[quote quoting="post"] this whole thing about shield mitigation and focus fire. [/quote] shield mitigation will scale up as targets take damage at a rate proportional to incoming damage. mitigation drops off at a strictly linear rate, which is independent of incoming damage and constant. i won't get into the exact math of this, i probably don't have my figure totally correct so i don't want to say something that isn't mathematically accurate. you'll have to forgive the vagu
transitive
[quote who="necrolycist" reply="6" id="2091272"] ...the absolute worst search algorithms ever devised [/quote] searching for continuous string elements is almost always of time-complexity O(n^2), meaning that its slow and gets even slower for larger n at a geometric rate. if this were the only problem with the search button on these forums it might still be acceptable to tell someone to use the search function. you might have to wait 10-20 s
a simple but important regarding destroying squadrons: there are two ways it can happen. you can chip away at them and kill the strike craft off one at a time until the squadron is dead or you can blast the whole squadron at once with an anti-squadron AoE. Flak frigates shoot at one strike craft at a time. they kill fighters very quickly but fighter squadrons have alot of ships in them (4 for Vasari, 6 for TEC, 9 for Advent). what you'll not
even if you go with a predominantly cap ship based fleet, just for fun, i would still recommend adding a few support cruisers just because they do things that none of the caps can do on their own. you need those support abilities. bring some Hoshiko Robitics cruisers along because its the only thing in TEC army that can repair in the field. cap ships in particular are good repair targets because of their high armor level and shield mitigation. bri
...on the other hand a fully upgraded Vasari starbase is a mobile super-weapon that does stand on its own. my take on using the advent Starbase as a defensive structure is to just use it like a super Hangar Defense. its not like a Vasari SB thats almost immune to damage from the front and can hunt down its attackers or a TEC SB that has a factory that produces ships at double speed and can crap out a stream of defenders. the Advent SB is more passive and its major
they do stack at the same planet. however, if you can extend the length of your longest trade route you'll increase the value of EVERY port you own, so its usually best to try and plan your Trade Port layout in advance if you can.
[quote who="Agent of Kharma" reply="9" id="2090222"] The bottom line is, for the "average Joe," it is very hard to counter carriers. Pros, however, don't seem to have a problem with it. But most people aren't pros. [/quote] i don't think it requires any particular degree of skill or micro-management to respond to 3-5 carriers in the early game. if you get caught with your pants down and its his CArriers vs. your LRF's then you just got
i knew somebody would finally put my god-awful ascii diagram to good use. cheers to you Siddy.
AI doesn't buil;d hordes of Light Frigates anymore. the AI update for Entrenchment 1.0 (which i think is carried over to vanilla Sins 1.15) definitely fixed that particular behavior issue. AI now plays alot more like human players, tends to mix up types of ships and will eventually commit to either a Carrier based fleet or a Heavy Cruiser based fleet. also, don't need even close to 100 squads of strikecraft to have a pretty overwhelming force. about 10 fighter squ
i agree with Darvin on scuttling the cap ship yard. the small amount of cash is no reason to do it. the only reason i would do it is to get the logistics slot back so you don't have to buy a rather pricey logistics development upgrade on the homeworld. if its a straight rush scenario you probably haven't come close to running out of logistics slots so i see no reason to scrap the yard. in general, when I rush i start the game with the particular type of rush strategy in
huh, not the question i was expecting. Darvin does a great job of laying out the basic strategy for this map (and its applicable to many others as well) so I won't elaborate on that end. the question i was expecting was this one: is it better to try and settle the Terran worlds and win with mid-game economic advantage or is it better to play the rush and go directly after your opponent's homeworld? alot of the small maps are
on the civilian side of things Advent get the culture upgrades and the alliegance boost upgrade as unique improvements. the alliegance boost can actually result in a large income bonus if you built the base at your homeworld, going from 110% to 140% alliegance is usually good for an additional 4.5 creds/sec. the culture thing is less useful in my opinion since its extremely hard to culture flip a planet anyway, but if you're really pushing that strategy you can get massive culture spread out
what exactly is a 200% damage reduction anyway? i would have thought it stopped at 100%.
i would just assume a competement player would ALWAYS mix in some Javelis with his Percherons. it saves you from being countered by Light Frigs and its not like having 10-15 Javelis around is a bad thing, they're generically useful in their own right.
well, if analogy to real life Capital Ships is called for this is the first place I would go. http://en.wikipedia.org/wiki/Carrier_battle_group from that page, typical composition of a U.S. carrier strike group: 1x Super Carrier (typically Enterprise or Nimitz class) and its Carrier Air Wing 1x Destroyer Squadron (generally 4-6 ships, for example <a href="http://w
this is kind of a dangerous idea. phase jump inhibitors (and the jump disruption ability of Starbases) are about as close to shutting down a phase lane as you can get without falling off the edge into the abyss of truly broken game situations. i might however be amenable to a phase-jump inhibitor structure that worked in the other direction (made it harder to jump into a system as opposed to harder to jump out of a system). in fact the Serevun Overseen can already do that, so it would be kind
honestly i agree with Howthe? on this issue. 15 hp/sec seems too low. should be 20 hp/sec. even if that means moving it from tier 1 research to tier 2 research, fine by me, the extra hull restore rate would make things alot more fair for vasari in defensive situations.
hard to make a bad choice for 2nd cap as Vasari, all of the ships have their uses and none is noticeably weak (except maybe the Antorak but even that one is pretty good once you've got a phase node network up). i think my most common pick for 2nd cap is a Skiranta because air superiority becomes so important in the midgame and the Repair Cloud/Micro-phasing combo is fantastic support for fighter squadrons. its also a quick infusion of fighter squads into your flee
fully upgraded Orkulas are monsters. the real issue is going to be the Frontal Shield, which makes it almost completely invulnerable from the front 180 degree attack arc. the shield won't be active 100% of the time but it will still be the single biggest obstacle to actually killing the thing. basically this is the Sins equivalent of a boss fight (if this was an RPG or something like that). you have to take the thing on piece by piece and work it in phases. the first ph
there are lots of opinions on correct fighter:bomber ration and it will vary throughout an given game. mostly it depends on what you're trying to do with the fleet. if you're strictly hunting down frigates, you go all fighters. if you're only using squadrons to defend yourself from enemy squadrons, you go all fighters. if you're planning on attacking a grav well bombers are probably the best offense you can buy
i don't think you understand how Malice works. say 8 ships are affected by a Malice. any damage dealt to any of those ships is collected in a Malice "pool". the damage is collected at a rate of 30% of damage done (so every 100 points of damage dealt to a Malice'd ship adds 30 to the pool). when the duration of the Malice expires (10 seconds) it will then dump the damage collected in the pool on all the ships that were effected by the Malice. </
not sure where you got the idea that all missiles ignore shielding, Starhaus. they most certainly do not. missiles are the same as any other weapon for the most part. the only exception are Vasari Phase Missiles which can be improved by a research tech to effectively reduce a certain percentage of shield mitigation (depending on how much research you've done). TEC missiles have no shield penetrating upgrades of any kind though so its a
not sure exactly what to say as i'm not sure i understand exactly what the question is. i'll share my own technique for fighter micro, hopefully you'll find it useful. first thing i do is make a subgroup for my fighter squadrons. once i've got a fleet formed (the fleet has its own control subgroup, usually bind it to key #1 for the main fleet)...once i've got a fleet formed i'll alt+click the fighter squadron icon in that fleets pinned info in the empire tree(on the lef
[quote who="Bodyless" reply="19" id="2081919"] ON-TOPIC: I agree that the cap ships simply die too fast in mid and late game to focus fire. My suggestions would be: 1. reduce the cost of building cap ships so its easier to replace them. [/quote] i agree in principle but the implementation should be contstructed carefully so as not to upset early game balance. cheaper caps could lead to cap spam in the early game. maybe cost red
standard Vasari rush opening is to build a Jarrasul and then scrap the cap yard. then build as many Assailants as possible and either go after the nearest Terran world (if you want an expansion base) or go right after one of your enemy's resource asteroids. this standard rush tactic hasn't worked very well for a long time though because a single carrier counters about 5-6 Assailants. most players will skip over the LRF rush and go directly for carriers. its usuall