[quote who="leejaywu" reply="16" id="2144302"] If I were planning a rework, I'd want them to be more pirate-y and less periodic-suiciders -- in the current build, they'll blithely attack even an Advent desert planet with max'd tactical slots, a Transcendia, and a capital ship parked just to earn XP. In other words, sneaky, theft-oriented hit-and-runners instead of attempting brazen assaults on warships and heavily defended systems. - Nix the periodic timer motif. &n
Vespucci
How about pirates that send raiding parties to neutral grav wells and steal income from trade ships? That would be minty sweet. Another cruiser type maybe. And I like the cap ship idea. I like the idea of the heavily modded Akkan. A mass accelerator for assaulting a planet or clearing a path for escape, a battering ram ability would also be in style, maybe a grappling hook that reels in and disables frigates that are too close and carries them off for salvage.
Is it autocastable? And if so, was it on? (I almost never buy it.)
Ooo! Let's FFA on Vanilla. I suck it harder than I do entrenchment. I get back home lateish Tuesday night. You guys are going to win bigtime.
Umm, I'm pretty sure I suck harder than you guys. I challenge you both to a FFA.
You beat me to it by a few hours. Where I'm going with it is to compare the ratio of damage output to survivability to cost. Three things I can do with this is determine which is the best bang for buck when all I need to is bullets, determine bang for buck when I'm limited by credits/metal/crystal, compare ship abilities more objectively.
egg is slow. kite your caps and kill it with sc.
I love the sound of back pedaling. Later on, dude!
Interesting! Bombers out damaged fighters against a temple of harmony, a drone host, and a constructor thingy. It was the same against a disciple vessel. Perhaps you need an update!
Doesn't this presuppose you are putting an all fighter fleet against an all bomber fleet? I'm failing to see the generalizability of that.
[quote who="crashmatusow" reply="19" id="2129461"]let me put it this way...fighters do several times as much damage as bombers to frigates (except flack obviously).[/quote] How? As we said in the 80s, "Explain this thing to me."
And FSM/cthulu help the player who lets someone put 4+ angry orkuli in a star grav well with mines. It's a veritable lvl up factory for virgin caps.
the data tables point to fighters being better than bombers versus colony, siege, and lrm frigates only. Lrms being the only one you see en masse, I'm not seeing the evidence that fighters are better than bombers vs frigates.
When you can stop the escaping ship from phase jumping and then give it negative armor, there's a real benefit to keeping them around. If I had 4 caps I'd want atleast 1 to be a desolator, but I can fathom 2 or 3 of them being eggs, especially if your opponents are throwing lots of caps out there. As a side note I set up a scenario vs several AI with the intent of spamming kortul to see how it works. Imo, 2 eggs in combat with nano are worth 3.5 kortul until they get nanites, wi
[quote who="Howdidudothat" reply="15" id="2129394"]Vasari strikecraft are a lot less prone to flak due to their high HP/ammor. Flak work incredibly well against Advent and with TEC. When you see Vasari show up with carriers, you better have Hoshikos and flak ready to go. I'm surpised he built bombers, but perhaps we was targeting your structures (i.e., mil labs and frigate factories are high priorites in rush situations)?[/quote] The mantra is that Bombers eat frigat
[quote who="CoBBQ" reply="6" id="2129384"] Quoting lich1989, reply 5 Quoting CoBBQ, reply 4Build a bunch of Orgovs and attack the Vasari SB from the rear while laying mines around the Orgovs? Tec can build mines in enemy grav wells? Once you taken the planet, yes. [/quote] That seems unreasonably difficult to do, if possible at all.
What if the SB owner does, like I do, something to stop the starbase from chasing the decoy? The starbase's highest priority target is usually siege frigates, so I usually target it on a cap ship (which are often in range of the siege frigates anyway). It moves towards the cap but targets the stuff around it too. Or you can move the SB back and forth in front of the stationary defenses, while it continues to target everything in range. The only time I make an exception
Yeah. That rocks, thanks.
1. be able to make requests of the AI for money, resources, targets, designate a fleet rally point when playing SP. 2. be able to gift ships to allies, or at least surrender their control to an ally fleet. 2a. vasari allies can use vasari phase stabilizers. 2b. a "kostura lite" with roughly the same research requirements as the phase stabilizer, which only opens a phase gate, no damage, no ability disruption, etc. 3. be able to evacuate a world so
Wow, thanks! I don't know how I didn't figure that out. In the first instance, if I set an LRM as the fleet and everyone else hold position and tight (I found that in another post) would everybody move to the firing distance of the assailant and then attack what's in range? Then I only need to micro the sc, right?
I tried to do two things with fleets I hadn't done before, and I couldn't get either one to work right. 1. What I wanted was to build a fleet of skirantras, assailants, and carriers so I could jump in, kite whatever defenses were there and use the fleet as a long range standoff weapon. I started with the cap as the main ship, engage the grav well, and manuever tight. What I got was caps rushing up ahead of assailants, carriers not budging once they jumped
[quote who="Swordsalmon" reply="18" id="2127734"] Quoting N3rull, reply 16 10025 years ago, Vasari began their great exodus in an attempt to escape an unknown threat that annihilated every counterattack. Nobody lived to tell the tale. Now we know -- the timespace looped and Vasari are in fact running away from three lvl6 Marzas some noob sent on a scouting mission. 10000 years ago... Dark Fleet Commander: General, we have spotted the enemy. FIRE! <br
[quote who="milo896" reply="20" id="2126230"]What if, instead of simply reducing damage/range/what-have-you, the entire application of the ability was changed? Make it sort of like a super-powered Radiation Bomb blast. Choose a ship and the entire area around it gets nailed with saturation fire high explosive missiles for a duration. This would remove the main problem with MB as it is now (being able to nail anything even remotely close to the Marza during use), but still give it g
[quote who="dolynick" reply="22" id="2125750"] 4) A target capped (32? or 48? or even 64?) column area with a 3000m? or 4000m? radius. -dolynick[/quote] You rock. I say go for 4km. That's an area of 40km^2, which seems big, but is 12% of the original area. do you know if it will target ships which wander in the area during the MB? If so, say 48, if not say more.
Hey, dolynick, was it you that had mentioned putting MB into a column in a mod to test it? I would love to try that out if I can find someone to make an advent battleball to fire it into. I think the replay could be a motivational youtube hit.