Jam3

Jam3

Joined Member # 601773
0 Posts 34 Replies 1,013 Reputation

Um fires can burn in space since there is a vehicle there to provide oxygen and combustable material. I mean it would obviously burn out very quickly once exposed to space but given enough fuel a spacecraft could been seen to burn in space. I mean think about it for a second a rocket engine is essentially a controlled burn and it is "on fire" and in space. And i dont know but the sun and solar flares would also be pretty good examples, again it depends on what your burning, and how much fuel the

98 Replies 257,765 Views

China has always been one of the most xenophobic isolationist countries on this planet. Not to mention that they have an extreme overpopulation problem. There is no doubt the U.S. will not be head honcho in another 100-200 years but in the near term there is no way for China to overtake our GDP or our diplomatic controls, they don't even want to all China has ever wanted is to be left alone and have mild hegemony over its neghbors and for some stupid reason military control over Tibet.

596 Replies 1,749,442 Views

I agree with pretty much everything Hunting said except the late civ tree eco techs being worthless to TEC, This simply isnt true if a game gets to that point researching those techs and the +4 logistics slot/black market bonus techs puts TEC at a DECISIVE eco advantage in late game. Advent doesnt have a single tech that boosts raw credit gain, except the max allegiance bonus, and they definetly cant plant an additional trade port at every planet, nor get a very nice black market advantage and m

51 Replies 149,072 Views

I gotta agree with the op a real time clock that you can toggle the display on/off would help alot especially to determine times for build orders and the like, theres too much interferance with pausing and lag. Plus the game runs on a real-time clock there's really no reason at all why this cant be displayed, obviously the game is already tracking time to determine the graphs in the aftermath screens.

8 Replies 18,375 Views

I just wanted to point out that fast settings doesnt neccesarily mean a shorter length game it just means the pace is faster, and well thats not even completly true. Fast ship speed means ships can escape engagements much much easier, why? -DPS is not increased so fleeing fleets lose less ships on fast ship speed when retreating -The gravwell is the same size on fast ship speed, which again means more ships can escape a pursuer Fast research presents the same

243 Replies 293,342 Views

Ok first unlearn the lessons u think hold true. Don't FF (focus fire) against a late game advent fleet especially if they have more than a couple guardians. The repulse will blow the ships in an arc the ships will then go for the FF'd ship and the transversal angle will get you RAKED across the illum field of fire, meanwhile theres a chance your not even going to get a shot off at the ff'd target if repulse pushed you out of range. This holds doubly true for LRMS/Assailants, they are yo

38 Replies 41,702 Views

Jinx I will agree somewhat that repulse is broken and not really sure how they should fix it. It almost seems as if the physics can get messed up i've seen it push ships an inch and i've seen it nearly throw them across the gravwell. It has to do with the angle speeds etc im sure but your right something is intrinsicly wrong and if theres anything op about advent its repulse. I messed around in a game my team had basically won and attacked a pretty smart advent player (obama) without using guar

51 Replies 149,072 Views

OMG just building HC's and LRM's and not getting the specials on my support cruisers cause the forum told me they sucked doesn't work the other faction must be op. Both TEC and vasari can beat advent late game in fleet battles but in general it takes a little more micromanagement and a little more thought behind fleet comoposition. Add on to that the fact that you should be crushing the advent player econ wise and I dont see the problem. I've been playing advent since they became avail

51 Replies 149,072 Views

PLay with the smallest fleets size, the game runs smoother and cap ships are more viable. Didnt really like the idea myself but been playing alot of small fleet size game and liking it more and more. You still get enough logistics to build a nice size fleet but it doesnt becomes the crazy amounts of spam like you see on large and even normal.

27 Replies 14,101 Views

I also wanted to add that one of the reasons not spending some time building (depending on the map and number of players of course) because there is a pretty weird element to this game and the fact that its an rts. That is you can use defenses and other planetary objects to buy u time and run and reestablish yourself. Although its obvious the developers wanted to counter turtling they didnt quite envision a game going on simply because player knew how to save resources and run and reestablish th

58 Replies 41,786 Views

I'll step in and say Siddy is good and HuntingX vs Siddy would be an interesting replay to watch. Siddy is a very aggressive style player and of course has an extremly juevenille personality. He once totally backstabbed me (unlocked FFA) by saying he agreed to an ally in chat the sova embargo'd me and renamed the carrier pen** pump. I think he was a little shocked when after i cried to the other players about his shenanigans that i wasnt mad at him though I just explained I was using a different

58 Replies 41,786 Views

I find it interesting that destroyers were intitally created and named as such because they were intended to counter torpedo boats. Destroyers should be in the game as the primary killing class for all lrms, flaks is a pretty dumb counter for lrms.

20 Replies 10,804 Views

What I find interesting is that people who want the game sped up as fast as possible seem to like pirates the most which is kind of strange because they can take huge credits out of everyones hands and moves that money away from inrfa and fleet building and basically slows the game down. Their a massive credit dump, other than that there an interesting component in some games. You can deal with them through pure defenses and once you get heavy cruisers a rear fleet of cruisers can take them out

69 Replies 36,621 Views

What I find interesting is that people who want the game sped up as fast as possible seem to like pirates the most which is kind of strange because they can take huge credits out of everyones hands and moves that money away from inrfa and fleet building and basically slows the game down. Their a massive credit dump, other than that there an interesting component in some games. You can deal with them through pure defenses and once you get heavy cruisers a rear fleet of cruisers can take them out

69 Replies 36,621 Views

One of the important things to remember when fleeing is alegiance. If you flee to a new star your first colony will start at 25% allegiance. If you make that your homeworld it will now slowly start increasing to 100%. Every new planet u colonize now once u have a new home will be correct in relation to that new home planet. A trick is to colonize one make it a home planet, colonize the next and the make it home then scuttle the first one and re colonize it, this obviously takes some cas

7 Replies 5,882 Views

Repulsion is an incredible ability. If your micro'ing you can move push and focus fire down, your pushing part of his fleet away from u in a circle then moving straight towards the unit u want to kill, it dramatically decreases the dps on u by moving units out of range. They can also be used to delay an incoming force or clear out a jump area using repel. The key is to micromanage them and turn the auto cast off and only use it situationally, if not they will be blowing the shield when its not e

14 Replies 8,055 Views

Killing 2 ships at an asteroid with a cap basically halves the first upgrade cost never a bad plan to take an asteroid with your starting cap and immediatly uprade it to level 2 while its en route to its next planet.

7 Replies 4,704 Views

Refineries can come in handy late game when the creds are rolling in and your hurting for resources and buying vacations for all the pirates on the black market by constantly dumping creds for more metal and crystal. You cant really put a number on how much your losing pure cred wise when late game your dumping so much into the black market but a refinery at a an ice or volcanic is surely offsetting that a bit.

32 Replies 107,246 Views

If your vasari and your leveling plenty of skirantra carriers and also adding overseers and subverters to your fleet RA is an insta win button period. Most people who lose, and I beat an RA vasari last night as advent, don't know the power of these units which RA doesn't produce, They think tons of hvy cruisers, assailants, and light carriers will kill anyone, it won't especially a well put together advent fleet properly played. Here's something everyone needs to think about, not only d

130 Replies 50,097 Views

If your advent and colonizing with the mothership buying 2 infra upgrades is never a bad move. You also need to get a feel for how long pop takes to increase. To hit the 1st pop level with 1 infra takes maybe a minute or two for ice, desert, terran, volcanic. So getting that second one quick is a good move for your econ. Vasari can research the pop rate gain tech before even trade so a strategy for vasari can be grabbing the first two levels of that tech and focusing on infra before trade, at le

2 Replies 1,858 Views

Well one of the KEY problems with this is that research takes a long time even on fast and even as the advent. Its all truly a balance and you making the correct decisions at the right time. The best thing you can do is scout get lotsa intel on your enemy and make the right proactive decisions. Not engaging in research as a de facto rule can possibly leave u very under teched later in the game and maybe not because you cant afford it but because your waiting on older techs to get done being rese

32 Replies 14,115 Views

If you want u can make your own maps and give the start positions the same teamindex values for instance 1 for team 1 and 2 for team 2, There are a couple of default maps that do this but not many. The multi star maps on random are even worse because all of the start positions are in 2 stars. Basically what your asking for is for them to make a few more maps:)

71 Replies 134,198 Views

The carrier is the best cap in the game how can anyone not like it. Its a mobile repair station and at level 6 it replicates your forces turning them into factories, it also gives micro phase aura for added survivability. Replicate bombers is the only junk ability on the darn thing, not to mention it brings tons of strikecraft to the fight. Its the best single fleet support cap in the game.

4 Replies 3,162 Views

For the OP the main thing u need to keep in mind is that ships use antimatter when jumping. So jumping a colony around alot will leave it with little to no antimatter. Colonies also don't start with maxxed out antimatter when built they have to charge up. For this reason if your going a no colony capital at the start and getting a hvy capital and a colony ship u want to build that colony as soon as your scouts are done so its building its antimatter reserve. Then just be very deliberate with jum

8 Replies 10,528 Views

All around the best cap in the game is the skinatra carrier. Micro-phase aura, repair cloud and at level six replicate forces makes this thing an ae repair bay and ship factory thats mobile, replicate forces gets insane when your talking 4 or more of these things at lvl 6 esp with anti matter upgrades and 4 or so of things kicking off repair cloud is as good as sitting your fleet on 4 repair bays. Not to mention they bring plenty of strike craft, I only build a few battleships to go with em I do

107 Replies 283,523 Views