The honest answer for advent is that there is not much. Caps die easily to vasari bomber and assailant spam. If you are close enough, scout and disc spam do work still if you do it right. Carrier cruisers can be used to snipe caps if you can surprise them with it(IE hold them in reserve out of the well until the skirantra take decent damage and then jump them in to finish them off). Bad thing about the carriers with your own bombers is they will pull out phasic tr
Greyfox2
For multiplayer, diplomacy is the main expansion.
In any one patch, vasari was not buffed much. Looking in the past several patches however there is a steady advent nerfing and vasari buffing(rightly or wrongly). When caps were buffed to begin with(including carrier caps), vasari got the better end of that deal with several buffed caps. Advent caps got nerfed in general(progen being the one that sticks out in my mind). The progen colonization pretty much represented the advantage to an advent econ. Sco
[quote who="Darvin3" reply="35" id="2853353"] The problem with HC as it stands is the bomber spam particularly from vasari. Going to HC against a vasari is foolish with skirantra the way they are. And yet, what other choices do you have? Disciples get slaughtered by assailants, scouts are a joke now, carriers get countered or run down, illuminators are only really good against LF (which Vasari doesn't use much) now, and capital ships get murdered by phase mi
I really think that a research shift will not happen. The devs have not shown a propensity at all to do this in the past. IMO, there are several things that could use shifted but aren't. I don't mind illums being a tier 3 research but a buff would be nice. They were nerfed too hard and vasari buffed too much. Change may occur but it will not likely be this change. [_]-Greyfox
The problem with HC as it stands is the bomber spam particularly from vasari. Going to HC against a vasari is foolish with skirantra the way they are. It is not much a better thing to do against TEC but somewhat better. Fighters are easily squashed by flak so once flak shows up in even small quantities, bombers become the mainstay and thus it is foolish to play right into your enemy's hands. Bombers are going to be spammed anyways with the skirantra. The
I have not voted in it myself and I generally glance at these forums daily. There is likely only a small fraction that come to the forums at all. It would be difficult to figure out how many still play it especially since the vast majority of players are single player only. There is not necessarily drive for them to come to the website at all for a 2+ year old game much less for the few weeks that poll has been up. [_]-Greyfox
LF were already buffed to withstand LRFs better and it resulted in scout/LF spam that was insane. LF does not need changed again in that respect. As to the subverters, they are just one more thing that is somewhat OP to vasari. The thing is that subverters suck worse due to the other glaring things vasari have. Consider the fact that subs are dealt with best by strike craft(they stay active when everything else is disabled). This is negated completely with p
[quote who="DirtySanchezz" reply="9" id="2830042"] Quoting ColeTahn, reply 7 Smurf sounds about right, and i have no idea what that means. A smurf is a common term in online multiplayer gaming. It's an experienced, often skilled or pro player who creates a new player name so that no one knows who he is. Often times they end up stacking the team they are on. People will smurf for other reasons too, such as being rusty or wanting to
The best time to play is eastern time US in the evening and on the weekend. Diplomacy is the main one played in my experience. Be sure that you are clicking for ironclad online rather than the multiplayer button. Alloy is something they added to allow people to host games without forwarding their ports. [_]-Greyfox
[quote who="Darvin3" reply="20" id="2812198"]You needed Guardian/Progen to tank a Vasari starbase safely... but let's be honest, that's even more the case now. [/quote] Unfortunately though you are fighting against a race that can skip shields and take out caps with ease. Guardian hull is paper thin too. Assailants outrange push and so do bombers. Some of those guardians need to be using the shield buff too rather than push to enable any amount of tanking the SB
I was always a proponent of having a small instant allegiance hit for the deliverance engine. The buff is 25 percent rather than 20 btw. I still don't see it being built much even with that adjustment but it would be nice for finishing off a cut off entrenched HW. It's too far up an otherwise useless tree to make it worth it often. [_]-Greyfox
[quote who="Cykur" reply="13" id="2809121"] A couple patches ago before Vasari got their stats re-adjusted for Diplomacy, Advent was ridiculous due to the Illuminator damage bug. Illuminators didn't have a slight advantage like they should have on paper -- due to the bug, they used to WTF slaughter the other LRFs. Seekers and Guardian repulse just added insult to injury. The only viable Vasari strategy back then was to use starbases at key worlds before you were o
There is some truth to the faster speed setting favoring vasari. Fast resources benefit those who can get the most resources and credits fastest. As far as resources goes this means vasari with neutrals. They get more bang for their neutral buck because they can get them fastest and keep them easier so it benefits vasari substantially more than it does advent and to a slightly lesser extent TEC due to earlier trade for them. This is a point I have brought up in the pas
[quote who="Darvin3" reply="1" id="2787313"]Currently, there's no indication. Barring a developer comment (which would be nice), there's basically nothing to say. What kinds of things we'd like to see have already been discussed, but we just don't know what, if anything, is actually coming. If we're not going to get anything substantial, I'd say the best patch the devs could throw at us is to revert scouts back to their 1.18 strength, nerf the Advent scout's durability,
I will say vasari were favored in the early days as well. Returning armada and subverters were nerfed majorly at one point and lack of quick start made them very favorable for early fights due to 1 lab LRF. It was nigh on impossible to defeat a vasari once they got basically unlimited free fleet from RA once it was set up. [_]-Greyfox
I build 7 or 8 disciples at the start to help with militia clearing. To get all the side beams firing, the illums have to be close range and as close to the middle of the enemy as possible. You do not have to get directly into their formation. A little bit away will do. Sometimes it is advantageous to be right in the middle though depending on the situation. Sometimes its even acceptable to run illums back and forth through the enemy formation to take advantage o
There is no killing flak quick with any lrf unless there is an overwhelming number on the lrf side. Flak sorta counters lrf anyways so wading flak in would not be a bad idea for the flak heavy player. A proper battle ball(using repulse) would prevent flak from getting close enough anyways. Stationary strike craft are good when what you are fighting comes into range regularly(IE when fleets are slugging it out or defense of SB or any other stationary unit against bo
[quote who="Pbhead" reply="11" id="2765656"]both bombers and assailants have rather bad modifiers vs carrier cruisers. equal fleet supplies of carrier cruisers and LRMS left in a gravity well together, the carrier cruisers will win. [/quote] It doesn't matter what kind of modifiers they have. There will be enough of both around to kill it quickly and waste the large amount of resources and time that drone hosts take to be a threat. Jumping carrier cruisers
The problem with that is it takes at least 3 level 1 telepush to kill off a vasari squad(assuming he doesnt repair the SC, scramble more, or rebuild like they are doing constantly due to AM independance). Granted that is not going to be the only damage they receive if you have flak or fighters but still telepush early on is only slowing the bomber dps down by pushing away and a small amount of damage that is pretty quickly fixed. Building carriers with fighters to go along with yo
I play advent exclusively myself. It is possible to beat them still. It is a lot harder for the non vasari than it is for vasari though. If you are on the front and expected to fight, you must build at least 1 carrier cap yourself. LRM spam is usually the way to go with this. Carriers with bombers(not fighters despite the fact that you will see mostly bombers and lrf from them, what fighters you can muster will not clear the skies well enough) to snipe caps.
[quote who="ls612" reply="21" id="2745836@Darvin3: On Advent Hangars I can on Defense Eliminate all enemy bombers with 3 or 4 hangar upgrades and 2 HDs. Then he has to come up close and meet Meteor Storm/Mass Disorientation. On Offense 20 extra bombers for your fleet allows you to destroy all fixed defenses in the system free from risk. I ment by the Best starbase that the Orky has the most tricks and Brute force, and It is most versatile for Attack or Defense. It is definitely my favorite.<b
Starfish are terrible against starbases especially the orkulus. They are made for multiple targets to begin with so their dps vs one target is already crap. They are fragile and expensive. As has been mentioned even a paltry fleet can wipe them out without much damage done to the sb or surrounding structures. You would be much better served building bombers to take out anything that starfish can take out. As to the OP, I have a hard time recommending hangar upg
Last I knew vasari was NOT balanced with them being OP. Granted I haven't played much in 2-3 weeks but its not like it has changed in that time other than having fewer players since SC came out. Thus we have the multitude of "community balance mod" discussions on the other sections of the forum. [_]-Greyfox
Meteor storm is still worth it with 1 level but obviously somewhat better with level 2. A lot of times I will only get level 1 to start with and upgrade it if its likely that they will enter range of it(eg. I have SB at a roid due to small grav well with mass disorientation to keep them still after jumping in). It is entirely situational. There is no sense in spending the extra resources unless you are pretty sure you are going to get to use it. Just having level 1 is