Sorry Procumbo, I wasn't trying to be vague. I was referring to the most common target: non capital ships. All ships have base shield mitigation 15%. That's what it starts at for every ship. For all non-capital ships, the mitigation maxes out at 57%. For capital ships, it's higher, I've just never bothered to check how much higher. I think it's 70%, but don't hold me to that. The faster you do damage to a target, the quicker its shield mitigation climbs. Sh
Raging Amish
My point here is that I'm trying to emphasize that tradeports are not a good early game investment: period. They cost too much. Unfortunately, to do well with TEC, you need to understand the game and understand how some of the abilities of the race can be used tactically. Most new players choose TEC because of the, no offense to new players, simplicity of the race. Everything is rather direct as compared to Vasari or Advent. To be successful with TEC, you must exploit some st
As of the moment, the only thing targeting uplink really does is gives you a boost in asteroid fields where you lose some of your accuracy, AND it makes flak frigates lethal against fighters. Flak have a default 75% hit percentage against fighters. The Akkan Targeting Uplink helps that. Targeting uplink also helps with countering an Advent player using Vertigo. Overall, the Akkan doesn't underperform IMO. Really, I see the Akkan as an anti-Advent unit. It's ability Ion bolt c
I plan to come back to this post. Currently working on a Unit Guide/FAQ
I hope I wasn't taken to mean something I didn't. My main point with this whole post was I was trying to make the point to newer players that building tradeports with TEC during the very early stages of a game is very dangerous. I like the idea of building tradeports with TEC, and the earlier they can be up and running, the earlier they'll pay themselves off. The drawback unfortunately is what ruins them for online play. They're so expensive and gobble up so many slots that TEC
Cruisers Completed 7/8/08
It's an HC rush if that's the first thing you see besides scouts or basic assault frigates. Best answer IMO is an absolutely huge amount of long range frigates that can destroy them before they have HC's in decent numbers. They have the huge major drawback of not having an economy of any kind, and they used purely planet resources to tech straight to HC's. If you can flank them and take a planet that's probably the most lethal. Once the labs are down they can't make any more.
Bypassing shield mitigaiton is extremely useful. To give you an idea, I'd say as a ship is targeted, it's mitigation climbs from 15% to 57%. Since it climbs so fast and really the ship spends most of its time while it's being targeted at 57% shield mitigaiton, meaning any missile that can get by is a huge boost to your damage output. Consider if you had 10 missiles that did 10 damage. Against a target with 57% shield mitigation, you'd do 43 damage, or 4.3 damage per
Making me pick one is frankly not fair, but I shall. Not picking the Halcyon is hard, but I have to say favorite and most useful: Mothership The Mothership brings THREE great abilities to the table and one so so ability (the lvl 6 ironically) You undervalue the colonize ability of the mothership if you think it's worthless. The colonize ability on the mothership lowers the cost of planet upgrades by -20%,-40%, and -60% respectively as the ability is leveled up. This is
Will do. Support Cruisers Completed 6/8/08
Strikecraft Section Completed 5/8/08
Good point. I included a more specific explanation. 2 scouts still take forever to kill a colony frig, meaning I have time to react and send in reinforcements to save the ship and stop you from getting mines.
Frigate Section Completed 4/8/08
Umm....I don't know how you can build just 4 temples of hostility/harmony. Asteroids have max logistics: 3 labs Lava/Ice has max: 5 labs Terran has max: 6 labs Deserts have max: 9 Labs So I don't know what planet ur at that you can build a max of 4. Try getting many more planets. Upgrading logistics slots on a planet is actually a bad bad bad bad bad investment.
I think you mean the Vasari upgrade to missiles where the Assailants will stop moving and fire the "charged" missiles? If that's the case, I don't advise leaving it on autocast if you're up against someone using Illuminators. Mobility is an advantage there. Against TEC/Vasari though, it's not too bad an idea. Take them in close before you fire it, but manually turn it on yourself. The autocast on this ship is rather stupid and much better when you use it. This ability is rather
I say Guardianas first because they make anything and everything in the fleet a whole lot toughter. So tough to the point that it's actually about the same as giving everything a +50% total Health/Shield boost. Capitals need to go, there's no denying that, but I have a hard time arguing against getting the Guardians first. You'll eliminate them quicker and hurt the Advent fleet more. I say +50% because since the shield bubble shifts 1/3 of the damage from one target to itself
To take planets there are two ships that can do it. The first is the colonizing capital ship, which for the TEC is called the Akkan. It's the capital ship in the middle of the capital ship selection boxes. The other option is what's called the Colony Frigate. On the screen where you select scouts, light frigs, long range frigates, etc, there is the colony frigate alone on the line below. That ship has the ability to colonize planets. IT ALSO has the ability to colonize neutral mines in
Nerfing the time of effect isn't a bad idea. Perhaps making the antimatter cost 150 would work too. In the end though, keeping the subverter as in 1.05 is not an option. In late game the subverter can lock down the entire enemy fleet which is just too much. Something needs to be changed, that much is certain, but I couldn't agree more that the ship has been nerfed a tad much.
Advent: 1. Guardians (Shield Bubble and Repulse) 2. Capital Ships (Any Advent Capital ship is a huge threat and huge loss if destroyed) 3. Illuminators/Destra Crusaders, whichever he's made Vasari: 1. Subverters (Previously touched on) 2. His Egg (provided he built the Evacuator Capital Ship) 3. His Assailants/Enforcers/Other Caps
or all the Newbs, for all the Vets looking for a trick, I'm opening up the vault that is my mind. I say that not to be cocky, but because there's probably only a few guys playing this game that have been playing longer (Emphasis on longer, not more) than I have. I'm going down the list folks. I love the game, play it plenty. I'm tired of all these "So which is best..." Everything, no matter how much
Not to put it bluntly, but you spammed one particular type of unit, and you payed for it. That's basically what happened. Mix in a few caps and subverters are nothing to worry about.
Hoshikos and Cielo's are tricky beasts to use. Hoshikos are extremely useful. The amount they repair is like having a mobile repair platform. Demolition bots is rather meh, but the first ability on this ship is all you need imo. Hoshikos work best with something that has little shields and lots of health points, and that's how most TEC units are configured. The unit needs enough health so that the healing ability can actually take effect before the ship is destroyed. T
Vasari tips? As mentioned: 1. Use scouts to get neutrals 2. Get Assailants out early and as quick as possible. You shouldn't be making any light frigates as Vasari unless your opponent is spamming carriers. 3. The more you can tech phase missiles, the better 4. Get some fighters to support your assailants when possible That's a very vague guideline, as giving you specific advice is rather difficult. Check around the forums. I guarantee you the info you're looki
I don't think they stack. 1400% jump start up would be a bit much. The reason you see multiple (against a human at least) is because one PJI doesn't cover an entire grav well. You need multiple PJI's to give your entire planet the effect you desired.
the problem with flak is why make a unit that only counters strikecraft? Strikecraft are regenerated freely for antimatter. Destroying fighters doesn't hurt you opponent at all because he can just remake them. I don'tk now what the answer is, but a guess on my part would be to give the carrier "very light" armor too. The counter would be flak and flak would actually have a use. Or, give flak a better damage multiplier against very light armor, so they're detrimental to fighter