Swordsalmon

Swordsalmon

Joined Member # 3511569
15 Posts 452 Replies 15,015 Reputation
Reply to Dual Halcyon in Strategy

I've only seen a dual-Desolator start once, in a 3v3. My ally did that on a nearby enemy which eliminated him quickly and essentially won the game (Another ally was in a stalemate with one enemy, and I was fighting off a dual-Sova rush). The dual-Desolators actually worked a lot better than it seems; they have pretty high DPS and is forward-firing, and they quickly destroyed the enemy HW.

87 Replies 192,309 Views

[quote who="Beric01" reply="21" id="2501638"] LRM's are still very good ships, and need some sort of nerf or improved counter. The problem is WHAT. [/quote] Flak is the answer. While Fighters do the most damage as a counter to LRF, boosting Flak to deal damage to Light armor would be fantastic. Flak does sort of counter LRF, but only when massed and with all of their weapons being fired. And Sentinels don't do a good job at this. Instead of a flat LRF

81 Replies 117,653 Views

[quote who="MindsEye" reply="15" id="2501374"]Other option is to make bombers effective vs lrf. [/quote] Then Fighters will be completely obsolete. And Bombers already do somewhat well against LRFs.

81 Replies 117,653 Views

I do agree that LRFs currently do too much damage against capital ships. There's two main reasons for this; it's still far too fast to mass LRFs, and Bombers are far less viable. Carrier cruisers are currently not viable until late-game, whereas reducing LRF damage to caps would make the carrier cruisers (With Bombers) more important to come out earlier.

81 Replies 117,653 Views

[quote who="DorianGrayEternal" reply="13" id="2499846"]Yes but when looking at the other Colonizer caps for the Vasari and Advent I get jealous. The Egg is by far my favorite ship: nanite desolators are amazingly brutal. Progenitor is plain OP at least a few months back. Akkan compared to them just sucks. [/quote] Except the Egg's Colonize isn't exactly stellar, and it's durability is bad. Progen has only Colonize and Shield Restore; DPS is low a

53 Replies 17,850 Views

[quote who="Darvin3" reply="464" id="2499081"]While starbases have extraordinary antimatter regeneration and I'd have no qualms with seeing new abilities to help shut down their abilities, hangers and repair bays actually have very limited antimatter reserves. Hangers especially are so low on antimatter that they're already deep in the underpowered range. Personally I think that an antimatter buff to hangers should be an item for discussion (along with a [milder] antimatter buff t

913 Replies 1,704,616 Views

On buffing support caps. Increase AM Regen- Yay Increase Max AM- Nay Increase Dunov EMP Charge range- Yay Allow Dunov Shield Restore to be self-targettable- Nay Allow Antorak Subversion to affect SC- Nay Buff Phase Out Hull- Yay (200/350/700 shield damage or restoration) If Subversion is to be buffed, it should affect only planets and structures. Instead of affecting enemy SC, Subversion should be able to reduce HP and AM restoration of

913 Replies 1,704,616 Views
Reply to Dual Halcyon in Strategy

[quote who="Darvin3" reply="13" id="2498237"]The difficulty is if you're Vasari or you didn't start with Sova. Then you're in a bit of trouble. [/quote] This might be the only circumstance where having dual Kols may be remotely viable. Two Kols with Flak Burst cause just enough damage to kill all the Halcyons' Fighters at level 1- and their Bombers by level 3. Of course, a Kol and Sova combination would be far more worthwhile, since Flak Burst will at least damage their SC

87 Replies 192,309 Views
Reply to Dual Halcyon in Strategy

Dual Halcyons are currently an extremely strong military strategy. The main weakness with it though, it that the costs of the two Halcyons can be very risky. Overall, targetting ther economy, not the military, is the way to defeat them. TEC does very well against dual Halcyons. In this case, you want either an Akkan and Sova, or dual Sovas. The Akkan will obviously boost expansion. With the Sovas, you want to get ranks in Heavy SC and Embargo. Don't go for Bombers- get Fighter SC. Sov

87 Replies 192,309 Views

[quote who="Volt_Cruelerz" reply="122" id="2495286"]Well, once you give it Discharging Missiles and well upgraded PM's, it quite probably rivals the Illuminator.. [/quote] That's only after late game, requires the Assailant to be immobile, and costs a lot of time and resources... to just match Illums? And Scramble Bombers is actually a decent ability at first. Having an additional Bomber can really help in early-game battles. However, it's long cooldown and real lack of i

144 Replies 315,213 Views

[quote quoting="post"]One Advent player maxed out ALL his capship slots in a game (I think it was a 4v4). [/quote] Was it Siddy? I played a game against him some time ago, and he went with a 7 Halcyon and Rapture fleet. Maxing out cap slots sounds like something he'd do. ;) But the dual-cap start is increasingly becoming more common, and it's really a result of both the cap buffs and counters for LRFs. Before this path, building a second cap woul become extrem

29 Replies 22,817 Views

[quote who="Volt_Cruelerz" reply="420" id="2494994"]@SS: I don't think it needs an AM redux or to bypass shield mitigation. If you reduce its AM cost, then the combo with flux field goes away. If you make it ignore mitigation, then you just made a super-weapon.. But I am all for a larger AM reserve for support caps.. [/quote] The so-called GRG/Flux Field combo is essentially non-existant. Requirng a level 6 and level 5 cap just to deal so much damage is nev

913 Replies 1,704,616 Views

[quote who="CoBBQ" reply="13" id="2494142"]I disagree that GRG should be boosted. The couple of Kols at level 3 or above will become bad news as the GRG at level 2 can smash support cruisers and repair bays, forcing a withdrawal. [/quote] That's the problem; you need multiple, high-leveled Kols just to do only a decent amount of damage. In comparison, a single level 1 Sova, Marza, or even a Dunov is already dealing a high amount of damage with their superior abilities

76 Replies 107,977 Views

The Dunov largely lost its utility after counters to the Marza became more viable. I remember that the Marza/Dunov combination worked extremely well for a while, because the Dunov's Shield Restore was essential to keeping the Marza alive. For general balance, all I can really see is a range increase and lower cooldown for EMP Charge. All it's other abilities seem fine, and a better EMP Charge would make early Dunovs viable.

11 Replies 26,426 Views

The Kortul and Radiance are fine ability-wise. All they really need are some sta boosts, and they'll be played more again. The Kortul's Power Surge; already a pretty good ability, will become so much more powerful if battleships had a DPS boost. Now the Kol, I've stated multiple times that it's utterly atrocious. I honestly think it's by far, the worst capital ship in the game. It's mediocre offensively, uses too much antimatter, and has little purpose now that the Sova Carrier can ab

76 Replies 107,977 Views

[quote who="JuleTron" reply="34" id="2489867"] The Sova despite being an assualt carrier should not have substantially higher DPS then the Skirantra. There is no reason why this should be so. I don't think that the Sova should be nerfed, only that the Skirantra gets a buff. [/quote] I agree. The Skirantra is in an extremely strange position for capital ship. It has the lowest DPS of any (21 base) and is a side-firing ship. In comparison, the Sova has

144 Replies 315,213 Views

[quote who="John_Cowski" reply="13" id="2488607"] I redid the initial 2 player map last nite, actually tweaked the AI down to "easy" & played again taking all the advice here. I did much better, especially since I was not so concerned with getting a whole garrison of turrets initially. I turned the pirates off (or so I thought) but there was still a whole system chock-full of 'em. But they never attacked me. I have about 80% of the game done. Will

22 Replies 67,927 Views

[quote who="John_Cowski" reply="2" id="2488193"]Thanks, SS! Redoing this map with your tactics in mind. I have 1 question for you. When you say "Repair Bays" for actual defenses, what are you speaking of? Your not talking about the repair platforms themselves are you? Also...not sure if the AI is "cheating" or not but when I got into the game, I immediately created 2 colony frigates & sent them to 2 different planets. As soon as I

22 Replies 67,927 Views

Your problem is that you're building too many defenses too early. Try instead to expand quickly and build a strong fleet. A colonizer cap (Akkan Battlecruiser, Progenitor Mothership, Jarrasul Evacuator) is extremely efficient at expanding. Just keep colonizing worlds to get a quick dominance on your foe. Against the AI, LRFs (Javelis LRM, Illuminator Vessel, Kanrak Assailant) are a very good ship to use; build many. For actual defenses, Repair Bays are easily the best.

22 Replies 67,927 Views

[quote who="Ryat" reply="375" id="2488108"]Don't mean to hijack the thought about Superweapons but has anyone notice the oddness of the Vasari cruiser carriers? They have a supply cost of 14 the same as TECs yet the Vasari can get 15% more fleet added to them due to research. Think maybe they should have their supply cost raised about 2 points ( mathmatically 15% of 14 is 2.1) to make an equalizing of this issue. [/quote] Vasari carrier cruisers are by cost, the strongest carrier

913 Replies 1,704,616 Views

[quote who="Darvin3" reply="367" id="2487368"] Scramble and Microphasing yes, but missile batteries? That ability is quite fine right now. Maybe a little weak late game, but if you buffed it any more it would be OP early game. I otherwise agree with what you're saying for TEC and Vasari. I don't think abilities can be affected by research, however, so phase missile swarm will need to be buffed in a different manner. Antorak also needs help. &

913 Replies 1,704,616 Views

The main problem with the current cap balance isn't that carriers are too powerful, but the other caps just aren't strong enough to be especially powerful to be very viable in early-game combat. The exceptions are the three colony caps, which are still strong or beneficial enough and are still common. Though the Halcyon Carrier does need a nerf to Telekinetic Push; it just makes this ship far too powerful currently. And the Sova an Skirantra do need some buffs, namely to Missile Batteries and

913 Replies 1,704,616 Views