psychoak

psychoak

Joined Last seen Member # 2882780
6 Posts 3,129 Replies 1,595 Reputation

So what do you do, spend ten minutes dropping a planet with two capital ships while your entire fleet jacks off? 10 siege frigates following behind your attack fleet are very good at accelerating the process. Time is a primary tactical advantage you need to maintain during an assault. The longer you're tied down killing a place off, the more the defenses will be built up at your next target. They aren't an effective raiding force because they're supposed to be sieging planets

27 Replies 15,739 Views

A point of preference and circumstances. Increased build rate is not something to be ignored. If you're taking that planet from a less than negligible opponent, it may come under counter attack before you can build up a defense. If you can spend 60% less time defending it with an attack fleet, that's a very nice boost. You don't always have the luxury of slowly getting around to planetary defense. The cost reduction of the Advent is only on planet upgrades, not logistics structures,

14 Replies 12,868 Views

Having played a few random huge games with unlocked teams against hard AI, successfully, I can safely say it's not a problem. If you ever lose a planet to less than 30 siege frigates in the late game, you're really blowing it. Hangar bays and max infrastructure. Every real planet should have 16-20 tactical points of hangar bays in with a healthy spread of turrets backed up by repair platforms to cover them all. You can get by with marginal 360 coverage from the turrets and focus them

8 Replies 7,152 Views

Ascendancy versus deliverance engine... Nah, no comparison there, sorry. I just got bored of playing a random huge with max hard ai. I hadn't lost a unit out of my fleet since I began the conquest. It's real easy, you start with the colonizer capship, get the niceties out of the way, then pop out the guardians and start boosting your culture. Eight of them in a frigate fleet with 20 carriers and one of every capship is nearly invincible. When you hit a hard target(200+ frig

57 Replies 32,677 Views

You're also quantifying the difference wrong. The overall strength of the Vasari cruiser is not the average of the advantages, the product would be more appropriate. If a ship takes twice as much damage and does twice as much damage, it does not do twice as much damage before dying, it does four times as much. They are more appropriately about 23% more powerful than the TEC version based on the above. Being more expensive and taking up more fleet points are likewise multiplying facto

14 Replies 12,868 Views

This was a problem in beta, not sure why it wasn't fixed. :) -100 is nothing, you guys aren't even scratching the surface with that. If you really want to cheese the hell out of it, group your entire supply of phase gates(and not just one per planet, think bigger), take them off auto-cast, and fill up that fleet cap till you're nice and close to maxed, flip the auto-cast on.

29 Replies 46,517 Views

The beta system was a planetary upgrade for fleet points, just like the logistics ones. If I remember right, asteroids had one upgrade worth 40, the other planets were better with volcanic having the best, I think with 280 after full upgrades. They were then modified by allegiance and you got the rationed value. Rather nice, just really shitty for a small map. Say you had a random small with 10 planets and one guy got a volcanic, the other guy got another roid. You're down a couple

96 Replies 134,783 Views

Making siege frigates slower would be nice. They do kill planets fast in large numbers, but slowing that down will just make the game take longer with no real benefit. You could make them vastly weaker and they wouldn't be able to waltz through a maxed out planet, but they really aren't that tough already. Slowing them down to capship colonizer speeds would end the pingpong tactics. You can chase a dozen light frigates or you can ignore them and just let your repair platforms and han

96 Replies 134,783 Views

Your modem has a html page to mess with settings on it somewhere, possibly 192.168.0.101, but I didn't find the manual online. It doesn't state a firewall in the documentation I did find, but there might be one in there anyway. Some of them are rather temperamental.

35 Replies 21,490 Views

Assuming this is a global problem and not restricted to sins and sins only, you might have not done much by reformatting. If you weren't up to date to start with, you could have been vulnerable to an exploit and simply reinfected yourself after the reinstall. Try running netstat in command while connected, your ping behaves like saturation, which is absurd, but if you've got a bunch of spyware shit clogging your lines or something, it will show up. It's a horrifying thought, that woul

35 Replies 21,490 Views

Focused fire on shields is inefficient. Thanks to mitigation, you're wasting a huge amount of damage when you take down those shields through massive damage. With maxed out phase missiles, you don't have to force fire on single units to kill them. Since no one has mentioned it yet, try killing a high level capship group with two dunovs in it. You can do it with phase missiles just fine, but those dunovs can negate a few hundred fleet points in damage without even trying.

43 Replies 21,700 Views

Bribing the pirates is actually counter productive if you don't attack yourself at the same time. If you're turtling with defense, let them come to you and fight them only with your capital ships. Kill the planet bombers first and it will be an easy fight with no casualties. Your repair platform will come in real handy. If you have a fleet up, by all means, bribe em. Watch where they go and hit another planet at the same time though. With the ai busy, you'll cost it a planet easily

19 Replies 10,033 Views

Fleet mechanics. Clicking on a fleet with a unit should always join it. Producing with the fleet as a way point should join all ships. No exceptions. The auto-join features are just fine for making exceptions for things you don't think are supposed to be in a fleet, but if I want to add a siege frigate, I should be able to, stupid or not, without having to redo the fleet. They're hard to keep track of when you keep remaking them. It's much wasted effort. The much mentioned

1,040 Replies 573,507 Views

Ok, new tact, or less tact. Eoder, and any future moron that just arbitrarily dismisses the post and replies to it anyway. Yes, the fleet system sucks and doesn't scale, no it's not impossible to win a multi-star game Some of us have done it, rather easily too. Learn. Once you take an entire solar system, this is what you do. Put one third of your entire force in your star well. It should be very heavy in bombers, positioned in as optimal a point as possible, on loose or no

136 Replies 156,450 Views

The three sides aren't three sides. When you're playing a 10 player ffa with random sides, you're not TEC vs Vasari and Advent. You're TEC vs TEC, Vasari and Advent. Throw in race modifiers if you want, but it's silly for a 4x to start everyone off at war and then work out alliances. The lore is wonderful, but it has zero bearing on the current state of AI relations. You're at war with your allies just the same as your enemies in a free for all.

52 Replies 79,397 Views

Some desired improvements, while ignoring the mission based diplomacy model. I'm guessing just about everyone doesn't like it or would at least prefer something else. Starting at neutral instead of I hate your guts. Nothing wrong with having a cease fire with everyone at the start. When you run out of neutral stuff to play with, the AI can then just start wailing on whatever is available. The only difference would be that alliances are more likely to be formed than they are now. Th

52 Replies 79,397 Views

Are you guys broke with your multiple star empires? Even before I've taken an entire star on a random huge I've got three production centers, the original homeworld and two others on opposite ends, each having one capital shipyard and three frigate shipyards. Losing even the bulk of your defensive fleet should only be a minor setback. If you're expanding too fast and not maxing out your planets infrastructure, you're not going to survive because you can't afford to produce. If I can

136 Replies 156,450 Views

Ok guys, head check time. Are you building good fleets? I got floored in a random huge with max hard ai after stalling out against a 200 light frigate army and losing an ally that I had lousy defensive options against, but there's something wrong if you're losing to ai on normal. I routinely break fleets twice my size or better with minimal casualties, on defense it's not even effort. Try using TEC with two dunovs and a kol in both of your main fleets. Support them with 50is

136 Replies 156,450 Views

Heh, supcom runs like crap with thousands of units on screen. Eye candy can be nice, but to not run like crap you needed to have a first gen performance graphics card. It looks nice and restricts your player base to a small fraction of the gamers that would want it.

16 Replies 18,041 Views

Hot keys aren't just for fleets, you do have your super weapons and your primary construction worlds hot keyed as well, don't you?. No merging. Making a hot keyed fleet actually continue to hotkey the fleet and not just part of it would be great, and even better would be all units joining fleets when told to, not just ones the game thinks should be in them.(overseers anyone?)

22 Replies 12,857 Views