It would be a [i]nice[/i] change, and not necessarily a hard one to implement if it's just a scalar modifier of some constants to the same effect as income/build speed modifiers we have now.
Darvin3
I think the problem is less how strong the caps are at level 1, but the presence of your first cap at the start of the game. This is perhaps the only time when there aren't enough frigates running around to beat down a strong capital ship, and a cap on its own can just walk into a enemy gravity well and so long as the entire enemy fleet isn't there can pretty much clean up anything, then run back to a repair platform if he has trouble. Right now this is probably a sub-optimal use
In some maps, it's preset that each player starts with a certain number of units. If you chose that map in multiplayer, you'd get those units there, too. Pick a different map, and it will solve your problems.
[quote] This was the case in prior versions, but once carriers took on a higher profile due to the rebalance, LF became important as they counter carriers due to taking less damage from fighters and doing more to the carriers themselves then LRMs... The anti-matter ability is even more important now as it helps to stop carriers from rebuilding strickcraft (which requires AM). [/quote] I do admit I was wrong when I said LF's are late-game only, but certainly they're not
Typically as TEC you want to balance your upgrades between armour and hull points, simply because getting two points into each is less expensive than putting four points into one. While hull point upgrades are the better of the two, you do need to put some points into armour if you want to access the upgrades to your fighter and heavy cruiser damage. I haven't seen a long-term strategy that forgoes both those types of units, so you're going to have to get around to that sooner or
The point is that Sova gets to keep its anti-matter for embargo (the only reason to have a sova in the first place) and Halcyon gets to keep anti-matter for TK push. Because the Skirantra wants to keep its anti-matter for regeneration cloud, this makes it highly questionable as to whether you'd even want to scramble the bombers. While scramble bombers is superior to those passive abilities on a low level carrier, a high-level one has so many squads of its own that the Halcyo
My point wasn't about the other abilities of the Vasari Carrier, which are perfectly respectable. I was comparing, specifically, the Vasari carrier ability that allows it to deploy extra strike craft with the TEC carrier ability that improves strike craft damage and the Advent carrier ability that gives it extra craft in each squad. My point is that the TEC and Advent equivalents that improve the strike craft hosted by their carrier are all passive, whereas the Vasari one which de
That's an AI exploit, not an actual use of the ability. Considering Sova gets extra strike craft damage passively, and Halcyon gets extra strike craft squad size passively, I don't see why the Vasari Carrier can't get extra bomber squads passively, either.
They are temporary.
Yeah, that's invaluable. Sometimes, you want to control where in the target gravity well you want to arrive, so specifying the position of your departure can be a big help.
Yes; hold shift and click which planets you want them to go to. They will visit each planet in the order you selected them, allowing you to define the path you want to take.
Homeworld upgrade depends on the map size. If it's a small map, don't do it. If it's medium map, do it if you're not going to rush (as Vasari, you are going to rush). On a big map, upgrade your homeworld.
It's 5 civic centers for all factions. No prerequisites.
Once you have a critical mass (like 100 squads), bombers are just plain wicked. You'll kill the enemy cruisers and capital ships before their fighters can deal with your bombers. This works best for advent with their rapture (30% extra strike craft damage... ouch), and is very difficult to stop without Kol, Halcyon, or Kortul. You NEED those anti-strike craft abilities to survive. Early game, though, your bombers don't deal quite enough damage and fighters will take th
The AI likes to send unsupported siege frigates to take your front line planet when you attack. However, because they're unsupported, they're not of any real threat. One defense platform can kill five or six of them before they destroy the planet. Better yet, you can send in a few harassers to fool the AI into sending their siege frigates directly into the waiting guns of your main fleet, killing them before the real battle starts, and also getting A LOT of valuable experien
Why bother with a heavy flak cruiser? Fix the flak frigate we have now! There's no reason to have two units for the same role if one does it incompetantly, we may as well just have one unit. Their AI is the big problem, but if you micro them they actually work. You need to use abilities like jam weapons and telekinetic push to buy them time, because they don't kill strike craft very swiftly, but if the battle drags on the tough flak frigate can really
Why would you ever want 16 radiance ships? Ever seen a malice/cleanse combo with radiance and mothership? Or how about animosity/vengeance combo with radiance and rapture? Oh, and let's not forget that throwing a Halcyon in is worth it just for the aura alone late game. I hope I don't need to explain the reason why you'd want at least one revelation. I'm not a huge fan of revelation, but I always make sure I have at least one. Advent are easily the only fac
Pervasive Economy is a godsend, pretty much giving you a resource advantage by default. Insurgency varies a bit. If your opponent puts hanger defenses in all his planets (I do late game) it's virtually worthless since the actual size of the raids are so small that a few strike craft can deal with them before they actually damage something. Worse, if an enemy capital ship is present, it's free experience for them.
When you first encounter wormholes, send a unit into their center, and it will warp to the wormhole's destination (after you've researched the upgrade allowing you to do so). Once you've explored the wormhole and know where it leads, your units will regard the wormhole line no differently than a phase line when deciding which path to take to reach a target destination. The biggest difference with wormholes is that if the target destination is not a wormhole, there is no direct ret
[quote] I doubt noobs would know how to turn it off, that was my point ... Making noobs do something assumes they know how to do it. [/quote] If someone doesn't know how to toggle auto-cast, they need a tutorial, not a feature to help them. If they're that lost, then the issue of micromanagement and ease thereof is rather moot. Ironically, when I was a newbie and first encountering this autocast behavior, I actually was caught offguard when my mothership
Well, superweapons aren't exactly an every game occurrence. Doesn't matter if your faction has a killer superweapon if the game almost never lasts long enough for you to use it. Certainly I hope Vasari get their fair share of new content throughout the course of the game, not just at the end.
The clock and whisper/ignore features should definitely be high priority. Those are very important and useful in any online game. As to clan support, I find that usually online communities are very good at regulating themselves and their own clans. That's not to say I have anything against clan support, just that it's something players are capable of doing for themselves. Similarly, there's nothing wrong with observers, but typically that's not a feature often used i
[quote who="Darvin3" reply="4" id="2049444"]TEC has more technologies to upgrade than Advent, it's that simple [/quote] Sorry, I misread you there. This one doesn't make sense to me, either. Unless you're missing something (like fleet research or maybe artifacts, as someone else suggested) this seems like some sort of bug. Reminds me of when the end-game statistics would actually say you had a negative amount of frigates at the end if you used the illuminator's illus
[quote who="Astax" reply="4" id="2049399"]I suggest getting 3 hostility labs and researching drain antimatter. Then you make nothing but disciples! You will die of course, but the soudn they make is so precious![/quote] Actually, getting drain anti-matter and illuminators is a good combo. Illuminators are great firepower, and disciples make excellent support, disabling anti-matter abilities that can give illuminators a hard time. Great against carriers, and really gi
Heh, a couple of weeks ago I was talking to a friend about Sins and we brainstormed our "dream" fourth faction. Our dream faction had a superweapon similar to this, opening a temporary one-way wormhole to any planet which you had units. Didn't know the Kostura was actually getting changed to have this effect, but it should be interesting to see how it planned out, as we actually argued over this one concept for a while. I'd say that opening a phase line to a