Hound

Hound

Joined Member # 3087929
5 Posts 86 Replies 1,516 Reputation

[quote who="Howdidudothat" reply="11" id="2057790"] The XP sharing really discourages using multiple caps. In most cases, you're better off with a single lvl 6+ cap with more fleet than two lower level caps. So, basically, you want 16 level 6 Marza's running around? That sounds like a great idea.[/quote] Where did you get that idea? Wrong.

59 Replies 154,652 Views

[quote who="Howdidudothat" reply="6" id="2057798"] I'm saying they should. Because it's stupid they are actually more effective when they give up their supposed advantage. If you park your SC against me, I will notice, and be sure to park a flak frigate under you. You will then see that some amount of thinking is involved with using this tactic.[/quote] The point is that caps and other ships that can't normally target strikecraft supposedly because of the speed can't d

9 Replies 35,294 Views

Strikecraft don't get owned if they hold position. I'm saying they should . Because it's stupid they are actually more effective when they give up their supposed advantage.

9 Replies 35,294 Views

What I don't like though is how multiple caps nerf eachother by sharing XP. The XP sharing really discourages using multiple caps. In most cases, you're better off with a single lvl 6+ cap with more fleet than two lower level caps. The XP penalty should be less severe.

59 Replies 154,652 Views

[quote who="Agent of Kharma" reply="3" id="2057715"] In your opinion, how many LRMs should it take to knock down a capital ship? I wouldn't complain if it took an equal amount of fleetcap. I'd prefer that it take more fleetcap so that caps are easily worthwhile to build, but I haven't examined the ramifications of that statement enough to be certain about it.[/quote] 13 LRM's = 52 fleet supply 8 Illuminators or Assailants = 48 fleet supply Certain lvl 6

59 Replies 154,652 Views

The balance is pretty good, certainly much better than 1.05 but it's not perfect. Carrier fleet supply cost should be slightly increased to reflect the constant rebuilding of strikecraft.

48 Replies 77,375 Views

I never use the Revelation. Early game, any decent sized neutral mob snaps it like a twig. It can't perform it's supposed siege function any better than the rest of the Advent caps. Later with Hysteria it still takes ages to bomb any planet. The key to effective sieging strats is the ability to take down unfortified planets fast and the Revelation can't do that. Radiance is more reliable in countering other caps, especially ones that have abilities that can be triggere

14 Replies 5,632 Views

One thing is to have your Strikecraft in Hold position where they fire continuously instead of making a pass every now and then. Logically, if strikecraft give up their only advantage (super speed), they should get horribly owned by nearby frigates and especially capital ships with multiple weapon banks. Other basic stuff is to optimize the position of your Illuminators to fire all three banks. And micro your Fighters after LRF's when you won't risk losing air or do a

9 Replies 35,294 Views

Consider your faction's strengths and the tier of the techs when deciding early game techs. Basically this is what I'd do if I had 2 military labs up... TEC 1) Hull 2) Armor Advent 1) Shield 2) Hull Vasari 1) Phase Missiles 2) Hull

13 Replies 17,687 Views

[quote who="VRaptor117" reply="5" id="2057389"] And I'd like to look at another ability that is woefully underpowered for its cost: The Jump degredation ability granted to the Severun Overseer. It sounds cool: Delay enemy forces phase jumping into a planet to buy for your fleet to arrive, prepare defenses, etc. Except that the vast majority of phase lines on any map are so short that the 50% reduction in speed grants you maybe about 5-10 seconds. Which i

11 Replies 2,604 Views

Agree that scouts are pretty useless clearing mines during battles. The player using mines can just effortlessly wipe them out with a single pass of fighters. Capital ships should have mine sensors. Perhaps with tech research.

8 Replies 4,279 Views

Bombers should fill that gap. I think it comes down to Flak's inability to keep the Fighters under control. Or rather the problem is that Flak is only good at killing a unit that can be rebuilt for free, hence building a lot of Flak is not very appealing and Fighters get abused freely. And Bombers can never exist while people spam Fighters. If Strikecraft would cost resources to rebuild Flak would be useful. And then we could actually use Bombers too.

19 Replies 83,325 Views

If only Advent and TEC scouts' abilities could be used to blow up the neutral extractor mines... Yeah Martyrdom is never used because it's worthless.

11 Replies 2,604 Views

Concerning the Egg with Nano Disassembler, I don't think one overpowered cap ability is a good solution for the lack of Torpedo Cruisers for Vasari. And yeah, the Vasari base is ten times more valuable than the other two since it can't be ignored. That alone balances the fact that they don't have a Torpedo Cruiser. How does the Phase Destabilizer damage the ships by the way? Is it 30% hull damage from total or current hull points? Should be total so it would destroy retreating

5 Replies 2,419 Views

In all the multiplayer games I've played I have thus far simply ignored all the Starbases that were built by my enemy. I have even colonized the planet and just left the enemy base sitting there. Strikecraft is all the bases can really do and you easily counter with carriers. And if the strikecraft get out of hand you can just torpedo the base from distance for less cost. I have only had to fight one Vasari base since I wanted to colonize the planet and a moving base would destroy all

5 Replies 2,419 Views

As far as I know only Flak and Caps target mines during that 30 seconds of mercy you have before your ships get wiped out. LF's, LRF's and HC's can be wrecked by mining them since they won't shoot the mines during that 30s, especially if the mines are placed behind them. Final suggestion for homing Advent mines: 1) Keep the surgical precision of damaging only one ship. No blast radius. This makes them different from TEC and Vasari mines.

14 Replies 6,580 Views

More on homing Advent mines.. They all detonate on whatever comes into range even if it would only take one mine to kill it. It's far too easy to sacrifice one 200 credit scout to clear 725cred/170met/85crys worth of mines. Or more. There's some kind of a delay with the detonation / damage that causes the mines to overkill their target. And I think the Advent mines would be more useful if their trigger range was smaller and the damage higher. If they d

14 Replies 6,580 Views

[quote who="MindsEye" reply="21" id="2052365"]You guys should see what would happen with the egg plus kanracks. I have seen this used against sb and it is way to lethal.I would really be intereted in seeing the losses for this fleet vs a fully upgraded vasari sb.[/quote] Unupgraded Starbases have too little hull. Nano bomb + a few assailants eat them just as fast as any capital ship which is in a matter of seconds. I suggested earlier raising the starting hull of Starbases and

40 Replies 11,990 Views

Now that mines cost resources, why not fighters and bombers? Getting all your fighters killed to wipe out the enemy LRF's should come with a price tag - other than having to retreat the carriers and the inconvenience of having to wait for the free rebuild. At the very least carriers should have their fleet supply costs increased to lessen the effects of carrier spam kiting around.

38 Replies 58,584 Views

Going on a sidetrack of my own here.. When the Argonev uses the Security Override Protocol to blow itself up the explosion should damage everything including friendly structures and ships. Same goes for mines. Explosions can't be selective. That's like... cheating.

40 Replies 11,990 Views

Well it's worth mentioning that the mines are really easy to destroy during those 30 seconds before they cloak or detonate. That's a really good change. But it's confusing that the explosions look the same whether the mine is destroyed or detonates. I wish there was a smaller explosion when the mines are destroyed. I still think Vas mines are too powerful or too useful as an offensive tool. It requires much more micro to counter them than it does to lay them the right spot.

14 Replies 6,580 Views

Played with Vasari mines some more. A single offensively laid Vasari mine left 20 cobalts with about 30 hull each. A second detonation wiped them all out. A full squadron of homing Advent mines can probably destroy one cobalt. The power gap between these two is much too big. The Vasari mines have gamebreaking potential while the Advent mines are useless for the cost. I'd imagine the TEC mines are closer to the Vasari but TEC can only do it when they are defending and the constructors

14 Replies 6,580 Views

Couple more problematic scenarios: - Vasari mines being used in large fleet engagements. With many ships on the screen, you won't notice a Ruiner laying mines on top of your ships before it's too late. It's too easy to pull off and there's no downside since your own ships won't even take damage. - Having carrier spam sit in a minefield while their fighters destroy everything. Ok it only works for Vasari but the only way to get to the carriers would be to bring a scout and clea

14 Replies 6,580 Views