transitive

transitive

Joined Member # 2737812
1 Posts 114 Replies 863 Reputation

[quote who="GoldenShadow" reply="1" id="2073579"]A temporary removal of the underdevelopment tax? maybe?[/quote] i like that alot. 1/2/3 free resource extractors and at level 2, 50% reduced underdevelopment penalty for 120 seconds, and at level 3, 100% reduced underdevelopment penalty for 180 seconds.

40 Replies 29,602 Views

disagree about Magnetize. i mean, the ability itself is better when analyzed on paper but the practical concerns screw it up. here are my issues: 1) Dunov is slower than carriers. It can get kited and you'll never be able to magnetize a carrier. 2) Magnetizing other ships often has little effect since enemy strike craft are not particularly likely to fly within magnet range of other ships. possible exceptions are enemy caps with short range weapons (anything with Lasers as its

126 Replies 265,378 Views

[quote who="Flipkik" reply="8" id="2073096"]Astax do you know the Radiance also interupts marza? Grtz, [_]-Flipkik[/quote] was gonna say it, but Flipkik beat me to the punch. Burn Anti-matter is ALSO an interrupt. a good one too, it does alot of damage. and it comes on a ship thats tough and has good gunnery. also, there's nothing wrong with Cleansing Brilliance. It nukes cap ships for 2k damage and deals splash damage to enemy shi

34 Replies 127,162 Views

[quote who="Flipkik" reply="11" id="2073101"] I don't think this would work all too well. Just because the Vulkoras only becomes a "siege can" type of bomber after a few lvl's. And I don't like missile swarm as it is now. It's a PHASE MISSILE SWARM... and it doesn't profit from phase missile upgrades Grtz, [_]-Flipkik[/quote] i've found that Vulkoras only needs level 3 to be pretty fierce as an asteroid raider. 1 point in

41 Replies 155,047 Views

[quote who="Hack78" reply="4" id="2072595"] While I originally thought it useless, Targetting uplink is usefull for making flak more accurate vs DC and increasing the range from what I understand.[/quote] this is a good point. the accuracy bonus is also very helpful while fighting in asteroid fields (-20% hit penalty) and against a Rapture Battlecruiser with Vertigo (gives -10/20/30% hit penalty depending on level).there's also a pretty noticeable enhancement

6 Replies 1,961 Views

[quote who="Agent of Kharma" reply="12" id="2072114"]To be honest, the amount of micro needed to be "good" at this game turns me off. If I wanted to play an arcade game, I'd go play pacman or something. I think it was a mistake for the developers to even allow micro with certain ships like strikecraft.[/quote] really? i mean, this game is pretty low on the micro scale compared to other RTS games i've played. Company of Heroes has MUCH more micro (and much le

14 Replies 9,145 Views

Vasari colonizer cap (Jarrasul Evacuator) gives a 20% structure build rate increase. same bonus at each of the 3 levels for the skill, it just lasts longer at higher levels. i actually think its a better bonus than the TEC bonus. resource extractors cost almost nothing (250 default, only 150 for most TEC players because of their civic research tree) so the comparitive value of free extractors is pretty low, possibly as low as 300 credits. the only benefit from the

6 Replies 1,961 Views

you totally CAN do just fine if you start with a Kortul or Vulkoras, the only catch is that by doing so you're commiting to a very different type of strategy than you would by starting with a Jarrasul. The Vulkoras is very strong in ship to ship combat with Phase Missile Swarm, and basically 100% of its weapons able to fire on front arc targets (perfect for 1on1 with enemy cap ship). its also incredibly strong at destroying enemy platforms with Assault Specialist

41 Replies 155,047 Views

[quote who="Howdidudothat" reply="10" id="2071696"]Also, honorable mention to building placement. I never have auto-place turned on. Also, due to the amount carriers are used now, know how to micro anti-SC and anti-carrier counters/abilites is wise. Also know how to micro your own SC is crucial.[/quote] +1 agree on both points. the best way to defend a system is with 2 overlapping repair bays and 1 or 2 frigate factories in

14 Replies 9,145 Views

i think we need to get back on the right perspective regarding carrier balance issues. the question should be whether it is ok or a good plan to just spam a fleet of carriers. it should not be whether you can counter carriers with just light frigates. it should not be about discrepancies in the movi+fire behavior of different ships. the question SHOULD be about what a reasonable expectation ought to be for the relative importance of carrier cruise

44 Replies 14,324 Views

i think maybe ToJKa was referring to culture from allied players. i.e. does it stack? the on-screen interface only shows 1 color of culture at a time going through a system so I always assumed you only get the bonuses that would be provided by that player's culture. however, it does seem that behind the scenes more than one friendly culture can be present in a system (if two allied players both have media hubs near the system) so its still an unresolved question. <

9 Replies 6,656 Views

the answer is cap ships. a fleet of lights and flaks is purely defensive, you won't have enough fleet supply left over to push the assault on your enemy. you really won't make a dent in his cap ships, structures, or cruisers without your own fleet of heavy cruisers, lrfs, or bombers. the goal shouldn't just be to defend against someone attacking with carriers. sure, that can be done with lights and flaks. the goal should be to immunize your fleet against squadrons so you can succesfully attac

32 Replies 106,558 Views

still going with this one, eh? people talking about buffing cap ships assume that there's something broken about the current system. i think alot of us disagree with that. the balance and usefulness of cap ships seems pretty on the money to me. the only real issue comes with how difficult it is to get a newly built cap ship up to a useful level in the late game. there have already been several good solutions proposed for that. reduce cap shi

81 Replies 81,214 Views

the bonuses come from research. each race has its own line of culture boosting research in its civil technology tree. each of these techs increases culture spread rate and also provides a combat bonus for ships in areas of friendly culture. advent culture tech - increases shield mitigation vasari culture tech - increases damage dealt TEC culture tech - increases anti-matter regen

9 Replies 6,656 Views

the holy trinity idea didn't survive the 1.11 nerfs to Malice. it doesn't work anymore. the battle-ball strat still requires mulitple cap ships though, but there's no longer a specific interaction you're trying to exploit, just general synergy. mothership shield regens the guardians (and turns on Malice if you've got enough antimatter). radiance AM burns enemy cap ships and generally just protects your own caps from enemy

11 Replies 8,665 Views

here's a question for some clarification. what constitutes carrier spam? does that mean the whole fleet is just carriers? can you use support ships and cap ships as well? if so, how many, what kind, and what proportion? i mean, i think most of us play with mixed fleets but the most numerous ship in our endgame fleets is the carrier, because, you know, its probably the best option. does it still c

126 Replies 265,378 Views

1- pretty sure it doesn't matter. i think the only method in the game for increasing research time is the tier 1 civilian tech that the Advent has. 2- if the Marza is part of a fleet, make sure you don't give the fleet any orders that would override the missile barrage. sometimes the fleet AI will interpret orders given to the lead ship of the fleet as orders given to the whole fleet. its inconsistent in this regard, doens't always happen but sometimes it does. somethin

6 Replies 2,853 Views

i agree with the comments on Vasari caps. only need 1 Marauder really, its just there for the speed buff, right? only need 1 or 2 Skirantas. 2 of them should be able to alternate cast repair cloud and keep it up at all times. as pointed out by others, it doesn't stack, so just keeping it going in rotation is the best you can do. the two ships with the highest firepower are the Kortul Devastator and Vulkoras Desol

40 Replies 13,166 Views

[quote who="DorianGray7" reply="13" id="2063019"]You forget, while you are travelling arcoss the grav well you are constantly taking dmg and any strike craft he loses are instantly replacable. and oh ya, the carrier jump out the instant you get in range for some dmg. Wow he just played you for a fool there... nice. [/quote] but you managed to chase him out of your grav-well. its possible to succesfully DEFEND against

35 Replies 29,649 Views

if you're coming from a long break and got used to Sins 1.0 then there are alot of noticeable changes. the whole balance between lights, flaks, LRFs, and carriers has been tweaked ALOT. lights aren't explicitly changed much but their relative utility is different than it used to be. people are less likely to just mass pure LRM's so you can get more mileage out of lights than you used to. still not a good ship to mass though as they jus

2 Replies 3,983 Views

if im remembering correctly Junsurak Sentinels used to be able to use Charged Missiles. it must have been changed a while ago though, or i'm just not remembering it correctly. i thought that was some kinda neat flavor for the Vasari flak unit.

35 Replies 29,649 Views

alright big guy, you win the internet. clearly you are a the next step in human evolution and i'm way out of line to have a different opinion than you.

33 Replies 78,146 Views

carrier is worth it, but will often provoke spamming of Flaks in response so be careful. you may need to supplement the carrier with some Disciples if that happens. if your opponent isnt doing a good job of scouting you you can bait and switch him too. show him the carrier and hope he builds lights and flaks in response to defend. then tech up to Illums and own him.

5 Replies 1,754 Views

flaks are in their current state because they were WAY too powerful in past build of Sins. they so completely dominated squadrons that there was no point to using carriers. the current state of balance is a big improvement in my opinion. i think the current balance is very good. you can't lean on Flaks for all your fighter defense needs. having your own fighter squads or a cap ship with anti-squadron abilities is much more helpful, and thats a good thing in my opi

35 Replies 29,649 Views