Darvin3

Darvin3

Joined Member # 3427815
12 Posts 4,280 Replies 1,395 Reputation

If you're competing with Vasari for a neutral well early on (and he's actually trying), you're just going to lose. You basically can't stop a scout from doing a fly-by and capturing the thing without camping the well, and a Vasari player can have two scouts to every one colony frigate you deploy to begin with command-wise (and it's even more in his favour cost-wise). Pirates or no pirates, you're in a losing proposition if you're competing with a Vasari player to retake a well.</p

14 Replies 5,849 Views

If you want to spreadsheet it or graph it, you'll get a largely meaningless answer. Even for more classical RTS mechanics that's an oversimplification. If you're just crunching numbers, then we can simply see how much a new frigate will add to the fleet's overall damage and health. If we have 10 frigates currently, adding one more increases overall damage and health by 10%, clearly a better investment than upgrades. There are many factors that make this inaccurate. F

13 Replies 14,872 Views

They're definitely worth the effort of acquiring, but why bother killing the pirates if you can just claim it and get out of there before the colony/scout frigate gets blasted? In the early game, you seldom have time to divert real combat forces, so anywhere you can skimp will help you overall. No questions asked, neutrals are a critical resource that can decide the game.

14 Replies 5,849 Views

Some obvious ones that I'm going to repeat: new win conditions that emphasize diplomacy subterfuge and spies governments and internal politics smarter and more devious pirates On top of that, I'd like to see the following: map / mod transfer system for multiplayer accelerated game modes that streamline economic development without rushing military battles changes to economics to prov

265 Replies 816,122 Views

[quote] in the rare event that there are lots of pirates in the well [/quote] Pirates appearing in neutral gravity wells isn't random. Plasma storms and gas giants will [i]always[/i] have pirates (one light frigate, one flak frigate). Other neutral wells, including magnetic storms, asteroid belts, space junk, and worm holes, will never have pirates. Yes, you can deal with them, but in a fast-paced early game you often don't have t

14 Replies 5,849 Views

What's with all the downright ancient thread revivals lately? Pretty open shut discussion as it is. Fighters are best early game, and as the game goes on the balance gets more and more in favour of bombers.

26 Replies 78,736 Views

The thread was, for all intents and purposes, dead. It is now alive once more. Therefor, thread necro. The purpose of the reply is irrelevent. Seriously, this is over a year old, most of the people who posted in it aren't even active anymore.

23 Replies 17,205 Views

Even colony frigates - those flimsy colony frigates - can easily survive pirates long enough to take three extractors if you micro them. For me, the biggest difficulty is if I end up in a fleet battle, I forget to check back on my scouts/colony frigs and give them new orders, so they sit around wasting time.

14 Replies 5,849 Views

[quote who="crashmatusow" reply="6" id="2129892"] it can be targeted directly. just won't do any good in terms of its allegiance.[/quote] I just confirmed in game that the pirate base [b]CANNOT[/b] be directly targetted with a deliverance engine. You get an error stating "target must have population"

45 Replies 131,580 Views

The main difference between normal and hard is that hard cheats. They still have the same basic idiocy. One of the AI's most notorious tendencies is to build lots of light frigates (cobalts, disciples, skirmishers). These units require no research, but are destroyed very easily by long range frigates (javelis, illuminators, assailants). If you can upgrade to those unit types at the start of the game, you can kill armies many times larger than your own. Anothe

13 Replies 13,044 Views

[quote]-Is there any replays that show the 3 superweapons in action (I couldn't find any on youtube).[/quote] The AI doesn't build superweapons, and typically multiplayer games rarely reach this stage. Either someone wins before the game reaches this point, or someone has to quit because the game's taking too long. The superweapons aren't meant to be instant game-winners, they're supposed to be stalemate-breakers. They exist to give you an offensive edge to m

25 Replies 39,079 Views

[quote]So are the Advent just screwed against Vasari egg and phaaaase missles, considering the Mothership (Egg of the Advent fleet) focuses on Shields as well? How should the Advent player react?[/quote] As mentioned, Radiance is your friend. However, a Rapture with vengeance is also a good idea. You can actually get "an eye for an eye" going with a well used radiance/rapture combo and punish someone for overusing nanos. Again, your biggest liability is that you esse

20 Replies 23,285 Views

[quote] 0/1/2 extractors to 1/2/3 extractors[/quote] Yeah, that would work just fine. That would put it about on equal footing with the Vasari colonize, but Advent would still be king. A very reasonable and conservative buff.

21 Replies 40,661 Views

Generally the Advent superweapon is the only one that should ever be left on auto-cast. You should hotkey and manually fire the other types of superweapons. They just aren't worth that huge cost if left to their own devices to fire randomly.

8 Replies 15,458 Views

[quote]I think this tactic is flawed, Pirates have sisge frigates in the gravity well, right? so the moment you colonize it, they will turn on "their" base.[/quote] I'm not sure on this one. I know all other colonizable planets always have at least one siege frigate, but I'm not sure about the pirate base. I know they [i]can[/i] have pillagers, but I'm not sure if they always do. In any case, like all siege frigates, a few carriers can pop in and remove the

45 Replies 131,580 Views

I'm personally like the versatility the Skirantra, Kortul, and Desolator bring to a fleet. However, the simple reality is that nanos and gravity bomb are just plain brutal abilities. This is especially true in the vs Advent matchup where shield regeneration is the big thing you have to work around. It's very normal for Advent to lose frigates and even caps that still have 100% of their shields just to phase missiles and nanos that are piercing those shields. They're

20 Replies 23,285 Views

[quote]The Akkan's colonization ability does not need a buff. The research tech, Expidite Permits, cuts structure build time by 33% and with extra contructors for every colonization level will make any attacks to regain the planet impossible.[/quote] What are you talking about? You don't get extra constructors when you use the Akkan's colonize. You get extra extractors, the little resource buildings that cost a paltry 250 each. Zero at level 1 (yes, it do

21 Replies 40,661 Views

On point #2, I think strike craft in general need to diversify their targetting. It's not a problem that fighters prioritize other SC, but rather that [i]every[/i] fighter does so. When selecting their target, they should split up their firepower appropriately. You don't need 30 squads of fighters to chase down 2 squads of bombers. I can tell my units to focus fire on a cap if that's what I really want, but telling dozens of squads of fighters to split up their attacks

7 Replies 20,474 Views

There's a difference between phase out hull and reverie and ion bolt. The former two abilities interfere with your ability to attack the target (reverie will time out prematurely if you're attacking it). Ion bolt, on the other hand, has no such limitations. You can stun and focus fire with impunity. I don't think the ability is too weak at all; if you want to buff the Akkan, look at its pathetic colonization ability. Remember, these stunning abilities are often

21 Replies 40,661 Views

[quote]Disciple and Cobalt have abilities to mess with ships am (won't work on Cap). What if they make it that those abilities work on Caps at 1/2 efficiency? I am even for giving Ravastra some kind of AM interfering abilities. Just a thought.[/quote] It would have to be more like 1/10th efficiency. Remember that most support cruisers are in the 4-7 command range, while capital ships cost you 50 command a piece. Even so, I think the capital ship immunity

377 Replies 1,215,724 Views

[quote]Getting the Sova first is a very interesting idea. Rapid Manufacturing is not a very good lvl 6 ability though.[/quote] Not particularly, but maxed out embargo is better than a lot of level 6 abilities. It's really the economic version of missile barrage. Absolutely insane if you hit early enough in the game where homeworlds do make up a huge chunk of the overall economy.

27 Replies 28,663 Views

The best way to counter the evacuator (at least as TEC) is Hoshikos. Dunov with EMP also works wonders. That won't help you stop a rush, however, so you usually are trapped in a battle of attrician. I've actually started getting Sova as my first cap against Vasari. I can kite and just take advantage of strike craft and its missile turrets without making myself too vulnerable. With most other capital ships, you're retreating from battle because of nanos anyways.&n

27 Replies 28,663 Views

[quote]King, what race were they? By the way, an end game fleet with 200 bombers absolutely rocks if you select your targets carefully.[/quote] I won't argue that it's dangerous, but there's no question that multiple high level Kols are one of the best responses you can make to such a fleet. Between their adaptive shields and flak burst, you can both survive and kill those viciously powerful bombers.

16 Replies 9,588 Views

[quote] Winning against what may very will be impossible odds is better then complaining about being defeated because of MB. If you are a good player your opponent would not have a Marza at level six. [/quote] Once again, you're largely ignoring our arguments. That response is completely and totally irrelevant with respect to what we've been saying. This isn't about whether you can stop missile barrage or cou

377 Replies 1,215,724 Views