin im pretty sure the beam range upgrade is only 1 tier higher. Additionally the prereqs for that tech increase the firepower of the most used advent units and caps, and not to mention the turrets themselves. Synergy can grant turrets up to 50% more firepower AND up to 1000 extra shields (750 more with hangars shield bestowal). So with 1 upgrade you can have turrets that deal 30 damage (instead of 20), have 1000 shields (which take mitigation of course), where as with TEC you need 2 upgra
The marauder is a fine ship, if it needs a buff, its to subversion. As a support ship its not meant to do much fighting at all, but at higher levels its a wonderful addition, allowing your fleet to bypass PJIs, out run and out maneuver almost any ship and give a direct line to reinforcements.
All starbases have the planet protection upgrade. As for the turrets, its difficult to say which is better, but the TEC turret can get two upgrades where as the others only get one on the defense tree, though the second upgrade, meson bolt (long range weapon) is way up the tech tree at tier 5 or 6 I believe.
TEC hangars have a flak turret upgrade. Their turrets have extra weapons upgrades (and one for a long range weapon). Advent hangars give all structures in the area shields, and their turrets can get a sharp increase in damage. Vasari hangars can trap SC in phase space for a period of time, cutting down enemy SC numbers and making them easier for the hangars SC to manage and vasari turrets can upgrade to disable passive regeneration on anything they hit. Hangars combined with repair bays, and
Actually since scout rushing and Vasari SB rushes became so popular, turrets are used much more often in MP than they used to be. My Orkulus rushes have been stopped cold by well placed turrets and hangars, plus Entrenchment has some nice upgrades for them you can purchase as well.
Darvin, Flaks and illuminators are a huge boon when trying to deploy during a fight, but I have seen mines used to prevent (or really discourage) carrier kiting. Just sneak some mines in around his carriers while he isnt looking and then when they try and move, boom, Lf food. Oh and lets not forget that AI is retarded, and one of the fastest ways to take down an AI fleet is with mines. Oh and hey Distortion field outranges repulse now (yay!). Thing about going lrfs again
Devs did make mines cheaper in the last patch, thanks to the previous PSCF. Uber hit it right on the head, mines are underused because they are a risky investment, unless your name is Pawelo. I think they are worth the cost for what they can do, and that changing the cost won't change the fact that theirs a good chance they may end up worthless. Kinda like rushing to superweapons, it can pay off big despite the cost, but its risky to try and pull of
I find its not as much of a clickfest as games like Starcraft, warcraft or AOE. Its more about multitasking. The ai can handle certain things fine, and other things not so well. Certain abilities for example, you'll want to manually cast to get the best out of them, others you can leave on auto. In battles, the guy with more knowledge of game mechanics and multitasking will generaly come out on top, as opposed ot the guy with a "winning" build order who can click mash it out faster.
Something interesting about the Marauder- On Distort gravity's infocard at the bottom it says "Phase Charge up rate 700%" in red, as if it was supposed to act as a small PJI to enemy vessels within the abilities radius. But as far as I could tell through testing it does not work. If it was supposed to work like that, it would be excellent (seems like it would be a better fit on distort gravity than subversion) if it did. I actually played with a Marauder as my first ca
Elrosh joined SB (or at least I saw him wearing sb tags today), and I gotta say he is awesome. Definitely better than the ferdinator. for SB I'd say Elrosh, Ferdie, Dead Rat. I havent played with Overlord, and warfleets game doesnt impress me. For DT, Tyr and JJ certainly. for the third I'd go with Quar or Raging Amish. Thats just me tho. BIA- Greyfox, Minds and Sunny. Id pick Reborn, Archnemesis or Ascension over sunny (no offense buddy) if I'd seen a
[quote]I already mentioned other stuff, but you haven't posted it... [/quote] Its easier for me to do it in blocks. I usually wait until several people have cast votes before I update.
Mindseye- Thats why people get 2. No I understand what you mean. And while I think I'd like that, problem is since its instant it can be spammed. Imagine 2 dunovs each able to heal eachother and themselves. It'd be a LOT harder to kill them if they can double up on themselves. The Skirantra and the Progen don't stack so theyre limited with the speed of their heals, having two or more of them doesnt necessarily mean they'll live longer (although most of the time it does). Not being able to tar
Updated- Support Caps are up there now. Mindseye, I agree with EMP, I'd like to see it be a nasty boon to Repulse, and i t need a little more range for that. As far as Shield restore goes, its a very good ability already, I don't think it needs a boost (although self targeting would be nice). Callen, I went ahead and put you down under GRG because the questions isnt how much GRG is buffed, its whether or not it should be. And it seems obvious to me that you think it should (ju
[quote]In any case, I believe that both the Revelation and Rapture should be treated like support class ships with regards to any buff. [/quote] Agreed.
New Update- Capital Ships. Im in agreeance that it is not that the newly buffed carrier caps are OP, but rather many of the other caps are UP. The buff to carrier caps has brought them out from obscurity, I will not recommend nerfs to put them back there. People are still using colonizers, marzas, and I've seen the recently buffed Vasari siege cap used often as well. Personally I want to see battleships emerge as a good counter to Carrier caps, but ATM they aren't quite strong enough
I think agent you severely underestimate the survivability of Vasari bombers. I would have matched his fighters (maybe 1 extra squad for good measure) and gone the rest bombers. Repair cloud will keep them alive until your fighters clear out his. Bombers are one of Vasari's BIGGEST strengths, and it sounds to me like you didn't take advantage of that. If anyone calls you an idiot for fielding bombers as Vasari, then it is they who are the idiots. Also, if you've built extractors on yo