It really depends on the ship I'm making. For TEC, it's usually the following: Sova Carrier- Titania, Lyreneia, Diligent Kol Battleship- Lyreneia, Glorious Akkan Battlecruiser- Lorlei Dunov Battlecruiser- Nerd Vessel, Nerd Vessel 2, ect Marza Dreadnought- Pwninator, Pwninator 2, ect Advent: Progeniter Mothership- Popeinator Radiance Battleship- Ave Maria Halcyon Carrier- Augustine Revelation Battlecruiser-
Swordsalmon
I really hope everyone pays special attention to the fact that LF spam is useless. A short while ago, I was in a 2v2 match. My ally ended up getting almost nothing but Disciples, and ending up just surrendering after his first battle. Also, an enemy made a fleet of 30 Cobolts and an Akkan, which were promptly slaughtered by my ten Illuminators attacking the Akkan. >__
While I usually try to integrate scouts into my forces, I've only done one 'scout rush', if it can be called that. I was against two teamed enemies, and made a large force of Seeker Vessels with a Progenitor Mothership to counter the inevitable LRM attacks until I could bring out my own in signifigant numbers. Not sure it this counts, though. :/
It's likely that the enemy culture hasn't been fully neutralized. Check the phase lanes colours; if the line connecting to your planet was the enemy's colour, then it's still under enemy culture. I'd expect that your culture lanes haven't reached the planet, while the enemy culture was only starting to be neutralized.
The Guardian's Repulse doesn't knock back Chuck Norris; it only makes him angry and move in even faster.
Except that the Enforcer is the only one that can heal itself. Not always can a Kodiak or Crusader waltz to a repair bay or healing unit. The Enforcer can just stop battling for a little and restore itself, which can be an enormous advantage.
Chuck Norris invented the Phase Jump Inhibitor.
For Carrier Capitals. 1. Increase Initial Armour? -Nay 2. Increase Strikecraft Capacity? -Yay 3. Make SC buffs AOE? -Yay 4. Increase additional drones (Adept Drone Anima)? -Yay 5. Rework Scramble Bombers? -Yay
Ha, I was actually going to make a topic suggesting ways to improve the Sova Carrier. Frankly, I think all three Carrier Capitals need a boost in Strikecraft, starting with around three at level one, and gaining possibly a maximum of eight or so at level 10. Even having six at level six would make all three considerably better. But anyways, I personally would like to see the Sova Carrier a bit more useful, not just because it's my personal favourite Capital ship, but right not essentially jus
[quote who="SSAF" reply="10" id="2274496"] Also, most scif-fi shows have their ships move like that out of the coolness factor, not the tactically advantageous factor. Keeping your fleet far distant from your enemy would be more beneficial, because it would mean that aiming would be more difficult and hitting a small target like a one kilometer ship from five hundred kilometers away would be impossible. That's why it's better to just sit klicks away and hammer off missiles at each other.
Why not give Vasari scouts Phase Missiles instead of their dual lasers? At least they would be able to increase their damage output against Illuminators with a phase upgrade, and make the costs actually worth it. ^_^
Then as I said, build a lot of LFs. Really, any spam can be countered- and virtually anything will destroy Scouts. Really, and the Scout spam relies on having more. You need three Scouts to counter one Assailant, and killing LRFs is really all they can contribute in ship combat. I'm actually glad Scouts have found a use other than just running around. ^_^
Just about anything can destroy Scouts othet than LRMs (Which still can in good numbers). Really, a simple counter is just building some LFs and drive off any Scouts until Carriers can be built. ^_^
[quote who="Luckmann" reply="4" id="2259918"] I loved both the Fire Emblems released for GBA. Why the Sacred Stones hate? [/quote] Most disliked Sacred Stones because they thought the Tower of Valni made the game too easy, nevermind that no-one actually had to go there in the main game. Frankly, I think it's far better than Blazing Sword, though of course Fuuin and Thracia 776 annihilate both in entertainment. ^_^
I didn't spam and I don't think made any staff angry. And domains are working, I believe. EDIT: Looking more into it, I think it's a connection error on my part. EDIT: Well, the problem was that the firewall was blocking ICO. Thanks for the help, everyone. :)
No, this problem has still persisted for the past days. :(
I just updated to Sins 1.17 yesterday, and have been trying to access Ironclad Online for multiplayer. However, everytime I try to log in, there's an error stating 'Disconnected from Ironclad Online', to that extent. Is there any problem on my end? Sorry if this has already been answered. :( And my copy of Sins of a Solar Empire was purchased and legal, if that helps any.
The best turn-strategy series to look for is easily Fire Emblem. I highly recommend Thracia 776, Fuuin no Tsrugi, and Sacred Stones of these. Very deep and easy to understand with excellent mechanics. If you need any information on the Fire Emblem games, please do ask. ;) Nintendo Wars series are also worth looking at. Made by the same company (Intelligent Systems), these aren't RPGs, but still very fun. Sega has quite a few wonderful SRPGs. Obviously the Shining Force games a
I highly recommend buying the first two Age of Empire games. Especially now since it's extremely cheap with both expansions. Lasted me about eight years and still playing. ^_^ There's also a couple console RTS games worth looking at. Herzog Zwei is fantastic with two players, while Dune is a good single-player RTS. Both are for the Sega Genesis. And the SNES has Ogre Battle: The March of the Black Queen, which is probably the best overall game for that system. RPG and RTS fun. ^_^
I hope this can be answered alright. ^_^ Anyways, I've been using Advent a lot more than usual, but have rarely used Destra Crusaders. Really, I've been thinking that they're just too expensive and not strong enough to be worth using a lot, especially considering its Plasma upgrades. So is it worth upgrading and building Crusaders, or overall just better using the money to build Iluminators/Defense Vessels? Any help would be greatly appreciated. Oh, and I'm currently playing V
Also, you could of tried making many LFs to kill off or route the Carriers. Of course, they'll take enormous casualties from the Bombers, but their higher Speed and anti-matter draining abilities might of helped a bit.
I typically don't rename my planets. However, I like giving an Ice Planet 'Fichina', after Star Fox. And with Advent, the home world has to be called 'Vatican'. XD
Light frigates are mainly useful for the early-game, assisting in clearing out planets with a capital ship. Later on in the game, I've personally found them useful in shutting down repair platforms and hangar defenses, by stealing their antimatter. They also are the counter to flak frigates- dealing anti-heavy damage. The Diciple Vessel is particularly good at this due to lower cost and transferring the antimatter to say, an Iconus Guardian or Halcyon. Though in the cas
One day, a Jarrasul Evacuator used Nano Disassembler on Chuck Norris. He suffered no damage by disasembling the disassemblers-before the ability was activated.
After looking back and getting used to fighting Marzas, I can't really say it's overpowered. It is a very poweful ship of course, but offense is it's only benefit. Unlike most other capital ships, the Marza doesn't have any real supporting abilities. And Missile Barrage can devastate fleets of LRFs and what-not, but at the cost of 150 Antimatter and four minutes of cooldown. Unless you have multiples (Which likely won't happen on your typical Medium map), Missile Barrage is fairly easy to cou