Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 899 Replies 24,876 Reputation

I'm going to have to agree with Darvin...abilities that simply do DPS are usually pretty worthless unless it is on a massive scale (ex. Missile Barrage, Meteor Control, Malice)... Nano-disassemblers is fine because it does hull damage (which is not affected by shield mitigation and has a lower passive regen rate) and it has a secondary buff... Incendiary shells, first off, doesn't work...if you want the ability to work you will need to change it so that it priori

36 Replies 33,194 Views

Mirror match-ups is a potential problem, but so far not one I have encountered.... For example... Hitting three military labs really early on is difficult...this means that, no matter how you change units, Advent will always get LRFs later and Vasari/TEC will always get carriers later... Early game, TEC and Vasari will be using mostly LRMs and Kanraks...but Advent will likely be using disciple rushes with fighters, bombers, or flak... Despite how terrible LFs a

114 Replies 55,618 Views

Well...judging by all the ridiculous psi-tech powers the Advent have, I would think they'd have a huge advantage...I don't care what defenses you have, you see giant white hands crushing your comrades as others get flung back at half mach speed, you'll be shatting yourself and high-tailing it outta there.... Of course, how well Advent can use their abilities on the ground is a mystery...my closest guess is it works sort of like adepts in mass effect...as Darvin has mentioned

6 Replies 8,467 Views

[quote who="Darvin3" reply="8" id="2863076"] Generally speaking if you have enough economic power to do what you describe, you should heavily out-fleet the enemy and crush them with overwhelming numbers.[/quote] I agree completely...it was a very unique game though, I was doing extremely well while my ally was doing terrible...the other team had very large fleets and doubled up their SBs on most frontline planets...we figured the only shot we had at winning was for him

10 Replies 4,306 Views

I think it stands for THE DUMBEST NAME....I mean really, what do all those TEC names even mean??? Now Enterprise , that's a good name... Galactica , that's another....

27 Replies 55,273 Views

TEC and Vasari envoys are good if you have the right abilities for them (mainly the ones that increase trade and resource income)... One thing I'd recommend is to manually have your envoy target the planet once it has reached the gravity well...this will cause the envoy to stick by the planet...if you don't do this, the autocast for some reason has the ship retreat to the edge of the gravity well after using an ability, and only come back to the planet after the coo

7 Replies 10,787 Views

[quote who="Darvin3" reply="6" id="2860114"]Very tough to play, though, since one bad military defeat in the late-game is usually the end for TEC.[/quote] If you have a level 6 sova with rapid manufacturing, it is possible to recover...but you'd have to have a lot of factories on a single planet (probably SB factory too), all levels of industrial juggernaut, and a ton of excess resources...I've done it once (actually, I fed my ally so he could do it), and t

10 Replies 4,306 Views

Now to specific... DesConnor, I played a 1v1v1 game where one player dropped after 5 minutes, so it essentially was a 1v1, TEC (me) vs. Vasari... I did a double dunov start under the assumption my Vasari adversary would do a skirantra rush...I had a battle on my homeworld (very small map) with 1 dunov using magnetize vs. 2 skirantras (some kanrak/LRMs as well)...later in the game a similar battle was fought with my 2 dunov's vs his 3 skirantras (again,

114 Replies 55,618 Views

Wow...you all sure have been busy over the last few days...I don't know whether to call this a debate or just Qu4r vs. the world... There are a lot of things I would quote, but this thread is stretched over three pages so I think I'll just stick to these two quotes and hope the other references are self-explanatory...Quite honestly, I think the whole first post by DesConnor was good, but these quotes captures the two most significant things I got out of it... [quote who

114 Replies 55,618 Views

[quote who="sareth01" reply="43" id="2855624"]I haven't seen anything saying they have made a decision about the expansion, but then you seem much more informed than I about Stardock's financial troubles and decisions. [/quote] I don't think anything official has been released...however, from a business prospective a micro expansion may be worth the effort...there may not be a lot of sins players but the ones who do play and play online will probably be willing to b

46 Replies 79,785 Views

Okay, here are some changes I worked on over the last few days... First, the overseer abilities were redone...mobile phase detection does what jump degradation used to do, and jump degradation is like a mobile PJI... Mobile phase detection still detects incoming ships, but now it slows them down as well...this ability does exactly what Equilibrium's original jump degradation did, which is slow down incoming ships by 20% per overseer...I'd note that this debuff is not linear, s

66 Replies 52,117 Views

[quote who="sareth01" reply="41" id="2853940"] As far as scramble bombers getting fixed, I would say that it has a very reasonable chance of getting fixed because these forums are alive with discussion about this very problem. [/quote] Stardock is having a hell of a hard time with Elemental...half the reviewers refused to even look at the game and give it a rating until at least most of the bugs were fixed...there's talk that Stardock will do something for sins in the future

46 Replies 79,785 Views

[quote who="Darvin3" reply="32" id="2853275"] Funny, I've never actually heard a solid number backed up by data. I've heard as low as 25% and as high as 70%.[/quote] 70%? Dear god... Honestly though, I have to wonder how Advent would still compare if the illuminator was still bugged...sure it would be more powerful, but LRMs and Kanraks would still have more FFing ability well, it's still a lvl 3 ship...

46 Replies 79,785 Views

I agree with Darvin, the game is too focused on a singular unit, the LRF, and that just happens to be the weak spot of the Advent...Advent have the best LF, and best anti-SC when it comes to frigate fighting (I want to say sentinel is better against SC once it has its ability), and the second best SC and HC...guardians with repulsion are very powerful as well, even against PM wielding vasari... If the only change you are going to make is to buff the illuminator, one possibility is mak

46 Replies 79,785 Views

I may just go with that and halve the other values...none of the thresholds were above one (I think the highest was .9) so a cap of 1.0 may be very likely... The Krosov's ability simply reduces the population growth rate...the problem with population growth is that other factors can modify it (krosov ability, Vasari techs, planet bonuses)...whether its a percent reduction or a damage to population, its not always going to guarantee a zero net change...there doesn't seem to be a bool o

66 Replies 52,117 Views

Mod has now been updated to v1.2...here are the changes since the last version... First, Debris Vortex has been fixed so that it now properly upgrades to lvl 2... Second, pirates have been tweaked, if ever so slightly...the time between pirate raids has been increased to 900s (which is the time between game start and first attack), so pirates attacks in general will be a little less often...also, the proportion of pirate ships that are pirate pillagers (the siege ones) has bee

66 Replies 52,117 Views

You're looking at 3 military labs, but I'm talking early than that, before Hoshikos and Illuminators are involved...if you're looking at a 4v4 or 5v5, there are good odds major engagements and rushes will be going on before Hoshikos and illuminators are really out there... At this point, a frontline TEC or Vasari player will easily have LRMs or Kanraks...whether a frontline player has 3 military labs or not is dependent on whether they needed to colonize volcanic/ice planets...th

46 Replies 79,785 Views

Vasari don't have a weak early game at all...kanraks are a lvl 1 unit, and vasari scouts can grab uncolonizables really well...take into account that the Vasari have the best cap, the skirantra, and I'd say that Vasari are more than competitive with TEC early on... Advent do have a weaker early game, but only for two reasons: 1) illuminators are level 3 and 2) PMs from kanraks and skirantras are super effective against Advent ships...against a TEC player, Advent are only at a slight d

46 Replies 79,785 Views

When you say passive regen, are you talking about the planet health? And I agree it could be OP in certain maps...I've been thinking about the numbers, and a higher antimatter cost seems in order...makes it much harder to use early in the game if you have to make several phase jumps to get to the HW...and, it would be much harder to keep going for more than 3 or so times in a row if the cost was set right....an incremented cost that increases with each level of the ability may even

66 Replies 52,117 Views

The problem with paying pirates or insurgents or whoever to do your dirty work is that you can sit there with very little fleet maintenance while the other faction not only has more fleet maintenance, but has to invest heavily in replenishing losses and building defenses on every planet ... Pocket TEC players are fine as is...I don't think we need to increase their economic potential anymore, and making insurgents liked paid pirate raids would do just that...

46 Replies 79,785 Views

Even after being buffed, I still believe the Marauder is a serious underperformer...one of my main problems is that I still don't think Subversion is that useful...while the ability is really easy to use and the effect lasts a long time, I don't think it has quite the punch that is needed to make this ability worthwhile... Currently, subversion increases production time by 100%/200%/300% (applies to factories and building structures)...unfortunately, this only is going to be helpful i

66 Replies 52,117 Views

@ Darvin I agree...Vertigo and Malice are your two best abilities other than TK push, but I don't think they're enough to beat a well managed Vasari fleet...problem with malice is that the target cap really hurts you (especially for non HC fleets), and I'd much rather have multiple halcyons than try and lug around multiple progenitors... My problem with vengeance is, as you said, that it's hard to use with vertigo at the same time...also, it requires you to constantly pay atte

46 Replies 79,785 Views