[quote] Vasari are my second favorite to play for power, and my first for fun. Advent are a little more powerful thanks to their awesome fighters and defenses but Vasari are much more interesting. [/quote] The Vasari fighters and bombers can be just as strong as the Advent's. By researching up the Phase Missile and Armor tech lines for your normal warships, your fighters and bombers are getting fully buffed as well. The Advent will be researching
PeskyFly
[quote] Casual genocide is one of the little annoyances in GalCiv2 as well: if you want to decommission a colony ship that's in planetary orbit, you have to launch it first, with a minimum of a million people on board. The player is forced to murder one million of his own citizens just to decommission that ship. [/quote] Yes, you need at least 1 population unit(1 million people) on board just to decommission a colony ship or troop transport. And w
[quote] Also, while digging into those files, I've found intersting entity - CanFireAtFighter. The only ships having it set to 'true' are: fighters, bombers and flak frigates. Every other ship seems to have it set to false. Is it what I think it is ? [/quote] Bombers should have it set to 'false'. They are not supposed to be able to fight other strikecraft - only fighters and flak can shoot at strikecraft.
[quote] Regarding how you can counter Guardians from the TEC standpoint. Stock up on the light frigates, and research the anti-antimatter ability. They will eat right through the Iconus antimatter, leaving them useless. Toss in a few Cielo Cruisers additionally in any anti-Advent fleet, as Astax mentioned. Their Focus Fire ability helps against the Advent's heavy shielding. [/quote] So the Cielo Command Cruiser and Stilakus Su
[quote] What good is a ship if it is strong vs. none?? I understand that the statement isn't entirely true and that each class of ship is useful in some way, but can we maybe get that fleshed out a little bit so that the information is useful? Or at the very least take that strong vs. none statement out? As it is it just looks incomplete. [/quote] No, you just read it incompletely. Cruiser-sized Carriers
[quote] I was playing Vasari against an Advent player tonight. I had one level 7 Devastator, one Level 5 Devastator, a carrier for repair, approx. 30 of their LRM equivalents (starts with A), 15 or so of their Cobalt equivalents. I was also packing a bunch of cruiser carriers (about 15) in a separate fleet so I could keep them out of trouble. A few of the Kodiak equivalents too, but not very many (had only recently teched these up). I was the most powerful or second most powerful research pl
[quote] More precise damage stats: TEC 44.4 dmg / 13.5s 3.29 x 5 -> 16.4 dps 25s build time Vasari 76.9 dmg / 13.5s 5.7 x 3 -> 17.1 dps Advent 34.4 dmg / 13.5s 2.55 x 7 -> 17.8 dps [/quote] Wait... is there something wrong with the in-game infocards? How can '76.9' translate into a vague '6'? How can '44.4' suddenly turn into a '3'? And though these are the kinds of ratings used for attack and a
I think that 'Returning Armada' is the rest of the massed Dark Fleet Veerr which went to face the unknown enemy, from which the Vasari Exodus has been running from for 10000 years. The first ship came back ripped to ribbons with a maddened crew, and triggered the great exodus, but it seems that they eventually stop/stall the unknown threat and parts of the Dark Fleet are able to come and reinforce the line against the TEC and Advent.
[quote] Also, fighters/bombers are awesome... but what are they best at? I had no idea fighters were best against anything other than bombers until I saw they were good at beating siege too. what do you use fighters on other than those two? [/quote] The way fighters, bombers and carrier warfare is manifested in Sins is better than I've seen anywhere else. Flak is, however, exaggerated, but that's just to prevent Sins from becoming a carrier-cent
[quote] Noone's actually sure how armor works. [/quote] Maybe armor takes a fixed amount of damage out of an attack whenever the attack strikes the hull, but doesn't deplete or get mitigated like shields. Or maybe it blocks out a percentage of the attack damage(but what if armor rating is >100
[quote]advent bombers use beams, so do many of their cap ships and other ships, which benefit from the beam damage and range upgrades. Also the carrier has an aura that makes beams(all energy weapons i think?) refire faster. AND the carrier also uses powerful beams.[/quote] The Advent are crazy about Beam and Laser weaponry. Everything uses them. Similarly, the Vasari are crazy about Phase Missile weapon systems. They use them on cap-ships(Vulkoras Desolator), assault frigates(Assai
[quote] Doesn't the ability have a rather limited range? Since the strike craft usually take off towards the enemy leaving the cap ship way behind I haven't found this ability all that usefull, I may be using them in the wrong way though. Anyone think it's worth taking this skill over the others? [/quote] It would still help interceptor fighters since they would be able to dodge shots and get into firing position faster. Combined with the hull-rep
[quote] I like the illuminator's more than assailants... Maybe it's because i have gaurdians, bombers, and mothership to heal them with them. ;/ [/quote] So, the Vasari have Subverters which would disable the Guardians and Antorak Marauders to Phase Out the Progenitor. And Vasari cap-carrier bombers with their abilities would be deploying bomber squads every bit as powerful as the Advent.
^^The above reply is in context to DeadlyShoe's post.
Why the damage-per-second ratings if all of the fighters/bombers take the same time(12.0s and 13.5s)? Only abilities like Microphasing Aura and speed-boosters would decrease this time, but that wouldn't be a general rating. So at max strength with a single cap-carrier, Advent fighters would be operating in 5 squads with support from a Rapture's Concentration Aura. Vasari fighters would be operating in 4 squads with Hull Repairs, Microphasing Aura, & Antorak speed boosts(which would make
[quote] heres the difference between bombers of each race. when I said more bombers in the above picture for advent, I was refering to only squadrons coming out of the carrier/hanger. general things that apply to mass bombers (not just bombers deployed from a cap): vasari: 1) within cultural influence vasari bombers can do 7+ damage each, which means that per squadron they do around the same damage as advent bombers. 2) vasari bombers fully
Hasn't it been beaten to the hilt in other threads, that fighters shred LRM? Why are people calling nerf anyway?
[quote] The following is from the game data files: Vasari unupgraded bombers have 5 armor, 140 hulls, do 76 damage per volley(13.5 seconds), and have a cap of 3 per squad. Construction time is 30 seconds. Advent unupgraded bombers have 1 armor, 75 hulls, do 34 damage per volley(13.5 seconds), and have a cap of 7 per squad. Construction time is 18 seconds. ...as you can see, a full Vasari bomber squad is only SLIGHTLY weaker than the Advents. The tra
[quote] aha, the advent have LRLs, not LRMs! petty pointmongering aside: advent illuminators are MAD powerful, not to mention they can shoot numerous targets at once (making them damn well near indomitable when you surround your enemy with a lot of them) [/quote] Aren't the Advent Illuminators' tri-beam lasers matched by the Vasari Assailants' area-effect shield-piercing missiles? With a better-optimized attack type(AntiVeryHeavy for the Assai
Subverters + Assailants would make a good anti-Advent main fleet with capital ships being Vulkoras Desolators and/or Antorak Marauders, and capital carriers. Subverters would disable Guardians and give Phase Missiles a 25% accuracy boost. Assailants would fire long-range Phase Missiles delivering area-effect damage to help kill cap-ships and counteract the Illuminators' triple-laser attack. Vulkoras would pound the Advent hard with lots of hard-hitting Phase Missiles. An
[quote] If I'm reading the file right: level 1: 20% chance to phase 1 second every 4 seconds level 2: 30% chance to phase 1 second every 4 seconds level 3: 30% chance to phase 1 second every 3 seconds. If that makes no sense to you, try: level 1: invincible 5% of the time. level 2: invincible 7.5% of the time level 3: invincible 10% of the time [/quote] If the Microphasing Aura at, say Level 3, has a
I don't suppose Phase Missiles have anything to do with shields and shield mitigation. If they can get past the shielding, they're only left with armor, hp, and hull repair rate to tackle.
[quote] That's why you use lots of cruisers, and use lv6 super beam. [/quote] The Advent's Iconus Guardian cruisers have shield projection powers which can screw normal weapons, but they won't work against Vasari Phase Missiles - the Phase Missiles will just pierce through the many layers of shielding and blast the hull of their target with the Guardians being helpless to do anything about it. The Radiance Battleship's Level 6 "Cleansing
[quote] TEC have the Dunov Battlecruiser. With it's EMP bomb, you can annihalate the shields of the target and whoever is grouped close enough to that target. I always have about two of them in my capital fleets, because that is so dang helpful haha. [/quote] The Dunov Battlecruiser will knock down shields with it's EMP Bomb, but the Progenitor Mothership will just put them back up again. What's worse, if the Advent enemy is a hu
[quote]Name a single other unit in the game that directly neutralizes a defensive structure, a cruiser-class carrier and best of all a capital ship *AND* does so for cheaper, with a lighter research investment. Cobalt Frigates cannot use their 'sabotage reactor' ability on capital ships for a reason - they're supposed to be powerful, and a mere frigate shouldn't stand a snowball's chance at defending themselves. It takes only one or two flak frigates to inflict crippling damage to a Supercarrier