Heavy cruiser spam is: 1. Late or mid-game, since heavy cruisers are Tier 5 research. 2. Easily countered by bombers. They are most effective against heavies, in fact. 3. If flak comes along, then it is still easily countered by your own heavy cruisers + support cruisers + bombers. Just get your own heavies to blast the flaks and then launch the bombers while your heavies + support cruisers hold the line.
PeskyFly
[quote]Unless you're Vasari. The Vasari superweapon has no ability to end this kind of deadlock, and likely is more of a hazard to you than it is the enemy, since there doesn't seem to be a command to order it to fire suppressively on a system without your constant manual intervention: You can either manually direct each and every shot, or just let it go hogwild, with effectiveness ranging from none-whatsoever to "makes a very large region of space completely unsafe...for you, anyway". Like the
[quote]I let the pirates attack me as a handicap mechanism...Used against the AI = easy win.I have done it a couple of times, one time I saw wounded enemy ships flying around, so I jump to his home system and find the pirates there blowing up his last buildings and the planet health at 2000/6000 while its still being bombed, the pirates broke the enemy fleet and it escaped in tatters and they were bombing his homeworld to dust!Pirates also SCALE by how much you bid. If you don't bid at all the A
[quote]I like the tech which gives you more fleet points, I think it says "better radio transmitions" or something like that. In the first upgrade it gives you 8% more fleet points and it has a second upgrade option also. In the late game, that is quite alot.[/quote] It's called 'Phasic Transmissions'. Each of it's 2 levels gives you 8% more fleet supply for no extra upkeep. Thus the Vasari fleet cap is 2320, instead of 2000 like the other races. It makes up for their ships' high supp
[quote]My noob question would be this? "What would you have done?" I played a 6 person ffa on 3 stars and was doing quite well having had started in a system with 2 other players and I had eventually taken the system as my own. Problem was, i was playing as Vasari which means cash is tight and this guy from another star (TEC player) kept putting 7000 to 10,000 credits on my head... REGULARLY! This translated into constant and huge pirate raids on different planets makin
[quote]Just a note on small solar systems as the norm - there are quite a number of objects at asteroid size or larger orbiting the Sun, and its only a medium sized star. I'm not an astrophysicist, but if I had to guess I would bet this game errs on the side of TOO FEW objects in orbit of a single star - not too many. The number of terran worlds in the game is EXTREMELY high, however. The number should be much closer to - well, one, probably, considering the games scale. But that just wouldn
Even with flaks, a Kol/Kodiak fleet will get killed by a combination of enemy heavy cruisers, LR frigates, support cruisers and carriers. Destra Crusaders + Illuminators + Iconus Guardians + Halcyon > Lots of Kodiaks + Kol + few Gardas. Same thing with Skarovas Enforcers + Kanrak Assailants + Serevun Overseers + Skirantra.
[quote]Alright, whipped up 4 basic change ideas. I'm not going to spend anymore time on them than I already have.what do you think?Defence Vessel Reverted the tail to have a sleek look and feel.Aegis Drone Ship This ship was the most work as it was quite possibly the ugliest spaceship I have ever seen in a video game. My warped redesign retains the sleek feeling the Advent should have.Garda Flak Looked like a dumb rowboat before. Now, it's a space faring vessel which still retains it's civili
Shield mitigation, AFAIK, only works on shields. It's base is 15% and works only when damage being taken is >12.5. Thereafter, mitigation increases by 1% for every 10 damage received until it caps off at 60%(or higher for Advent). So at 60% mitigation, you're only doing 40% of your full damage. Phase Missiles cause mitigation to go up, but if they successfully negate shields, then they aren't affected by shield strength, shield mitigation, or shield regeneration and can deal full damage unless a
[quote]Ok for one people are really not mentioning guardians... those things when teched up are amazing, the ability to push close combat units away is great! let your bombers deal with them 6 guardians microed to switch on the push one at a time is just incredible. with some defense frigs to cover the fighters and a horde of drone ships you have a moving untouchable factory... you can even take a few guardians out of the grav well and force a retreating player back into it.advent are designe
If the enemy is going purely for a pure LRM rush, Seeker Vessels + Aeria Drone Hosts with Fighters may work. That gives you 1 researched ship(the Aeria) and the cheap Seekers which do 2x damage to LRMs and take only 1x from LRMs(unlike Disciples which take 1.5x). Then they would act as a cheap heavily-spammed meatshield doing some damage of their own but more importantly allow the Aerias to deploy their fighters without being chased. If the enemy managed to research flaks or brought anti-heavy C
[quote]When you just say "colony cruiser", none of the cruisers are available when you start so it's plain to see how I could have misunderstood. I don't see where your coming from -- hence the WTF.Think of it this way: just as you automatically took my statement one way, not even seeing the other way, I automatically saw it that other way, never seeing the way you see it... not even now, I'm blind that way. He means that the colony ship is more like a cruiser while the Heavy cru
[quote]you have to understand that capital ships are more durable, but lower DPS then frigates and MUCH lower then cruisersI don't know what game your playing, but it obviously isn't sins. Cap ships have MUCH higher dps than frigates and even HIGHER dps than cruisers, infact, most cruisers (barring the combat ones) have little to no dps at all. Whereas caps can have upwards of 100 total dps, most frigates won't even reach 20.If your the vasari, keep the bounty up on other players in your syste
The Vasari's Serevun Overseer has 3 abilities: 1. Reactive Nanite Armor - Repairs a target friendly ship by 250 hp and gives it a big boost in armor and hp for a while. 2. Detect Phase Jump(or w/e the name was) - Acts like a portable PSIDAR system, detecting all ships that travel in and out of the gravwell occupied by the Overseer. 3. Jump Degradation - Slows enemy phase jumps into or out of the gravwell occupied by 50%. This can really screw a retreating enemy by allo
I keep my Autosave set for 2 turns. Thus I can load the most recent one in case an event turns up or go back 4 turns if I think I made some big tactical mistake or something.
Hangar bays are useful for taking down lone passing scouts and giving air cover to your fleets when fighting in your own territory - it may be useful to have 6-8 extra squadrons flying around. That's like having an extra capital carrier in battle, but without the abilities. But if you don't expect full-scale invasions and need to only take down pirate raids or AI, then a thick ring of turrets may be better.
Support cruisers are tech-intensive enough to take themselves out of the LRM-spam picture, being Tier 3 for all factions. Same for heavy cruisers(Tier 5). The Advent have a convenient early-game counter for LRM+Flak fleets: fleets of Seeker Vessels + Disciple Vessels + Aeria Drone Hosts w. Fighters. Firstly, Seekers have Light armor and therefore take only standard damage from LRMs(unlike light frigates which get thrashed), while they do double damage with AntiLight weapons. B
[quote]thats funny, i thought advent did....or is that just the carrier cap? oh well.[/quote] Huh? What's funny, Advent did what?
[quote]Both of which are capable of destroying turret-only defenses with minimal effort, just by staying out of firing range. 3-6 Fighter Squadrons alone will be enough to keep them at bay, which is why I never really understood why people spam Hanger Defenses - too many is really a waste of tactical slots.[/quote] What about the Vasari? With their Phase Stabilizer network and Antorak Marauder Phase Nodes, they can send a fleet to defend any part of their empire at anytime from anywhere
[quote] Here's my "opinion"Advent Blows. Blows Blows Blows Blows.Illuminators are crap, so they are missing the brunt of their fleet. Their ships come at higher tech, their economy is high tech, and while their cap ships are durable, they generally have the lowest dps in the game.The good units are:Disciples (no tech requirement)Guardian (extremely steep tech requirement)Crusaders (even higher)Defense vessels (as a counter unit)Good Capital Ships are:Radiance (1st almost
Hijack aside, [quote]The AI sucks against defences, especially pirates. They're too dopey to go around them. So work out which colony the AI is likely to hit (generally the one closest) and build 15 turrets, all right on top of each other at the edge of the planet closest to the direction the enemy will come from. If you want to be fancy, replace some turrets with a couple of repair platforms. The enemy will walk into the guns every single time, and die horribly. Even if you gu
[quote]hey guys what are the best units to build as vasaari, and the best techs to research to make them better? Have they got a couple of units which are really good which should be spammed? What would your ultimate fleet consist of?[/quote] Returning Armada is a heavily debated 'overpowered' 'cheat' strategy that(if you want to get it quickly) would result in you taking heavy penalties in non-Phase technology levels and planetary development. Anyway, nothing should be spa
Most TEC ships are either converted civilian trade ships(like all their cap-ships minus Kol and Sova) or desperate designs based around civilian ships, built to somehow stop the Vasari(like Kol, Kodiak and Garda). Only their Gauss Turrets, Sova Carriers, Javelis LRM Frigates, Hoshiko Robotics Cruisers, Fighters, and Bombers look like purpose-built military machines without any civilian background. Most Advent designs look like they are purposely trying to make you look at them, hence be
[quote]I thought phase missiles and armor were the only things that would improve for the Vasari fighter/bombers. Which always annoyed me, because you can only get the 20% damage bonus on phase missiles, and it takes a lot of pre-reqs to get there. I've had games as Advent where I'm frustrated beyond belief that the enemy's phase missiles seem to be acing my hull, but even when I missile swarm as Vassari I rarely notice a huge boon to the phasic missiles. If fighters use wave, that would make me
[quote]yeah, they're worth it. cruiser carriers on the other hand aren't really worth it. they should be able to carry two wings, and have their cost and supply increased slightly to compensate.[/quote] 1 squadron is enough for them. See, a Level [U]6[/U] Halcyon/Skirantra/Sova carries 5 squadrons and takes 50 supply points + 1 capital ship slot. 6 cruiser-sized light carriers carry 6 squadrons and take 48 supply points. They trade off the extra abilities of the ca