But surely not a 23,000 HP/11,000 SP/30 Amr Vasari Starbase with Frontal Deflector Shield and/or Debris Vortex. :D
Newplayer
Not likely. My Starbase upgraded once in defense (but with hp research) survived a 12 Ogrov attack for much longer than a minute. Granted, I had a repair bay and a Dunov, but wouldn't you have at least some defense helping your starbase?
Oh woops. Sorry guys. A.I. always seems to pick the long route for me. ;) So if I had that problem, how would I handpick my route?
I'll try to give my best input. :) For Trade Ports, the game's A.I. will choose the path that gets you the most money, so you don't have to worry about shortening a path or something. I don't build refineries much, but each refinery sends 1 refinery ship to each extractor at its own well and each adjacent well. So typically build them when there are a bunch of resources at that world and nearby, Media Hubs can give you a race specific culture bonus if you f
You just inspired me to have an all caps match against some comps. :) Good luck!
Wow, that sounds like an amazing combo. :) I was always wondering how that repulsion ability could be useful outside of keeping enemies from targeting your illuminators!
I'm not sure of it myself, but I'm certain somewhere in the game tutorials it tells you how to change names for planets/ships. :)
Since he said little moment, I'll go with something simple. Having 4 Marza Dreadnoughts Raze Planet an asteroid at the same time. It basically looks like the Asteroid exploded in four different directions. :D
Had a nice battle with another advent hard comp yesterday, again the disciple/anima drone army. :) Jam Weapons did wonders, kept my fighters alive, while the Skiranta Carrier made sure everything stay healthy. Skirmishers did a nice job of hammering away at those carriers. And I learned that Gravity Warhead plus Phase Jump Inhibitors is a really evil combination. :D
Wow, thanks for all the responses guys! [e digicons]:grin:[/e] And I have read quite a good deal of comments from you, Agent of Kharma, on the ongoing debate on carrier/flak balance, which has helped me with some general countering of the carrier issue with all races. I read on another post that they're considering lowering the speed of carriers, and hopefully they input that reduced build time for SC in regular Sins. :) Thanks Transitive for that great deta
Oh, and is that microphasing aura useful too?
I've actually done that as TEC vs Advent Squadrons...tossed a nice 20 or so against 8 carriers. It's quite ridiculous how many flak you need to do substantial damage versus a large squadron of strikecraft on the first flyby. o_O But balance I suppose. :) I suppose I'd have to build fighters, although you only get 4 fighters per squadron compared to 9 for advent...quite annoying. :P So, in essence, fighters? How about jam weapons thr
Just got horribly annihilated as Vasari by an Advent comp spamming drone hosts. :) Now I don't want to get into any balance arguments here, but as the Vasari, what is an effective way to counter this type of spam? The sentinels didn't do much-new squadrons were built as soon as they were swatted down. Of course though, my army was quite small, since it consisted of quite a bit of lrf for the earlier disciple spamming the other comps were engaging in, and we know how
It seems like most people here are just talking about how to counter the strikecraft, while ignoring the fact that you still must deal with the carriers. Sure Phase Jump Inhibitors are great for hampering any retreating fleet...but carriers have great enough armor/health/shields for only a few to die before the whole fleet finally leaves the will. I'd agree that the anti-SC capitals (like the Kol) are great for fighter destroying...but seeing as the carriers can just han