I actually tried this game first from a pirated copy. I never would've found it when i pass by the local gamestop though. I occasionally go in and browse through the pc games, in which the selection seems to get pitifully smaller and less diverse each time. I look to see if there's anything interesting then make a judgement call on whether any game which catches my eye is worth the price. When SOASE took a price cut down to $30 I shelled out the cash and bought it. One
garv222
Actually quite a few of these suggestions looks like they would make cap ships more valuable.. although I did have issues with a few. Top of my list would be the Kol's rail gun and and the AOE buffs for kol and kortal. For the rail gun to be boosted to such a high instant dmg with an area of effect, that would basically one shot most ships as the damage is dealt instantly. Almost like shooting cleansing brilliance....just faster and repeatable with a disregard for the increa
I've always thought one marza wasn't much of a threat since it takes quite a while for all salvos to fire. Just at a glance, I would think it would become a major problem in a large game, where multiple players could get multiple marzas.
What if the training researches were more expensive...say 4-5 times more, but it caused all Cap ships to be spit out at the max trainable level? Although I think if that were to happen, the experience rates would need to increase as I could see problems with people getting spammed marzas to lvl 6 a little too quick.
I've been waiting for this expansion for quite some time. Tried out the SOASE long time ago and felt it lacked enough depth, but had alot of potential. Bought a copy when the new of the expansion hit. Had to wait quite some time for it since I'm not a fan of purchasing betas. Looks good though and it's nice to see developers who actually visit the forums to get player feedback on a regular basis. I'm used to crap service from developers so thumbs up to you guys w
I'm wondering if how often you see siege frigates being used isn't really so much the cost and supply, but some people's preference to destroy an opponents fleet before considering bombing. Skirmishing/raiding planets isn't so much my style and I suspect most people don't really possess a "soft" hammer and prefer a brute force approach AKA spam.
I don't think that factors into the vengeance damage.....would be interesting if you had 16 cap ships with vengeance on auto cast though...
I've seen how the siege frigates were in 1.0 and I must admit that was a huge turn off from the game. I had my a light fleet of 10 LF in the system and about medium sized fleet came in and totally ignored my LF and just rained hell down on that planet. This kind of story would frequently play out in multiple games fighting AI. It could be said that you could use hangar bays, but investing in hangar bays early could turn into a death sentence when those resources were needed
One well placed jam weapons would pretty much make a whole lot of those SC worthless for 30 seconds wouldn't it? Coupled together with charged missles from the flak..... I could see how alot of strike craft could be having a very bad day considering how weak each Advent SC is individually.
[quote who="Bobucles" reply="13" id="2063596"]Shameless plug: If carriers couldn't keep squadrons deployed without antimatter, they wouldn't be jumping around so much.[/quote] Maybe disable passive regeneration while producing/deploying fighters for carriers to put more of a crimp towards constant hit and runs with carriers.
It would be a sight to see though if all that ruthlessness stacked and hit strikecraft to boot. Even with shield mitigation calculated it'd be worse than a marza with un-interruptable missle swarm while moving. It would probably be more like.... a bulldozer just cleaning up some garbage....
A small cost to each fighter squadron might be more welcome. MAybe them people wouldn't send them off to die like lemmings if each squad actually ate up some metal and crystal.
Wouldn't it be effective to use crusaders in a moderate amount to supplement an attack force rather than building 150 of them? Just a 10 or 20 of them in the front of a fleet would probably be more effective than 150 of them. I once tried to build 60+ of them but i found they kept getting in each others way.
Well for AI games, I like playing with multiple AI's in FFA. In those kind of games diplomacy related techs are some of my favorites. Buys me time to mass a fleet and not have to do suicidal runs just to keep a cease fire from crumbling.
I would like the ability to capture planets via Troop drop ships or something. No planetary battles, but capturing a planet without having to rebuild the infrastructure would be nice.
I don't think it's really that hard to use this ability. People who say the duration is too short are probably using this ability with poor micromanagement. you should make sure your ships ready and able to fire on the targeted units before you use this to begin with.
This is hiw I think malice works now. You target one ship. that ship and those around it get effected by malice. The ship you targeted will be the main target to deal damage too. Let's say you deal 1000 damage to it. Malice effect ends. All ships that were effected by malice will recieve 300(30%) damage. I'm not sure if armor/mitigation effects this damage, but I believe it does so that damage is greatly reduced to damage dealt to more like 100-150 or even
Don't know if this helps you out bigdog, but I had problems fighting vasrai also with advent. I once saw a evacuator capital ship not only survive, but have their HP continually heal and rise during the course of one battle due to their Overseers. That was pretty incredible and frustrating to watch since I focus fired from about 60+ ships. Anyway, priority targets should be Overseers and Subjugators. Overseers heal and those subjugators have a disabling ability
thanks for the responses sagewon. I've finally manged to gain the upper hand although it isn't really any different then how I've played with vasari on other maps. I guess it really did boil down to just phase jump inhibitors and getting lucky missions via the messed up diplomacy. I really don't like the way they did diplomacy, but I suppose I'll just have to deal with it the way it is unless they put out and an expansion to address it.
Here's a screen shot of the map [IMG]http://i298.photobucket.com/albums/mm255/garv22/ScreenShot_3.jpg[/IMG] Not sure how many games I've played with vasari, but the current one I'm playing I've actually survived to mid-game. I managed to ally with everyone except the orange Tec to the left of me. I'm red. If you check the map, I've manged to take his home world, and repeatedly raided his homeworld to keep from being a threat, but
As title says, need some suggestions about how to win this map playing vasari. I'm playing against 3 Hard AI and 2 normal AI in Free-for-all with alliances possible. I know the diplomacy system is flawed, but I still think this scenario can be beat. I've been able to win with TEC and Advent before. Advent game was a tough win and the TEC one was until I got one marza up.(in my opinion Marza is way over-powered the way it is. It doesn't need a target cap at all, i