PeskyFly

PeskyFly

Joined Member # 2912009
1 Posts 85 Replies 18,018 Reputation

[quote] From the description, I would assumed that 'mass reduction' does exactly what it says - reduces the mass of the ship, thus increasing its acceleration (and possibly top speed and/or turning rate). [/quote] If that's so, than the tech re-emphasizes the Vasari's mobility orientation since they're the only faction to get a speed booster tech. The 8% accel/speed increase on fighters and bombers would have a significant effect and a sizable buff on cruisers & frigates as well

25 Replies 14,637 Views

@OP, The Skarovas Enforcer also benefits more from Hull and Armor technology because of it's inherently stronger hull than the others, and more benefit from Wave weapons tech because it's base damage is higher, so a fully teched out Enforcer will have a bigger advantage over fully teched out equivalents than a base Enforcer. Also, it will get price reductions with certain techs to help equal the price and has 2 abilities compared to it's competitors' one ability. Kodia

14 Replies 12,825 Views

The Vasari don't use drones - their strikecraft are heavy armored 'silver-bullets'(few in number but very strong). Nitpicking aside, Kanrak Assailants with their Charged Phase Missiles would be effective vs. Guardians. The Charged Missiles ability disables their engines while the ability is in use, but gives them extra range and installs splash warheads on their shield-piercing missiles, so you can cut up a Guardian wall with them. Or the Stilakus Subverter can be used, not to

7 Replies 4,414 Views

If armor worked this way, then HP upgrades should be more useful than armor upgrades because (Base HP + HP upgrades) would act before (Base Armor + Armor Upgrades), making armor upgrades less worthwhile. It would be more effective if armor was a form of mitigation. For every 'x' amount of damage the hull takes, 1 point of armor reduces it by 5%. Of course, the heaviest armored ship would never reach 20 armor unless someone modded it. Another strange thing is that the level of armor doesn't

25 Replies 14,637 Views

Fighters make a pass every 12 seconds, or faster with support abilities. And they'd not do to well in getting past LRMs' shields, unless they're Vasari fighters but even they only have a 25% chance at best. Flak is also supposed to be good against LR frigates, but their diluted weaponry(spread over four sides) wouldn't not fare too well against concentrated fire or Javelises or Assailants either, only against the Illuminator's diluted fire(spread over 3 sides). So yeah, only specific a

77 Replies 49,727 Views

[quote] except the kortul's abilities are not as good as the kol, who has the best abilities of all direct damage dealers. For the kol you need to ignore flak burst, its useless... You get the following 1. shields 2. gauss 3. shields 2 4. gauss 2 5. shields 3 6. Last stand 7. gauss 3 8-10. flak. The shields ability gives a large flat damage reduction AND a huge anti shield penetration bonus (it negates phase missles!)

57 Replies 32,513 Views

Maybe it was all a hoax... you know, purposely going silent, and sending a purposely dilapidated spaceship filled with the best actors in the race to Vasari World 369 to make them think something had gone terribly wrong and sending them on a wild run, with a single Skirmisher constantly chasing after them to destroy their warning beacons and make sure those fools don't come back. Just like the Golgafrinchans. On a more serious note, they may be running from the Thalans or maybe

69 Replies 95,242 Views

[quote]I agree... Not only is the kol the cheapest capital ship (50 crystal less then all the others!) it is also the most POWERFUL capital ship in the game... with the advent I have to diversify my ships to get some power going... but 4 KOLs will win against 4 of any other combination... they are the most powerful "direct damage" capital ship in the game. Their armor stars the highest, and rises quickly with level (the advant direct assult cap needs to use the absorption upgrades for that, and

57 Replies 32,513 Views

[quote]Disabling 35 points of defense is another one of your ideal scenario's. It will not stop hanger defense, and that's the only one used if any defense is built at all. The 10% current hp damage the Kostura causes will be hull repaired by the time you finish phase jumping over to engage the planet. So most likely scenario you stop a repair bay or two and perhaps a couple turrets if the player felt like building some.[/quote] You could disable defensive turrets, planetary shields, re

57 Replies 32,513 Views

[quote]I'd be the first to admit GalCiv2's campaign wasn't very good. (Actually, probably more like the three hundred thousanth, but that's beside the point). But the idea is not all campaigns are like the way you guys just described them. One thing I liked about BFME I was that in the campaign you could choose your missions, which led you to a different set of choices. You also brought your forces along with you (if you lost a bunch of units in one mission, you needed to rebuild). And

19 Replies 13,210 Views

After briefly reading through some PJI complaint threads, I've come up with a hypothetical idea to maybe fix them. I don't know if someone has already mentioned this or not, but here's my suggestions: AFAIK, PJIs were nerfed from the betas to make superweapons easier to destroy. So this is what I propose :- 1. Limit superweapons to 1-per-system per faction. 2. Make superweapons unable to shoot to different star systems, or with at least a ridiculous 4-5 hour delay.<br

1 Replies 3,480 Views

[quote] I've started playing SoaSE and I must say I'm overall impressed with the game. But I'm still learning the ropes and I have a few questions: 1. Can ships bypass jump lanes? If yes, does the AI take advantage of this? I've had huge enemy fleets showing up on my inner worlds while I control the only chokepoint planet that allows access (and keep a huge fleet there). It is possible they ran the blockade while I wasn't looking, but I'd spot the

6 Replies 9,405 Views

[quote]So if each side has some high end abilities that completely break gameplay (IE, you get them you win...) how is it NOT balanced? if the enemy got himself dark armada or novalithes all over the place then he won... If both players have it then what? Your dark armada vs his novalith barrage? The novalith is by far the BEST superweapon... its supposed to be, the TEC doesn't have much of anything else that is really good...[/quote] Returning Armada + a few Kostura Cannons > N

57 Replies 32,513 Views

Illuminators breaking gameplay?!!! They're just cheap long-range frigates, nothing more. Fighters and flak frigates could take them down without hassle. A Junsurak Sentinel could take on 3 of these and win.

57 Replies 32,513 Views

I wonder why they called it 'borderline exploit'. There's no borderline involved here. Just a hapless scout orbiting someone else's planet. It'll die or have to leave anyway when they build a hangar or put a frigate in it's path, so there really isn't much to worry about. If those guys were trying to chase the scout around in circles with a frigate, then they were just wasting their time and effort. Like a bull trying to ram a piece of red cloth.

17 Replies 9,301 Views

[quote] I've been spamming flaks lately. With Heavy armor and around 50% more hp/shields per resources/credits cost, and only 3 supply, they are extremely useful imo. They might be only good at DAMAGING lrm's, fighters, bombers. But they are good at tanking anything. AND lrm's and squadrans are the deadliest units in the game against most unit types, including your cap ships. If you neutralize bombers and lrms your cap ships can do clean up. At th

17 Replies 11,104 Views

Does the Stilakus Subverter's Defeat Shields ability only give Phase Missiles a 25% bonus to shield-negation chance, or does it give all friendlies this bonus? I believe it gives all friendlies this bonus, so a Subverter-Enforcer cruiser combo would be hellishly powerful against the Advent. The Enforcer can take tons of their fire and keep fully repairing itself while the Subverter support allows it's Composite-damage Wave cannons to ignore shields and mitigations 25% of the time and basically t

43 Replies 21,540 Views

[quote] Guys, the allegiance drop is not always the primary function of the Deliverance Engine It's not bad for flipping planets if they're far away from the homeworld, but its main use is that it sticks a huge chunk of your culture anywhere. Here's an example of how nice it is: Vasari culture upgrades give them +11% dam

57 Replies 32,513 Views

What's the point of using the Serevun Overseer anyway? I always thought the Stilakus Subverter is better. The Subverter is cheaper, gives all friendly ships a 25% shield-negation ability bonus, and can disable enemy abilities. The Overseer is tougher, but it's only role is an early-warning system - detecting and slowing down enemy phase jumps. For the extra price, is it even worth it? Both support cruisers are identical apart from price, defensive features, and abilities.

53 Replies 28,304 Views

[quote] Some food for thought TEC has the most focus on hull of all 3 races, and they have the best armor tech. Advent and Vasari are more likely to put resources into shield techs, which don't benefit strikecraft at all. Vasari fighters get no damage upgrades at all until NME warheads, which only goes up

53 Replies 28,304 Views

[quote] Is there any explaination as to why anti-med wpns are more effective against very hvy and cap armor (both 75%) compared to anti-hvy wpns against very hvy and cap armor (both 50%)? I would have thought that anti-hvys (being closer to the target types) should be better. [/quote] It's so that LRMs like the Javelis and Assailant do more damage to medium, v-heavy and cap armor than basic frigates like the Cobalt and Skirmisher. It simulates

64 Replies 53,224 Views

[quote] The Carrier repair cloud isn't great, but it heals fighters. Progenitor shield cloud doesn't. [/quote] The Skirantra repair cloud is more useful for the Vasari as they use Armor as their main defense and the cloud can repair armor on everything within range(including strikecraft). The Progenitor shield-regen cloud is more useful for the Advent since they use Shields as their main defense and the cloud can regen shields.

57 Replies 33,298 Views

[quote] ah the vasari vs advent bombers comparison again. Without any buffs and from the drone/transporter. damage: squad of vasari bombers does 17.1 dps. squad of advent bombers does 17.7 dps. The developers used rounding for the display to be more user friendly, not that I think its necessary (even blizzard doesnt dumb down dps display in WOW and thats supposed to be simple) and thus many people might think its 21 dps. hp and armour: squ

57 Replies 33,298 Views

Try using your superweapon, the Kostura Cannon. It can knock out structures and ships for ~3 min at a time and deal 10% damage to all of them, so build 3 Kosturas and chain-disable the 3 Novaliths, or use a Kostura to knock out a chokepoint fleet and then send a gaggle of Assailant LRMs and carriers through to destroy the Novaliths one-by-one. Or get a foothold in the enemy star system, build a Phase Stabilizer, and send LRM/carrier strike groups through it, bypassing the enemy chokepoi

18 Replies 8,720 Views