Hiya. I'll answer your questions for whichever ships I have enough experience with to have a decent opinion. Some of the ships I just never use very much (Rapture and Revelation for example) so I won't comment on those. [quote quoting="post"] Halycon Class Carrier ability Telekinetic Push and Anima Tempest: - Is this worth 90 antimatter? It doesn't even destroy the fighter and they are so fast they'll just come right back. Also they fly in and o
transitive
[quote who="Hack78" reply="16" id="2060130"] even if you're TEC with Development Mandate I can't see it as being worth your while. you find yourself needing 4 more log slots that bad even after you've researched DM? i just don't see it happening. Then you obviously do not understand how trade ports work. Being able to put just one trade port on a dead roid can cause a MAJOR increase in income due to lengthening the longest route....[/quote] you might wa
Sins is my favorite 4x strategy game of all time. The gameplay is VERY different than normal RTS and economic management and long term strategy is so crucial. I can't compare this game to StarCraft at all since SC focuses so heavily on build order efficiency hard-counters to enemy units (High Templar vs. Mutalisks, lol) and rushing. From my perspective Sins is like a shinier, slicker, faster-paced version of Master of Orion and I really really loved Master of Orion.
[quote who="apgscud" reply="9" id="2059434"]what about the metal mining and crystal....only if i go eco??[/quote] harder to say. i mean, it depends entirely on how well your current resource income is meeting your needs. it also depends alot on the map. you can probably increase resource income more effectively by just colonizing another planet or roid. they aren't bad upgrades by any means but i usually put them off until pretty late in the game when i get more effecti
i think AgentOfKharma is referring specifically to cap-ships after the first. he mentioned earlier that he likes to get the freebie and then scuttle the yard to get some of those resources back to. i still disagree with him though. i get the distinct impression that he's playing almost entirely rush maps and his games end with a GG/disconnect as soon as one player loses a good chunk of his fleet to the other in the first major encounter. if those were the terms yo
only meaningful suggestion for use of dead roids i've seen here yet is a good location to build super cannons. even if you're TEC with Development Mandate I can't see it as being worth your while. you find yourself needing 4 more log slots that bad even after you've researched DM? i just don't see it happening. faking out pirates or AI players may have some value too I suppose but i haven't ever needed to do it, pirate ships are abnorm
hull and armor upgrades are synergistic with each other. armor is a boost to the quality level of each point of hull a ship has, which means that ships with already high base hull get comparatively bigger benefit from armor. armor also increases the value of hull repair (passive hull regen, hoshiko cruisers, and repair bays). i recommend researching hull and armor in ascending order along the tech tree (just go low to high, research whichever upgrade for hull or armor is cheapest at the momen
i'm not sure everything said in here is accurate. don't take my word a gospel though, go test it out. the impression i have for how ports work is like this, based on my informal observations: -the income that each port generates is a constant value regardless of where you built it. being on the white highlighted route doesn't actually mean that those ports make extra income. -the longest route determines the rate each
a level 1 cap ship bombs about as well as 3 siege frigs. a level 5 cap ship bombs about as well as 5ish siege frigs. a fleet with 3 level 5 cap ships (easily attainable by midgame) is doing the bombing work of 15ish siege frigs. they're occupying 150 fleet logistics to do this job (as well as all the other cool stuff they do). 15 siege frigs would use up 216 fleet logistics and do nothing else whatever. its not even close. you need to glass planets and cap ships are the
[quote who="Howdidudothat" reply="1" id="2059147"]Ball them up. Just be smart about it.[/quote] +1 agree. note that being smart means getting them back on grav-well patrol if a bunch of flaks or a Kol or Halycyon shows up.
[quote who="JuleTron" reply="12" id="2058575"] all of this begs the question though: if you have enough fighter escorts to keep heavies alive against enemy bombers, why did you build the heavies instead of just adding some bomber squads? Because bombers only counter very heavy armour. HCs counter almost everything. [/quote] i see it going down one of three ways. a) your opponent doesn't have many squadrons. his fl
i'm glad to hear that you're improving. the main thing that your experience will teach you is how to properly judge what stage of the game you're at. in the early game you really need to just spam LRF's because there are only 2 ships that can be deployed in large numbers: the light frigate and the long range frigate. considering that LRF counters Light its a no brainer, just spam LRF's until you're well into the midgame. you'll know you're i
basic guidelines for fleets and combat: 1. the main offensive ship in the early game is the Long Range Frigate, it should be the backbone of your fleets until you have a robust economy. once your econ can support them, carriers are the best offensive ship you can buy. 2. the main offensive ship in the mid and late game is the carrier cruiser. bombers are devastating against enemy structures, capital ships, and heavy cruisers. fighters are ve
basic guidelines for efficient openings: 1. buy 100 crystal as soon as the game begins, its very likely to increase in price in the near future so the default 500 creds per 100 is the best deal you'll find on this for at least the first 15 minutes. 2. immediately research population increase (civilian infrastructure) on your homeworld. the extra tax revenue this generates is incredibly important. can't stress this enough. homeworld taxes are your
you can beat a carrier rushers with a mixed fleet of lights and flaks. its not as much as a blowout as you might hope because flaks aren't as effective as they used to be, but lights and flaks are both very cheap and very hard to kill with strike-craft so you'll win in the end for much fewer resources spent. both of those ships have above average armor as well so they work quite well with hull repair. the issue of course its that its purely
endgame battles are about squadrons and cap-ship super abilities. you'll get hammered by 10 bomber squadrons or you'll get hammered by a missile barrage. you worry about countering those. get fighter squadrons to counter bombers. get a cap or cruiser that can interrupt/stun to counter missile barrage (or whatever similar super ability you need to counter). heavy cruisers really don't get involved in any of this and thus don't need an explicit counter (though bomber squa
Strikecraft DO get owned in hold position if an opponent has anti-strike cap-ship abilities or enough anti-strik frigs go after them. A flak burst from a Kol or a TK push from a Halcyon will annhilate basically any number of of strikes at once so if they're all sitting in one place they all die simultaneously. even if they don't have an anti-strike cap a few flak frigates (garda, defense, or sentinel) can mow down strikes (and fighters in particular) at a terrifying pac
i always thought scramble bombers is actually quite a bit stronger than Heavy Fighters or Adept Drone Anima. its basically 2 bonus squadrons of bombers up almost all the time. i never took the time to number crunch it or anything but i always felt like 2 extra squads is alot more powerful than the passively better squads from the other carrier caps. there's more to it than just the effect of the extra fighters. it gives you a squad rebuilding mechanism on a sepera
[quote who="ravok2789" reply="11" id="2053290"] Quoting transitive, reply 10 the one thing you'll really have to watch out for is an opponent who is adept at hit and run tactics and can negate your economy advantage by taking out trade ports and other economic structures at planets that you may not have adequate defenses for. you can be crippled early if your investment in trade is destroyed before it pays adequate dividends. that is why you scout before going eco[/
i think its worth saying that sometimes you just need to make the gamble on your HW population upgrade. it might put you a few minutes behind in a rush situation, which can be very bad and sometimes you'll lose because of it. but you might get lucky and your opponent won't push your homeworld for quite a long time for various reasons. if the gamble pays off the massive profits gained from starting a HW pop upgrade at the start of the game will really go a long way
the TEC faction should leverage economic advantages to win most of the time. they can more quickly and easily develop trade ports than the other factions, which will result in a substantial credit income advantage throughout most of the game. the credit advantage should be leveraged into military advantage by buying logistics upgrades sooner than your opponents. yes, this means that TEC players win most battles through superior numbers rather than by having the mo
but the upgrades aren't. my experience has been that an equal supply fleet of assailants will beat javelis if the vasari player has researched the first 4 phase missiles upgrades (at tier 1 and 3). perhaps my experience is atypical, but thats been my observation.
i think there's one important factor HuntingX didn't discuss regarding Vasari in a 1v1 map. it is more viable for Vasari to remain at only the first fleet supply upgrade (-9% income) for a longer period of time than the other factions which require numerical superiority to defeat the Vasari. This creates a portion of the game where the Vasari player has effectively a 10% income bonus relative to his non-Vasari opponent. It won't last forever, eventually the Vasari player will also have to upgrad
what if your opponent builds 15 LRMs and 6 Flak?
vasari refineries are called matter processors and they are available at tier 3 (unlike tier 4 for the other factions). truthfully the vasari economy is supposed to be more resource based than credit based, compared to the other two factions, this is why vasari don't get trade ports until tier 4. the 1.04 black market rates are a huge benefit to Vasari because they make it MUCH more profitable to sell of excess metal (which accumulates in every game) for big credit boost. the problem i