[quote who="ilovedawkins" reply="4" id="2186541"] Quoting Taranabug, reply 3 Kostura does the following things: Damages every ship and structure in orbit of the planet hit, disables them for a set time and lastly, opens a temporary phase lane for a fleet to use at any phase gate. That explains a lot. In a recent game I couldn't figure out how my ships were able to skip halfway across the galaxy to the targeted planet. This is what I've noticed: 2 or 3 shots from
garv222
Usually you'll have to get some ceasfire/peace treaties going to prevent them from bashing you into oblivion. I've been playing a game as advent recently and after losing and reloading to an old save from only 5 minutes into the game, I've somehow managed to gain the upper hand in the game without getting a ceasefire even once. Depending on the map structure, the few ways you can hold off multiple opponents is to seperate your fleet to different planets with defenses, or try to re
[quote who="Saenon" reply="16" id="2164046"] Quoting JuleTron, reply 15 As Vasari, there is very little that you can do. You can get a Marauder, but that is rarely useful and if the TEC player has a couple of Akkans, then its even harder. If you are Vasari, cant you just have a couple of subverters ready and use Distortion Field to interrupt his casting of MB? I realize that the range of the ability is 4000km shorter but if you make sure your subverter is accelerating tow
Personally I dont use destra crusaders much. There are some rare instances where I might use it, but as I'm learning to use repulsion for the guardian better I find I have less use for Destra crusaders. I only use Destra crusaders when I find I'm combatting a large amount of heavy cruisers, but again those can be kept at range using repulsion.
If you ever get on the defensive, make sure to get shield bestowal for your hangar bays. This will give any nearby structures shields and a 4 point regeneration rate. The regeneration is nice, but the important thing is that it gives all yuor structures mitigation. The hangar bay is the key to an advent defense's durability.
Is this thread even adressing the OP problem anymore? I wonder what is happening with his situation. OP is you're reading this and still are stuck please provide us some more details on your particular game.
Don't kostura's clean out mine's if they've been detected?
Seems to me that everyone just still kind of ignore the fact that there is a fleet there as well. Running around to lure the starbase around isn't a viable strategy when the ships in the orbit are going to chase you down and fire at you while you're busy running from the starbase. Short of using kosturas, building his own starbase, or using completely overwhelming brute force, I don't see what other kind of options he has if he wants to attack that particular planet.
[quote who="meyerk" reply="11" id="2140281"]On the topic of mines, how do the advent mines work. I can never quite seem to get them to do what i want. [/quote] You can use advent mines using the their drone host carriers or the hangar bays. In the squadron selection you will have an extra build option for homing mines. These act just like normal strike craft except they have no weapon and have the ability to deploy in an area to create a small fie
I don't know why but putting scouts of hold position seems to work out very well for me for cleaning out mines. They seem to be able to just drive past the mines to detect them rather than stop and use their ability. Doesn't always work for me if I don't put them on hold position though. Using a scout or two plus a battleship seems to work well with their omni-directional guns.
[quote who="-Ue_Carbon" reply="16" id="2138774"] If this is going against the AI, the starbase won't use deflector shield Ummm...Ive seen the AI use defector sheild on my just about every time I fight one. Maybe im the fluke.[/quote] I can't remember the last time I saw an AI starbase AI use an ability. I've been playing only on unfair recently and I've yet to see an advent base nail me disorientation or meteor. I can't remember the last time I fou
Doesn't the advent carrier also function as mobile mine layer also? It can't deploy as many mines as the ruiner, but it can field 3 squads at a time.
One kostura really isn't going to do much against a fully upgrade orkulus. In fact 10 kostura cannons aren't going to do much against a fully upgraded orkulus. If this is going against the AI, the starbase won't use deflector shield. They really need to fix the AI for using abilities. I think the main problem isn't really the starbase, but really the fleet supporting it. A orkulus is a tough nut to crack by itself. You can't recommend bombers because what i
Out of all the defenses, the advent's are the most annoying to me. If I dont focus on the killing the hangars first, It could easily take me twice as long to clean out a gravity well if I just randmly destroyed buildings.
So any target that fails to survive to the end of malice doesn't send out damage? If this is the case that really changes how I'm going to target CB now.
Malice seems to have an omni directional activation, so use malice when you think cleansing brilliance is about to fire instead of the other way around. Not exactly sure how effective malice is but is this example correct? There are carriers in a line and I malice them and 12 frigates around them and I hit the carriers with CB. I hit all the carriers for the full 2000 damage. Malice ends and distributes the damage. Each carrier hit deals 30% of 2
[quote who="Orodum" reply="10" id="2124696"]an easy way to make MB more resonable - half/quarter the number of waves (more like quarter) and half/quarter the cooldown and AM usage. exact same DPS, but it is more easily countered. as for balance among the other caps: I really think that the rest of the caps should be buffed. they're way too much like popcorn right now. (for those who don't get it, they pop a lot)[/quote] This would halve/qua
I just played the beginning of a new game with Vasari. I tolerated being last place in fleet power for a couple minutes and saved up for a second cap ship and built a SKinranta(I built the space egg first anyway because I figured I'd need the nano disassmbler in battles anyway). I never used it much because I felt its heals weren't as good as the progenitor and unless you're fighting vasari, shield restore is typically better as you don't have to wait for your ship hulls to be dam
I remember my first lesson in how good overseers are when i focus fired 30 phase missle platforms with max phase missle upgrades on a single Evacuator and I still couldn't bring the darn thing down. I decided to learn how to start using them after that. I know most people recommend a space egg for a beggining ship beause of its many utlity abilities. However lately, I've been playing AI games as vasari and I frequently find myself wondering if a Skinrantra might be better
I'm a bit surprised no one here has included a small group of subverters. Even 5 can turn a rather large fleet into nothing more than paper weights for quite a long durations.
[quote who="SorcererFailure" reply="5" id="2121233"] Quoting garv222, reply 4It's really quite petty and beneath you to go along with their game. You should just quit and let them delude themselves into thinking they're good. Then they can have some other people whoop their asses over and over until they get a clue and realize all that crap they pulled got them nothing but a meaningless statistic. or, you could also say that not letting them pull that crap for fake
The most damaging LRM is the assailant for vasari. Although they dont get any damange upgrade until very high into the miltiary tech tree, they will get charged missles which boost their firing damage to 15. More importantly they get phase missles which combined together with subverters gives them... I think a 50% chance of bypasing shields(and mitigation) and doing full damage. One you get the damage upgrades I believe their normal damage(as opposed to charged missles) is 1
[quote who="CommanderAdama" reply="17" id="2105564"] Quoting PaulRazer, reply 15It's not registering negative on the screen, but it's 0 and it stays there. The credits i get are not enough to cover what i'm using, so basically everything is stagnant at that point since i can't create/develop anything without credits. I gave up on that particualr game though and started a new one, and i'm pretty much on stable ground right now with my resources. I think i learned my first lesso
It's really quite petty and beneath you to go along with their game. You should just quit and let them delude themselves into thinking they're good. Then they can have some other people whoop their asses over and over until they get a clue and realize all that crap they pulled got them nothing but a meaningless statistic.
If you've got mine deployment on auto-cast, I'm not sure it would continually auto-deploy the new fighter-mines that come out of the hangar. Let's assume they do though. There is a 150 mine limit on a planet's gravity well. I forgot the exact amount of mines that are deployed from a hangar. I think it's 9 or 10 with with increased squad max capacity upgrades. So you should cap out after 15 or so mine deployments. That's still quite a drain on your planets i