Vasari are best mainly for phase stabilization--my entire fleet can defend tons of chokepoints in one jump.... and my orkys can move, so your structure killing mass will have to be pretty big to rip it apart before it does some serious damage.
venku219
Been a while since I checked in here haha thanks for all the contribuitions everybody. All of these numbers seem about right, especially the cap ships. Those new ones are completely useless with their dumb nanite things, and death eggs/desolators rock. I particularly like having a whole bunch of desolators use phase missile swarm, I've killed fleets in seconds just by lining them up where the enemy is jumping in... What fun :) Death eggs rock early gam
OK so i have tried redownloading, adjusting the start up to only the CORE text, etc and over and over again my Sins crashes before starting up with the mod enabled. I even used a ramclearing program to reduce external baggage and free more memory up. None of this worked. Can somebody help?
[quote who="bilun" reply="290" id="3298422"] I was mainly pointing out that with no bypass chance there's no real synergy between Desolators and Subverters. I agree wholeheartedly that Desolators can be a beast- it was your choice of supporting frigate I thought may have been a bit misinformed. [/quote] If we are relying just on the Subverters ability to make pha
even without phase chance you can destroy entire fleets at once. I had about twelve of them and some suberverters, a star base some sentinels and enforcers, got an AI to jump into my gravity well with about 55 enforcers a bunch of Caps and support fleet and decimated it all while losing just to sentinels.
checksum is 152435
Sorry in advance for the doublepost but sidenote that may be helpful above: the folders still have r955 and not r961 but the readme has r961 on it.
Hey guys I am really excited to play this but I need some help. I have rebellion v 1.104 something and I downloaded the version r961 which on ModDB you guys say works for 1.1 I installed it per directions and made sure it was all correct. They even showed up enabled in the mod options page enabled and everything but when I go to play they are the normal Sins races. Anybody have suggestions on what I should do?
I actually just switched back from rebellion to Vanilla because titans and jumpable orkys were just way to easy and sucked the strategy out of it.
I've been playing sins for several years now and recently switched from TEC to Vasari. So far I have been using Evacuators, Carriers and Desolators as my main Capital ships and a lot of LRFs early game. I usually then compile my flet to about 30% LRF 20% Subverter 10 % Overseer 20% Enforcer and 20% transporter. Maybe throw some LFs in for their anti-antimatter(esp against advent) do these ratios look about right? or should I try something different.
I have to say that Vasari are the best race, especially if you can micro. A nice sized fleet of Subverters with some Desolators with phase missile barrage will decimate any fleet, especially advent. Yes TEC has a nice credit economy, but Vasari is good for resources and blackmarket (also researched cost decreases can mean big powerful fleets). The Death Egg has won games for me before. Phase Stabilizers are an amazing technology to get. I started as TEC because they are simple to grasp and th