I've used this tactic occasionally. I usually like to blow up military labs with them. That way my opponent loses the benefit of his shield, armor, hit point, and weapon upgrades.
JamesP81
[quote]Looking at the DPS charts and weapon charts are really misleading![/quote] You don't get a sense of what the weapon arcs are. Consider that a Marza at level 1 has pretty much the same DPS as the Kol at level 1 (in fact, IIRC, the Marza has the Kol beat by maybe 3 dps at level 1). However, a Kol's weapons are spread to fire in many directions whereas with a Marza it can fire almost all of its weapons forward.
[quote]Play Advent and spam aerias.[/quote] If you like Aerias, what I do is build some disciples and a lot of defense vessels for a meat shield (and the disciples also attack flaks). Get some Guardians with repel to keep the enemy at arms length. Then build a mongol horde of drone hosts, loaded 1/3 fighters and 2/3 bombers. It's amazing what 40 bomber squadrons can do to a capital ship.
I've been wondering how many hard AIs on a map with locked teams (all AIs on a team against human player) a good player should be able to fight off by himself. I've done three before, but I got lucky that game. I find it's a hell of a fight to defeat two, and it really helps if I have to defend no more than two chokepoints mid game. I also do best as Advent. If I don't get hammered down early game and get a couple of caps leveled up nicely, I can use the Advent's potent a
[quote]Then again, if you're TEC a Kol will do the job just fine. Sova's are too weak at Level 1 with just lasers.[/quote] Marza will probably do a bit better. It's frontal arc is much stronger than the Kol's frontal arc, giving it something of an advantage in 1v1 capital ship duels.
[quote]I didn't know Marza packed so much of a frontal punch! I might have to try using it more often; it seems to be a ship that I often neglect.[/quote] It was one of the first things I discovered about TEC caps when I got the game, quite by accident. I was playing against a co worker and he was using a Kol, but wasn't using Adaptive Forcefield. My Marza mopped the floor with his Kol. Might not have if he'd been using adaptive forcefield, but the Marza's frontal arc is a dangerous
[quote]LRM's don't outrange repel in 1.04, I believe.[/quote] Now that would be a serious problem.
[quote]Name a single way to counter the repel ability. Just one. Please don't say Akkan lrms.[/quote] You don't even need the Akkan, and you don't need to spam LRMs. Guardians are costly, comparable to a Destra Crusader. You can't just spam them. All you need is just enough LRMs to suppress the Guardians. The rest of your fleet can be the usual heavy load of Kodiaks. That said, your point about the Guardian's ability working on capital ships is well-taken though. I don't k
[quote]Advent, even WITHOUT guardians, is a very strong faction. Malice and illuminators alone are a potent force, not to mention that crusaders are the best cruisers stat-wise. The problem with the game right now is subverters and guardians, both of which are clearly OP.[/quote] I agree on the subverter but not the guardian. There are too many ways to counter the repel ability. The subverter, however, is a different matter. There are a number of soft counters that I have found effec
[quote]You could probably use antimatter burns on the phase stabilizers or bomb their planets to disable the stabilizers.[/quote] In 1.03, bombing the planet out or taking out the labs doesn't stop the stablizer from bringing in more ships. You have to destroy the stabilizer itself.
[quote]If you rely mostly on illumns and hcs then use the shield ability as usual. As a addition use subjugators.[/quote] Subjugators are very useful against Vasari. The buff they give friendly ships temporarily makes them immune to being stunned, IIRC. This can be priceless if you're against Subverters.
[quote]if he's as good as Drexion from his clan you're in for a tough fight.[/quote] I actually played against the both of them 2v2 once. Final analysis: they're both really good.
[quote]I.e. the drone host can have two or even three fighter wings through research.[/quote] I actually whipped up a quick and dirty mod that made the light carriers in the game field 2 squadrons and it was very OP. I think the best way to buff the light carriers is to leave their stats alone but reduce the cost by about 1/3. I also whipped up a quick mod that made the carrier caps start out with six squadrons and get two additional per level. It was somewhat OP, but not as
[quote]Oh but, on another note, this dude above me is right about the siege caps. Still though better to get more long range frigates, but siege caps are fun; it's your call. Just don't complain when you should have gotten more functionally cost effective frigates.[/quote] Just so I'm not being confusing about my position, I'm not advocating getting extra capital ships just to siege; just that if sieging planets quickly is a priority for you, you might consider a siege cap instead of a
The problem with siege frigates is that you're expending a lot of resources and fleet supply points on a fragile, vulnerable, easily destroyed ship that can only do one thing: attack planets. I think siege capital ships are a better deal. Factoring in the cost to get the capital ship slots open vs how much planet damage they can do, siege capitals are only slightly less efficient than siege frigates (and that's with a newly built capital ship. It's value increases as it gains levels).
I've always liked playing Advent every since I got this game. I'm thrilled about the changes to the illuminators.
I've always taken 'frigate' and 'cruiser' to be general designation in Sins. For example, I've always considered the LRM to be a guided missile destroyer. It fills that role quite well. In terms of firepower, it's stronger than a Cobalt light frigate, but not as strong as a heavy cruiser, ergo, it's a destroyer. Some things don't translate directly, though. For example, there are several battlecuisers in Sins. The concept behind a battlecruiser was to construct a ship with the fire
[quote]...Advent are not better than any other race. In fact, they're the least played. It's a pretty balanced game, really. I've seen TEC demolished Advent. I've seen every race be demolished and demolish the other races. Sure, there's player skill, but none is better than the other.[/quote] Well, I think Advent does have big enough early game disadvantages to make them difficult to use in multi player (1.04 patch is addressing those issues). However, once Advent gets up a head of ste
[quote]Advent doesn't have great damage dealers this early and doing Guardians would just set you back).[/quote] I usually get Destra Crusaders before I start getting Guardians for this reason. And whatever we may think about the Advent's other vessels, my opinion is that the Destra Crusader is the best heavy cruiser in the game. Doesn't quite have as much hull as the Kodiak and doesn't have the nifty special ability of the Enforcer, but in terms of raw firepower it has the highest DP
Basically, when that happens the isolated player will probably get knocked out, but his job is to make the other two players pay for it as dearly as possible. Personally, I prefer to play on single star maps to avoid this, however.
Also, Trade Ports stack indefinitely. If, for example, a Trade Port generates 1.3 credits per turn on a certain planet, if you build two you get 2.6 credits per turn. Build 3 and get 3.9 credits per turn, etc. If you get a desert planet and you've built most of your labs already, spamming trade ports there is a good way to generate lots of cash by trade.
Add in some flaks for anti-LRM and I think you've got something pretty solid there. Keep the fleet in tight formation so all your ships can benefit from Akkan's targeting uplink.
[quote]I keep reading that Repulsion is a very useful ability, but I don't really see how it could be used in anything but a stalling capacity. Sure, you push their ships far enough away that they can't hurt you, but then you can't hurt them, either. What am I missing here?[/quote] Some people who like strikecraft will use repulsion to keep ships like light frigates and heavy cruisers from attacking their carriers. If you use repulsion to keep the badguys at a distance, that gives your
Unless I'm hurting really bad for cash, I usually leave them in place. I always try to be in a position such that if my fleet gets pushed back I try to fall back either on reinforcements, fixed defenses, or both. These interior fortified worlds are good rally points if you're falling back. And the fact that they are choke points means your opponent is going to have to take them down at some point.
I will get hull, shield, and armor upgrades, at least the initial ones, fairly early. These seem to have a significantly more impressive impact on the combat effectiveness of your fleet than the early weapon techs.