Darvin3

Darvin3

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

[quote] Oh and the subverter's passive 25% phase missile bypass doesn't stack does it? lol that would be so unfair.[/quote] No, two applications of the same ability do not stack. This will stack with phase missile upgrades, though, bumping you up to 55% bypass overall (which is pretty nasty). [quote]Oh and can I assume I should refrain from buying off the black market a lot? I found myself doing that way too much.[/quote] Yes and no; if you have a long-te

18 Replies 48,662 Views

[quote]I do believe however that adjudicators/starfish are underpowered though.[/quote] I'd definitely agree with this one. [quote]I could do without starfish being able to target 5 structures and have fewer targets with more damage.[/quote] Their damage needs a buff, period. They cost 50% more than an Ogrov, but their damage (if you add all their banks together) is actually about 30% less than an Ogrov. This is simply [i]way[/i] out of whack. To

153 Replies 375,001 Views

[quote]Oh and regen bays, the carriers heal and the overseers heal made and unstoppable defense.[/quote] Yup; healing from multiple sources stack. Throw in an ally with Hoshikos for even more healing fun. [quote]but when I built 4 overseers they auto attacked and got slaughtered? How do I prevent that?[/quote] Couple options. By right clicking the "attack" symbol on the infocard, you will disable their attacks. You can also open their behavior menu an

18 Replies 48,662 Views

[quote]So how obligated should I feel to research the shield, hull and weapon upgrades?[/quote] With the exception of Vasari phase missiles (which are [i]that good[/i]), you really shouldn't feel obligated to purchase these upgrades. When you do decide to sink some resources into generic performance upgrades, focus on the more inexpensive ones on the list. [quote]what quantity of what ship should I pump out for initial planets[/quote] Depends. If you c

18 Replies 48,662 Views

[quote]I'm fine with the advent scouts, due to the illums being almost worthless now.[/quote] Illums kinda have a buff coming to them Who'd have thought fixing a bug that caused them to deal [i]inordinate[/i] amounts of damage might reveal that the unit itself was actually kinda weak. [quote]Some good hanger placements with solid fighters nullifies those Orgs, btw.[/quote] I disagree on this one. One hanger gives you two squads, and cost

153 Replies 375,001 Views

[quote]For this type of strategy, is it viable to try to quick colonize an ice/volcanic planet? Especially since you need the pre-req civ techs before colonizing one of those planets? [/quote] Definitely viable, though it's going to take up [i]all[/i] of your starting cash. If you have enough leeway to get your military rolling [i]after[/i] colonizing your first few planets, then this works beautifully.

4 Replies 10,737 Views

[quote]i actually did the math on that, and while the vasari scout is lacking in hp, its dps is actually between that of the tec and advent scouts.[/quote] Eh, your math is off: TEC scout: 2.55 DPS (1.275 / command) Advent scout: 2.4 DPS (1.2 / command) Vasari scout: 3.4 DPS (1.13 / command) So in terms of damage / command the hierarchy is TEC > Advent > Vasari, though they're all fairly close. [quote](someone do please&nbs

153 Replies 375,001 Views

It's counterable with a good scout mob. Chase them down with 20-30 secouts (that's equivalent to roughly 3-6 Ogrovs command-wise) and they'll die pretty easily. Still, I fully see where you're coming from. This unit hits hard and can knock out economic infrastructure extraordinarily quickly, and if you get blindsided by it there's really not a lot of time to react to this fast-working unit. In that sense, the Ogrov is similar to the Vulkoras; if you

153 Replies 375,001 Views

[QUOTE]It's like the Dunov for TEC is against the AI, but in a cruiser.[/QUOTE] Actually, it's [i]even better[/i] than the Dunov's ability since hull > shield and it gives a bonus buff to armour [quote]assailants. and skirantras.[/quote] Throw in sentinels if the enemy gets strike craft happy. Against the AI, this combo should last you until the end-game, when you should swap over to massed carriers. The AI is utterly incapable of countering massed

18 Replies 48,662 Views

Easiest way to grab an asteroid is to send in a lone colony frigate, colonize the planet, then build a turret. Build the turret right next to the planet so that the siege frigate cannot maneuver around it easily. The siege frigate will die before the planet, and you will retain control. Using this technique to grab an asteroid frees you to spend the remainder of your resources going after higher priority planets. Against full-sized planets, this turret trick will not

4 Replies 10,737 Views

Let's see the options: A. Spend hundreds of man hours (translating to thousands of dollars) developing a system that will be cracked within hours of release, resulting in torrents available the same day. B. Spend nothing and just accept that torrents will be available the same day. Seems to be a no-brainer. If the end result is the same, why spend time and effort on something that won't help (and may do harm if there is collateral damage to the paying cus

15 Replies 39,978 Views

[quote]I would like to see reply of the game when human wins against 2 allied Vicious players.[/quote] I'd imagine if you hand-tailored a map for it, it would be possible. Otherwise you'd need a stroke of luck. As I mentioned earlier, the vicious will occasionally gimp itself by not building the right logistics structures and being unable to produce units fast enough.

23 Replies 56,231 Views

Against phase missile spam, I find your best friend is the Rapture. Vengeance will punish focus fire, while Vertigo can drastically cut their damage output. Shame there really isn't enough antimatter to use both effectively, but each ability is a real savior. Advent armour upgrades are a little too expensive to be a viable countermeasure, though they're [i]very[/i] nice one you have them.

304 Replies 781,707 Views

[quote]Done it before as Vasari vs. Advent, it was brutal but it is possible...have yet to try it with TEC or Advent...[/quote] Vasari can do it with a starbase rush. Advent/TEC... put up frigate factories, spam light frigates, and hope you can knock out his constructors and frigate factories before he builds up critical mass. Distracting and kiting with your cap is a good idea.

23 Replies 56,231 Views

[quote]Is there anyway I can get rid of it all together, or atleast tone it way down?[/quote] Yup; before you start a game, go to "game options" and set pirates to "off". This is highly recommended when first learning the game. They can be quite annoying to deal with even for veterans, and totally overwhelming for beginners. Also ensure you've patched to the most recent version; the pirates have been weakened since then. [quote]I finally got the ability t

6 Replies 6,412 Views

Range isn't a big deal in an open "field battle", but the moment immobile assets such as starbases or repair platforms come into play, range can have an immense strategic importance. Honestly, if you want to make LRF less effective against capital ships knock down their speed to 450. This will largely prevent them from chasing after faster capital ships, relegating that role to faster units such as light frigates, heavy cruisers, and bombers.

60 Replies 38,125 Views

[quote]a bit disappointing that even in super late game AI doesnt build more than 6 cap ships...[/quote] 6 is actually about right for a massive late-game fleet. Maybe even a little high if he's TEC. Unless you're Advent, you're probably shooting yourself in the foot by getting more. As TEC and Vasari in a serious match, I have [i]never[/i] gone above 8 capital ships. The problem is twofold. First, experience is divided equally between capit

23 Replies 56,231 Views

600 command in units, sorry. I can't review the replay to find the exact number since it was an old version, but it was quite hilarious to watch. I was sitting around scratching my head in-game wondering why the vicious AI was so feeble, then I suddenly realized how many factories it had and it all came together...

23 Replies 56,231 Views

[quote]Fighters: other fighters and bombers, Javelis, Siege frigate[/quote] Also good against scouts. [quote]Bombers: Capital ships and cruisers. Structures?[/quote] They're only good against [i]heavy[/i] cruisers. Other kinds of cruisers they're nothing special against. Yes, they're great against structures and starbases. [quote]Scout Frigate: Just exploration, rubbish at fighting.[/quote] Scouts are great against light armour type

15 Replies 8,564 Views

[quote]well, I dont know how but he is outproducing me so bad.[/quote] x6 resource cheat, x6 research speed, ability to research while labs are under construction, ability to build units while enabling technology is under research...yeah, "early" wins against vicious are rare. [quote]I have no idea how that is possible, I tried to play early economy or early fleet and expansions but I cant even closely reach his amount of ships AND upgrades.[/quote] Trick to beating un

23 Replies 56,231 Views

[QUOTE]LF counters Seige frigates and flak.[/QUOTE] Actually, scouts counter siege frigates. Faster, cheaper, and about the same damage as a LF when attacking light-armor type units. [QUOTE]The Cap Ship Category depending on particular ship and abilities could be said to counter most everything.[/QUOTE] No capital ship will counter a large force of damage-dealing frigates. As I said, the way to kill them is to choke them with firepower. If you can pel

13 Replies 19,265 Views

[quote]TEC just does not have the raw firepower to threaten other fleets[/quote] I don't know why people say TEC firepower sucks. TEC firepower is great, only surpassed by Vasari phase missiles against high mitigation targets. Fully-upgraded Destras will also out-pace you, but an Advent fleet should be pretty well impervious to damage from TEC units by this point in the game anyways. The problem is squarely on their support cruisers and capital ships. The hosh

43 Replies 36,863 Views

[quote]Long Range Frigates[/quote] Add heavy cruisers and flak frigates; those are very effective counters. [quote]Light Frigate[/quote] Turrets don't qualify as a counter anymore than a starbase or minefield does; too easily avoided. [quote]Heavy Cruisers[/quote] Support cruisers with disruption abilities, such as the Hoshiko, Guardian, Subverter, and even Subjugator perform quite well against them. As a result, they can qualify as a counter

13 Replies 19,265 Views