[quote]Additionally. given some of the vasari traits (like extremely expensive ships points wise) it might be worth reviewing the overall game balance after this change, as from what i've seen.. vasari can pretty much either get the gates and win, or fail to get the gates and lose badly.. as it stands now. They are just outnumbered and outgunned without the gates, so for now they pretty much rely on them.[/quote] Ehmm... if the Vasari manage to tech rush to advanced warships and get
PeskyFly
[quote]Vasari players keep talking about Dark Fleet. I've played several TEC games recently, and want to get back to Vasari, and I'd like to see what all this Dark Fleet fuss is about.What is Dark Fleet?Who can use Dark Fleet? (which ship)When can you get Dark Fleet?Where can you use Dark Fleet?Why is Dark Fleet good? (insta fleet? fleet above supply?)How do you use Dark Fleet?Thanks[/quote] Nutshell answers to the specific questions: [U]1.[/U] It's an ability for t
[quote]This means that you can, in theory at least, disrupt enemy trade by continually destroying their trade ships.Well, in THEORY this could happen. In practice, it seems unlikely. Trade ships primarily travel between planets of the owning empire, and do not typically make extended detours into random territory where someone can safely be shooting down. In practice, it is far easier and more plausible to disrupt enemy trade by blowing up their planets. Any force that is large enough to shoot d
[quote]Fighters are the best at killing siege frigs and LRMs. They're the second best at killing other fighters and bombers.Flaks are the best at killing fighters and bombers. They're the second best at killing siege frigs and LRMs.The topic you made was about countering LRMs. If you want to kill LRMs specifically, then build fighters, not flaks. Its that simple.[/quote] Fighters are AntiLight attackers - doing better against LRMs, Siege ships, Scouts and Bombers. Flaks are AntiVeryLigh
[quote]You realize you are alking about various high level techs and high level capitals to counter something merely costing 4 pop points and eaisly spammed from the beginning of the game, right?Sure once i get the tech up to speed, not much is a threat to the vasari, but early game they are ridiculously vulnerable, as they are outnumbered, and outgunned as i just said.1.5 times the number of ships you have, even if all of them are weaker than yours, they still have a lot more firepower / overal
[quote]I still don't get why people say LRM spam is overpowered, my 14ish Assailiants with Charged Missles took out 35ish LRMs.[/quote] Assailants [I]are[/I] LRMs. LRM is a term used for the Javelis LRM Frigate, Kanrak Assailant and Illuminator altogether. So 14 stronger [U]l[/U]ong-[U]r[/U]ange [U]m[/U]issile ships kill 35 weaker [U]l[/U]ong-[U]r[/U]ange [U]m[/U]issile ships.
[quote]Being shot by your own Deliverance is harmless and even good. Being hit by your own Novalith is...not so good. This may be a point in favor of the Deliverance over the Novalith, for those who say the Advent weapon is worthless. It's not a *FAST* killer, since you have to strike a planet repeatedly to cultureflip it and then wait for allegiance to drop to zero, but on the other hand, IT NEVER BLOWS UP YOUR RECOLONIZATION.[/quote] Being shot by your own Deliverance Engine is good.
[quote]"Nerf carriers!" "Nerf anti-strikecraft frigates!" "Nerf LRM!" "Nerf Dark Armada!" Please[/quote] Nerf siege frigates. Nerf flaks. Nerf carriers. Nerf LRMs. Nerf superweapons. Nerf Novalith. Nerf Returning Armada. Nerf Phase Stabilizers. And PJIs had apparently been nerfed throughout the beta to the point that people are calling anti-nerf.
[quote]i guess the TEC LRM rush is something i will have to work on to find a counter with the vasari.[/quote] Junsurak Sentinel with Charged Missiles and the Phase Missile tech branch researched as far as you have resources to do so. The Vasari's last armor tech also gives an 8% speed boost, so the Sentinels will be able to close the speed gap with TEC Javelis LRMs. Or else their's the Kortul Devastator's Level 6 special ability, Volatile Nanites, that can start a chain explos
[quote]Fact about Returning Armada -> Your ships will not have abilities since you focused on imperial labs, your ships will not have support cruisers! In a straight up fight a Vasari fleet without all military upgrades and abilities minus support cruisers gets destroyed![/quote] There are critical abilities in the military tree like Charged Missiles, Reintegration, Distortion Field, Inertial Field, and Interference that will be denied to a Returning Armada rusher. What's mor
[quote]Are you serious? Not about pulling something like this off but about it costing the opponent more than you. In the time it takes to pull off this manuever you can earn the funds for another superweapon, there not that expensive. Not to mention easy to defend a few hangers, place em as far as possible from the phase lanes, and a couple of light carriers in a defensive fleet could wipe them out pretty fast.[/quote] 30 TEC Arcova Scouts = 6000 cash or 30 Advent Seeker Vessel
[quote]assailant one does 15 damage and can hit 4 targets within 1500 range of the target and increases turning rate. sentinel one does 12 damage and can hit 3 targets within 750 range of the target, no change to turning rate.[/quote] Aren't the 12/15 damage ratings boosts over the base of 30(Sentinel - 1 side) and 78(Assailant)? And are the range figures increases in firing range, or explosion radii? So the Sentinel would be doing 42 damage(before NME Warheads) against 3 s
[quote]They are an element in long games... If you find yourself in a position to be able to build a single such weapon, you are making sacrifices somewhere else in your empire to deploy it. Its a strategic decision, like any other. I would venture to declare that if you find yourself electing to construct multiple such cannon, then you are either a very good player or you have already won the game.These facilities are extremely entertaining. Larger games wherein game length can come into play (
@OP, Here are the non-capital ship abilities: [B][U]Jikaras Navigator[/U][/B] [U]Explore:[/U] All scouts have this obvious ability. [U]Capture Extractor:[/U] Builds extractors on unclaimed asteroids. [U]Phasic Cloaking:[/U] Allows the Navigator to shift between phase space and real space anytime, anywhere(no specific position or charge-up time required to jump). [U]Unstoppable Phase Jump:[/U] Ignores Phase Jump Inhibitors. [B][U]Kanr
[quote]In a game vs AI I try to pick maps without pirates. The AI really has a tendency to wreck itself with the pirates and than not being able to attack properly. A much better thing regarding pirates would be that they so to speak rather harrass your trade, i.e. as long as the bounty is on you, they block your lanes and reduce general income instead of flying to a planet, causing chaos and running off again.It would be smooth if by the size of the bribe the kind of attack would be distinguish
[quote]Although, why the hell does Longer Trade Route = More Money??? It seems weird. Logically, you'd think the cost of doing business is higher because the transportation cost is longer and there is risk of pirate attacks, but instead it's the opposite and the profit is more for some unknown reason.I would imagine for the same reasons that it tends to work like that in the real world - the further you have to go to get something, the more you're willing to pay for someone to bring it to you.A
[quote]They are designed to fight the support Cruisers such as the Guardian. Those frigates are going to do optimum damage against them, and I'd say an overall greater damage than the Assailant... that is, of course, if the skirmishers can get into range. It's not like the Skirmisher's are obsolete because you have the Assailants. Every ship has a purpose. https://forums.sinsofasolarempire.com/?forumid=404&aid=177607As you can see, the Standard frigates possess anti-heavy weapons... and accordi
[quote]It may just be me, but i can't quite seem to figure out how this "sins ship damage chart" works, any help?Also what does LRM stand for?Edit: One more thing, these charts are they the same for vasari/advent?[/quote] The Damage Chart above shows only hard counters, and basically this is about Armor Types. Basically multipliers that your attack gets modified by when hitting a specific kind of ship, although various layers of defense have to be defeated before this layer of defense c
[quote]nor do i like the idea that Vasari always have to rush to them[/quote] They don't have to rush to them. That is just an option. Not much strategy in it, it's a gimmick that kind of exists to tell people how uber the Dark Fleet really was, and to allow those who go for it to get an unlimited supply of free ships - no pain, tremendous gain. Although, why the hell does Longer Trade Route = More Money??? It seems weird. Logically, you'd think the cost of doing business is hi
[quote]I love to play as the Advent, and don't ever really have a problem taking out fleets (when they don't run away) but I can't for the life of me keep a planet safe.I'll take it, post up some defense, and then watch as some planet killers wipe it out. The last game I played, four defense hangers and two beam cannons couldn't keep it safe.Am I supposed to build even more hangers to keep it safe, or waste my fleet cap and just have ships always hang around?[/quote] Here's a wild idea:
[quote]capital ships have the lowest damage potential and highest SURVIVABILITY of any ship other then support frigates (repair ship, flak ship, etc)...The damage potential is as following:1. Attack cruiser2. Long range frigate3. Base frigate4. Attack Capital ship (the leftmost capital ship design)5. Support capital ship (the other 4 capital ship designs)6. Support frigates, repair, colonizer, flak, etc...Sure as a single ship a capital does more damage... but 50 logistics worth of ships will de
[quote]hey all, (don't think its technical, so General is my best bet to put this in) I recently looked at Sins' and found a flaw in the concept of the ships. The game keeps referring to homeworld and how it's the same almost. I agree with that statement to some extent. At least in homeworld the captial ships built had flak guns to help destroy the fighters and bombers. The captial ships in this game don't have any! Thus, making the bomber strategy the best. No matte
The Kol Battleship gets a squadron at Level 3. The Kortul Devastator gets a squadron at Level 3. The Radiance Battleship gets a squadron at Level 2. The Marza Dreadnought gets a squadron at Level 4. The Vulkoras Desolator gets a squadron at Level 5. None of these are carriers, they just get a squad as a level bonus.
Phase Out is one of the Antorak Marauder's primary abilities, not the Vulkoras Desolator's. The Desolator has Phase Missile Swarm, Deploy Siege Turret, and some static defense booster as it's primary abilities, and has the hp-leeching Disintegration as it's ultimate(Level 6) ability.
[quote]I figure that if we have anti-missile guns in our current-day fleet (Aegis combat system) why can't the fleets in Sins have anti-missile guns? Throw tons of bullets at a ton of missiles and you're going to stop SOME of 'em.[/quote] Because current human warships don't have force shields on them, unlike Sins warships. Once you can just block out any foreign object with shields, anti-missile defense becomes obsolete. And BTW, flak ships are only effective against the Illu