superkleenex

superkleenex

Joined Member # 3743195
1 Posts 15 Replies 187 Reputation

I could have sworn that subverter had an AOE stun . . . ? I played a 1v1 comp game, and only had 8 subs, and his whole fleet of like 30 javs, 25 cobalts, and cielos were doing nothing but eating my assiliants and heavy cruisers shots

75 Replies 188,423 Views

Start with the cap ship factory and then go with the extractors. every second that the cap can be out in a map this small is worth while. take the asteroid that is adjacent to you, you can take it with just the akkan, but make sure to kill that siege frigate first. also, it is easier to have his fleet come to you for the big battle as long as you have 3-4 overlapping repair bays on your planet, so keep the fight, or at least your ships' side of the fight inside those purple circ

11 Replies 10,448 Views

[quote who="Cykur" reply="66" id="2525696"] Illums just so happen to have a triple-whammy in their favour. They are the most powerful class of unit in the game, they are the most powerful of their class, and they have a bug that causes them to deal additional damage. And to add insult to injury, they belong to the race that has the most effective counters to the natural enemies of the Illuminator. (Halcyon TK Push vs fighters & Repulse vs HC).[/quote] don't forget

73 Replies 194,972 Views
Reply to Dual Halcyon in Strategy

I'm going to have to side with Kharma on this one. His LF will get destroyed by the illums even with repair bays there because with good placement each illum hits 2-3 skirms. A good advent player will take those bombers and wreck the repair bays first before messing with his fleet, though because there was no repair bays to mess with, they were able to fight the egg; I'm not saying this would have made any difference, but it might have helped. The other fleet is disciples an

87 Replies 192,251 Views

[quote who="DorianGrayEternal" reply="12" id="2505000"]All these buffs are too small. It needs a significant buff to make it worth getting. 1. Make the planetary shield give itself the shield bonuses as well to make its HP/Shields very high like around 5000/5000 2. Give all other structures in the Grav Well a 15% shield bonus ( turrets don't have shields but will gain a small shield due to this) 3. Give all Capital Ships, Cruisers, (No frigates) AN

14 Replies 12,667 Views

[quote who="Darvin3" reply="33" id="2500999"]Lost a bunch of caps last night, but finally got a Progen to level six. Opponents were not happy when that level 4 Halcyon and level 5 Progen they'd so painstaking killed showed up again. Its ultimate is HIGHLY underrated.[/quote] Still not totally sure how the progen ultimate works, so if you use the progen ultimate and you have another ship in the grav well where some other cap of yours died, it gets the levels of that ship?</

53 Replies 17,825 Views

[quote who="top vasari" reply="25" id="2500273"]i dont see why all you people are saying that ion bolt is lackluster, with 25 lrms and 30 scouts i have killed a lvl 6 progen, that started retreating from the center of a grav well, it had 100% health and shields, it died before even reaching the edge to jump because i kept ion bolting it. Ion bolt also can be used to interrupt Shield restore. if used properly Ion bolt is by far the best cap killing ability in the game. _|~Uber

53 Replies 17,825 Views

[quote who="gentrius1" reply="19" id="2493275"]So how fast is it possible to colonize 4 or 5 planets? It seems like its taking me a lot longer than it should- like 25 or 30 mins...[/quote] It takes me ~10 minutes, and I'm no where near pro at all. You should have the cap facility up right away, then due to it being a small map, 2 scouts scouting, and a third scout watching the sun; then build the fleet up. 2 civ labs on homeworld, take the roid, then tech ice planets, take

27 Replies 13,185 Views

a lot of what you have been saying all applies to a larger 1v1 map than this particular player is playing on. The map is very small, homeworlds are connected by a star and a map chain of, in order from player homeworld to AI homeworld, ice, desert, and terran. each homeworld has an ice and asteroid off to the other side, blocked off by the homeworld. So total planets are 9, including homeworlds; and each faction basically has an asteroid and an ice all to themselv

27 Replies 13,185 Views

The problem with splitting your aquisition team is that the capital will be able to take the worlds you send it at, but it will miss out on the experience given for killing off the pirates guarding the world. I can't think of the map off hand, but one thing you could do is rush through each world and only killing the pirates in the world and neglecting to colonize the planet at all; taking a planet means that you have to spend resources to upgrade it that you could inst

27 Replies 13,185 Views
Reply to stretched thin in Strategy

20-25 frigates is a relatively small fleet, I'm guessing your computer opponents if they are on normal or above have double your fleet by the time you run out of expansion room. Again, I'm guessing here, but you shouldn't spend so much money on upgrades for ships or planet upgrades, and I personally wait until I have enough resources to upgrade the planet pop 2 times (unless its an asteroid) before I colonize it. So instead of expanding so fast, try to expand slightly slower but a

9 Replies 7,501 Views

I thought that you wouldn't get the pirates unless you have a good amount of culture influence on that planet

9 Replies 12,344 Views

Actually, if he went with fighters over bombers, your LRFs would die even faster, but don't tell him that.

25 Replies 62,022 Views

I must be missing something, but the bombers supposedly get damaged 8% from a LF... since when could a LF even attack a bomber?? Can scouts and colony ships attack bombers? Maybe my problem is that I still play vanilla and something changed in entrenchment that I am unaware of.

47 Replies 358,795 Views

I do roughly the same thing the post above me mentioned; I'll have a fleet of 120 or so headed to the the planet with the group jump on. Only 80 of the 120 are lined up and like 3-6 illums will just decide they are better than the rest of the fleet and jump alone, so I immediately hit the single jump and the other 70 or so ships just jump in with 20 to jump when they get there.

18 Replies 65,179 Views

I have noticed that when the ability has been researched for the Vasari missle frigate that it is given on auto cast as the standard. It appears to have a very short cooldown as well, when the ship triggers it on its own very often and occassionally appears to me that it was the wrong choice to trigger itself. My question is this: should it be left on auto cast or is this a skill that needs to be triggered by the player?

5 Replies 14,725 Views