marketing ploy makes it sound sinister and disingenuous. I don't think it was motivated by anything like that. The game is legitimately different from most RTS games. The scale of the game is much larger (though a bit smaller than a true 4x game). The economics of the game are much more important and much more detailed than most RTS games (though again, not quite as detailed as in a 4x game). The pace of the game is slower than most RTS games, but not as slow as a 4x game. It really is a hybrid
transitive
no, the subverter doesn't have to maintain the effect. usually though they just sit there in front of the disabled ships doing approximately nothing after their jump. if you destroy it instantly after the bubble goes off it won't break the stun.
hahahaha. you should have just shut up when you had a chance to not look like a total fool. now your credibility is permanently ruined.
Innociv, if you mean they can't spread out because they need to stay in range of the auras and shield regen from their cap ships I understand your point. I think what it comes down to is that you need to make a choice about how you deal with the Subverters (which have to be the first thing to die). You can spread out, greatly reducing your fleet's effectiveness until the subverters are dead but still retaining at least some of your ability. Or you can stay in the clump and try to tank it with sh
this is not a 4X game. It is an RTS game brought up to a larger scale using certain elements of 4X games. Its a hybrid of RTS and 4X but is more heavily on the RTS side of things. No peace without justice. No justice while the alien scum still infests my solar system!
Andredoob: here are answers to the questions you just asked 1. As far as I know there isn't a single general guide for noobs anywhere but these forums have some pretty valuable posts. The single most valuable thing you should learn and commit to memory is the chart of damage vs. armor types. Alot of people don't understand how this works and it leads them to make bad decisions about which ships to build and send into battle. [link="http://spreadsheets.google.com/pub?key=p7xc_s
moron. liar. fraud.
subverters are insanely powerful. there's really only one counter to them: spread the heck out! you'll have to micromanage your ships to prevent them from clumping (which is their natural behavior, since clumps are the most efficient at focus firing). if your fleet is spread apart a subverter warp bubble can only disable 2 or 3 ships at most and its no big deal, the subverter itself is a sitting duck after it jumps. if on the other hand you leave your whole fleet in a big cluster, it only takes
quick and dirty start up guide 1. buy 100 crystal from the black market, use this to purchase a population infrastructure upgrade on your home planet. this will greatly increase your available income throughout the game and is very important. 2. queue up logistics structures on your home planet in the following order: capital ship factory, crystal extractor, metal extractor, metal extractor 3. queue up ship production in the following order: capital ship (whichever yo
you're a total idiot. you're blatantly making things up at this point because you've lost all credibility. "i can't explain how i do it." "i have a secret weapon i don't want you to know about." "i use a false identity so you don't know that its really me when i succeed." these are the most tired bullshit excuses used by con-men, liars, and people in denial of the truth. why didn't you just, a long time ago, admit that you hadn't been aware of the da
yep, definitely fleet logistics research is what you need. i would recommend trying some of the tutorials in the game to familiarize yourself with the interface so you know when and how to do this research.
it isn't possible to blockade territory completely in this game, it is very easy to rush past defenders without taking too much damage. you cannot effectively restrict the movement of an enemy fleet without using certain cruisers and capital ship abilities that explicitly do this, just having basic attack frigates will never impede the movement of enemy ships. the only viable way to manage defenses is to be able to place a counter-force of your own ships at a target your opponent actua
i don't know how you can justify this strategy if you know about the damage/armor types chart. this strategy is like saying you intend to use gasoline to douse a fire.
i think alot of people haven't figured out how defense works in this game. i'll give you a primer of how i do it. the first thing you have to realize is that the fastest way to move ships around in this game is to just keep fleet logistics open and build new ships where they are needed. therefore, any planet you wish to defend must have shipyards. the most important defensive structures, in order 1. Frigate Factory 2. Repair Platform 3. Hangar Defense <br/
fighters do anti-light type damage. they do excellent damage to bomber strikecraft, LRM frigates, and siege frigates but they do very very little damage to anything else. bombers do anti-very-heavy type damage. they do excellent damage to heavy cruisers and orbital structures. they also do reasonably good damage to capital ships and most other cruisers. they do only half damage to most of the frigates but they have generally higher damage than fighters so they perform reasonably well ag
when only direct firing of attacks is considered i think you're right that the turning/re-targetting gap can be exploited to a winning advantage by a skilled player. this is a big factor in favor of small ships when the conditions are exclusively direct fired attacks and the player is effective at micromanaging their position. it doesn't always work though. for example, if your ships are nearer the planet and your opponents are further away he will benefit from a movement bonus and you
i agree with many of these suggestions. there are a few points i would like to elaborate on with my own suggestions. black market the previous buy:sell price ratio (3:2) was better than the current one (3:1). essentially the new system is permanently a buyers market and favors massive credit income while severely punishing massive resource income. excess credits can ALWAYS be converted into something useful by using the market but excess resources can only be converted at an ex
[quote=smacksim]No. Fewer ships per DPS means Focus Fire works better against Vasari, not worse. Imagine the opposite case: Hundreds of tiny-DPS units. At some point focus fire becomes worthless because of turning-times / retargeting. So with few, large ships, Focus Fire is tastier and more effective. While its true that there will be more hits after hitting the shield mitigation cap on a larger ship, this point is reached so quickly on any ship that it would only be extremely weak ships that wo
so i'm no expert on Advent, i hardly ever play them, however i have a suggestion. it seems like everyone is complaining about how hard it is to beat the early game LRM frigate fleets that will be used by both TEC and Vasari players. advent get early access to carrier cruisers (2 military labs), right? fighter strike squadrons are amazingly good at tearing LRMs to pieces. you'll have to contend with enemy Flak frigates before the fighters can do their damage, but a relatively small numb
an example of a typical mid-game Vasari fleet that i've used to good effect 1 Level 6 Evacuator cap ship (the first cap ship I built) -2 squadrons of fighters -rank 1 colonize -rank 1 gravity warhead -rank 3 nano-disassembler -Drain Planet super ability 1 Level 4-5 Devastator cap ship (the second cap ship I built) - 1 squadron of fighters - rank 3 power surge - rank 2 disruptive strikes 24x Assailant LRM frigates 6x Sentinel Flak friga
i think CptSiddy is right. there are lots of ways to screw it up. all you'd have to do is get a pretty small raiding fleet together and shoot down their trade ports and then get out of the system. thats pretty easy to do with any carrier cap ship with bombers (carrier cruisers with bombers if its a little later on), or any cap ship thats above average vs. structures like a Desolator with Assault Specialization.
kind of a mix of spam plus combined arms. i never find it effective to build ONLY one type of ship, but it is often effective to build MOSTLY one type of ship. most of the type the dominant ship in my fleets is an LRM frigate (if TEC or Vasari) or a carrier (if Advent, and sometimes as Vasari as well) or if its late game then mostly heavy cruisers (for any faction). but in any case you need support ships to cover your weaknesses. if you've got a fleet of mostly LRMs you'll have a natura
Vasari ships are individually much tougher and deal more damage than other factions' ships though they cost more resources and fleet logistics to compensate. This has a couple of different effects. First of all it makes it possible for the Vasari to muster a powerful fleet faster with the same number of shipyards, because you're building fewer ships to achieve the same results. Second, it significantly reduces vulnerability to focus firing. During focus fire only one ship is
ok, here's an interesting discussion point. on a larger map, do you need multiple cap ships early? i think thats a very good question. this also goes to the issue the original post, which was "how worthwhile is scrapping the cap ship factory after the first ship?" my opinion is that in terms of the mid-term to long-term economic development of your empire the greatest benefit comes from choosing a colonizer as your first ship. it greatly increases the rate at which you acquire
the game i described usually take about 3-4 hours before its clear who the winner will be and everyone surrenders. its easy to arrange at a LAN center or online if you know the people you're playing with. and not for nothing, some people also play against the AI from time to time when they can't be buggered to find a partner. i don't begrudge you enjoying a faster pace game and i enjoy 1on1 small maps quite a bit as well. your strategy guides for those maps are very good, i've used the