DarkMadMax

DarkMadMax

Joined Member # 2415196
5 Posts 28 Replies 8,050 Reputation

Played exclusively as vasari I can say that this is THE weapon tech to max out. Assailants/bombers do sick damage with and you can generally kill caps very fast .Especially true for advent. Once you get subverters mixed in you have immensely powerefull fleet (subverters with 1 upgrade can disable ships on top of providing additional mitgation bypass) .

43 Replies 21,643 Views

I several mp games and won all 1v1, some vs decent players using the illum spam strat. I play as vassari , my first cap is either colonizer either carrier. I tech up to carrier and do 4 missile upgrades and armor. If enemy is lrm heavy I make lots of sentinels otherwise carriers all the way. I get 2nd cap somewhere (either 2nd carrier either first one). 2 carriers are awesome since they heal each other. And I do build a lot of defences on a border worlds (5-6 hangers) .

16 Replies 10,997 Views

[quote] I don't suppose you read my post (#30) on page on of this thread? the Monk [/quote] Ohh my bad. thanks for info!- I dont allow ping on wan side either that is why I got the message!

134 Replies 320,296 Views

Well the game keep telling me that "most people wont be able to see your game". I done all the stuff and tested whether port forward correctly - I am net admin myself and know how to configure routers/ firewall, of course including my home one (linksys with ddwrt firmware). I can host CS:S game no problesm for example.

134 Replies 320,296 Views

Vasari are about shield mitigation :) -their LRM and bombers upgraded can do sick damage if researched . theit carriers cap are also very good (with repair cloud ability). For late game their support (subverters )are also great - completely disable enemy ships.

57 Replies 33,378 Views

Lol it is funny that people bring up all carrier fleet as weak, yet I never said it is ALL carrier. I play vassari and here is what I use 2 Sova Carriers with repair cloud maxed out and LRM and subverters as support . Subverters disable ships pretty good - including flaks (they also good to prevent people running away).I rarely lose ships . With maxed out shield ignore tech bombers take out caps in 10 sec flat.

54 Replies 29,030 Views

I found out that after you reach some critical mass of bombers in your fleet(20-30+)and some support you basically become unstoppable .Reason being that bombers cost nothing , fly very fast and 30 of them can kill any capital ship very fast. You attack basically as soon as you enter the well, while other ships have to travel to you first. Flak frigs or no flags it doesnt really matter -you take out caps in first minutes of a fight and you may lose some bombers which will regenerate anyway<br

54 Replies 29,030 Views

Frigs do not require crystal so they are good option for crystal tight maps .Plus they get some nice abilities down the line. But essentially I agree missile>frig.

26 Replies 17,034 Views

[B]General[/B] -Add "faster" and turbo option to current speed setting (at 1.5x and 2x speed of current fast) -add 16x and 32x time speed up options for replays. [B]Small UI things[/B] -ability to drag and drop ships between fleets in empire tree window .Also ability to add ships to the fleet and designate leader without reforming the fleet -add numbers and/or names to fleets and ability to rename fleets (colors are nice but often hard to tell apart

1,040 Replies 571,280 Views

Defense is not useless. It cant fend off a large fleet, but fully developed it can holds its own against 90% of pirate attacks and be a real help to defendding fleet wehn larger forces attack. I usually build 4-6 hangers,1-2 repair bays and rest are turrets

136 Replies 156,134 Views

[quote]Nope i don't agree, it's fine the way it is, this game isn't starcraft. [/quote] I didnt say throw the current speed out - just add faster options for people who do not want to spend 5 hours for a medium game . I cant even think about larger games with such snail crawling pace. 2x and 4x imho is much more of a reasonable game speed. [quote] how could you even manage your empire when going that quickly... [/quote] There is not a lot to manage frankly.

5 Replies 16,039 Views

I think here is a suggestion most people will agree with : please mark current fast as "slow", normal as 2x, and fast as 4x of current fast speed. current normal and slow should be delegated to "slowest" and "turtle" - dont know if anyone will play them though :) Add ability to speed up time in replays by 16x and 32x. Add ability to single player to speed up over current default speed ( up to 8x-16x would be good) .

5 Replies 16,039 Views

I got a few of interface suggestions which imho are pretty easy to implement and will add to game-play. -ability to drag and drop ships between fleets in empire tree window -add numbers and/or names to fleets and ability to rename fleets (colors are nice but often hard to tell apart) -ability to make subgroups inside fleets with separate attack distance, group distance option (e.g I want to order carriers to stay tight and do not attack, while I might let my cannon fo

0 Replies 7,451 Views

[quote]I'm finding similar problems with the AI... It just seems to stop researching once it gets to a certain number of techs. It also stops upgrading fleet logistics, so it's stuck with an outnumbered navy after a few hours of gameplay. I thought this would be limited to the easy AI, but I've observed it with medium AI as well. Combine that with the post above and you get an under performing AI all around, which is disappointing. [/quote] I think those observations are spot on. A

51 Replies 56,750 Views

I actually found AI is much more competent that it was in beta (though I didn't play beta past stage 2 or 3 ) . In fact I got my ass handed to me first 6 times. In my last game ,though, I was able to hold and inch by inch crawl to dominance - it was very slow with systems changing hands multiple times and I am defending most of the time. I try to expand very fast in the beginning and I grabbed around 9 systems in the beginning. Lost all but three shortly after :) It was all

15 Replies 20,653 Views

And an avid player will deploy a large ship with most engines and single gun. AI will build ships with only engines. A player will deploy some tiny disposable ships in vicinity of the front. AI will not move troop transports close. Like you see it's not so easy to counter the opponent that can adapt. Well some sanity checks on "min guns" would solve this <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 align="a

13 Replies 9,950 Views

to get an alliance with any evil empire, I think you have to be much stronger militarily wise. Then they will give you an alliance. I got an alliance on suicidal(so I had HUUUGE diplomacy penalties) with Korath playing as Yor. I had practically no military (ranked last) and Korath were the strongest. So I do not believe this is the case.- Granted I had every possible dip tech researched and every diplo project built but nevertheless it was possible. <b

21 Replies 9,992 Views

I think woefully inadequate UI is what kills X series for me. -It is barely adequate to control single ship, but when you get empire (or even small corporation) going game just degrades into fighting with UI. Controlling empire trough series of dialogs and long menu trees is inadequate .They have a space empire game with UI of a simplistic action shooter. NO good control over your properties, wingmans , their orders , etc. etc. Issuing a simple order to one of the ships itself can be hu

31 Replies 15,522 Views

I think the biggest problem now is just the lack of speed in the AI. I personally don't understand how the AI designs such crappy ships. AI came some way since original DL where he was designing ships with 2 and 3 speed in an end game (basically engine-less junk). Now days he does decent individual ships design (7 and even 9 and occasional 11 speed).Problem is he has also to be mindful to what and how he puts them in fleets because hi

13 Replies 9,950 Views