An Illum spammer will bring that fleet to tears.
Raging Amish
The is no easy counter unforunately. The cobalts have sabatoge reactor, which disables abilities, and the Cielo can help you destory Guardians quicker with LRMS. The best thing I've seen work so far, and understand, I'm saying that the TEC don't have a good answer, is to Make 3-4 kols's and have them target the Guardians. They'll never stop firing at the Guradians and the rest of the fleet, and Kol's are incredibably hard to destory, so if he does manually target one, you can retreat an
Because, they're good against ONLY lrf's. They do anti light, and you need a lot of them, but not more ships slots than your opponent. Consider this: 3 TEC Scouts vs. 1 Illum Cost: 600 credits vs. 380 Cred, 60 Metal, and 55 Crystal Winner: Scouts Used Ship Slots: 6 vs. 6 Winner: even Damage (With percentages calculated): 18 dps vs. 13.7 dps Winner: Scouts Hull: 1350 vs. 620 Winner: Scouts Shields: 525 vs. 550 Winner: Illum(Ok, it's advent, they should
I haven't done this because fighters aren't the counter to lrms, scouts are, but I believe it's 7-ish. It depends on how much time is in between the hits from the fighters. If they're far apart, the ships shield mitigation will go up, negating more of your fighter's damage, and it'll take more fighters to do it in "one run"
It's not that they have no role, it's just that LRMS and Heavies can take them out so quickly, that you wonder why bother making them. Sabatoge reactor is great for stopping Vasari and Advent fleets from using their supporting abilities. The problem is to do that, they have to survive my first point. The only thing they're really useful for is taking out opposing supporting vessels, which have heavy armor, and flak, which also have heavy armor. They don't do too much to anythi
@ Gambit Dude, you're absolutely 100% dead on. I don't switch to destras normally because it doesn't make sense to do so. Illums do 18 damage per sec, destras 23 ish, i don't remember exactly. But Illums never stop firing, destras have to find new targets and move to it. Illums coupled with repulse are just sickening. It's odd though, Illums are the best counter to an enemy using repulse. Repulse is a whole 'nother can of worms though. On another n
I was writing a sarcastic statement when I made this post. I did feel malice was overpowered and it deserved a nerf. It is no where near as effective anymore. It's not a bad ability in the early stages of the game. Level 3 malice combined with a rush where each side has 30 ish frigates, well, that's where malice is ideal now. The nerf comes from limiting the number of targets. It used to be you could malice the entire enemy fleet, or at least definitely more than 24. Since it p
Allegiance cannot be brought up past certain levels. The first rule for allegiance is how far it's from your homeworld. Homeworld = 100% 1 jump away = 90% 2 jump away = 80% 3 jump away = 70% 4 jump away = 55% 5 jump away = 40% 6+ jump away = 25% Anything accessible only by black hole = 25% After that, you can get culture centers, broadcast centers, whatever they're called. These will raise your allegiance 10%. Advent also have a tec
Before I answer you, I thought of something else that all races can do but this really applies to Vasari. You can sell your resources for 100% of their value. At the bottom of the black market, there are small boxes. There are two below each type of resource. Of those two boxes, one is small with a number in it around 5, and the other is 0. The number on the left is the number of credits you'll get for 1 of that resource. That 0 is the box for how much you've put in there. The problem i
I culture kill planets. When everything in the well is dead, I've chases the opponent away and now it's time to siege. What I'll do is leave behind 2-3 ships, and send the rest of the fleet onward to find his fleet and finish it off before it can re-group. Those ships that are left behind can eliminate constructors. Then, Build a culture station at your planet which is right next to his. It takes a while, actually longer than a capital ship would take alone, but the perk is t
What you get is kind of random. I'd say it's an even mix of what Jixra mentioned.
I think people are going to have different opinions about this, but there's certain things people are going to agree on, and you hinted at them already. It is a bad idea to get trade ports very early. The payoff in the early stages of the game is very bad. Planet expansion, not trade port construction My opinion of tradeports is very low. I don't like them and rarely construct them within the first hour, but then again, I play as Advent 99% of the time. The best way to go abou
It doesn't matter where the pirates are. Pirates attacking his ships will lower his bounty. It doesn't matter if they're pirates sent in a raid or the pirates guarding a planet. Either doing damage to his fleet will lower the bounty on him.
@ Sixhits Attacking the infrastructure of an opponent is not a bad idea at all. It's a good strategic concept. The problem is, I see the downside to it. It's very rare for there to be more than one door into an opponents backyard. In general, there's one way back there, and he's got a fleet there ready to follow you back into his planets if you decide to go into there. Also, if his fleet is just following yours, you're making his job easier. He can shoot at you while you go the
What I've seen is actualaly that the Assailant range is so huge compared to the illuminator that you'll get off a couple volley's before the Illums are even in range. Add in the fact that I stay in a ball so side beams are null and void, and the Illums don't do as much damage to the fleet. I agree with your point that the Illums are targeting the Assailants. The thing is though, I go after the Repair cloud ability, or use a repair bay, or fight with an ally advent to keep the fleet ali
If there is a way to control Z-Axis movement, I don't know it. In general, Z-axis movement only occurs when a ship has to get around something. Say an asteroid or planet. It will go up or down to help get around it. Personally, I've never seen the need to go manually up or down. Let the computer worry about the z-axis. Worry more about strategy on the X axis and Y axis.
One more comment about going after my infrastructure, the second I think someone's going to do it, I send my fleet to counter that. Also, even if you do have a bigger fleet than I do, I can make my fleet bigger than the one that's heading to my infrastructure. It takes a while, and I can get reinforced by ships that only have to travel 1-2 jumps, but your stuff is traveling 3-7 jumps to reinforce. I send about 10-12 of my ships to counter peace meal reinforcements. The line of ships be
@ Sixhits I do think flak are the counter. They do enough damage to Illums and can take the punishment. Pure flak will lose. That much is so, but TEC need Hoshikos, Flak, and HC's to beat Illums. What I think the TEC don't have an answer for is repel. Also, speaking from experience, if you go after my infrastructure, that means you're dodging my fleet. The second I see a fleet that's not targeting my Illums, I start building more labs, and can keep the stream of Illums flowing
@ Paulta Yes and no. The advantage of the assailant is you will outnumber your opponent. Say he has his mothership and 15 illums. I'd go as far to say as you should have the egg and 20 - 25 assailants. Illums take out assailants quicker than assailants take out Illums, there's no denying that. Also, if you keep the assailants very tightly grouped together, you really neglect the side beams. Your force him to spend time getting close enough for the side beams to fire. @ RealHits<br/
Malice works like such: 1) You fire it. It hits the target ship and the 7 ships that are the closest to that ship. Notice that malice does have an area of effect. Target masses of units. 2) This ability lasts for 10 seconds. The effects of this ability won't be noticed until the end of that 10 seconds. 3) At the end of that 10 secons, 30% of the total damage that was inflicted on however many affected units will now be dealt. Say that you did 500 damage to the affected
UPDATED VS 1.04 Short Version: Here are the units that can stand up to Illums and win: TEC: Scouts, Fighters, Flak (with hoshikos preferably), HC's, Starbases (with repair bays) Vasari: Flak, Fighters, HC's(barely),
I agree to a point about a game shouldn't be "do this, then do this", but I don't agree that this applies to sins. I would say only the first five minutes of a game are identical each and every single time I play, but that's because it's the most logical thing to do. 1. Buy 200 Crystal 2. Sell 200 Metal 3. Build Cap ship Factory 4. Build Crystal mine 5. Build 3 Scouts 6. Build Metal mines 7. Send Capital ship (Which is 99% of the time a colonizer) to colonize the
Upgrading malice ups the # of ships effected by malice Lvl 1: 8 Lvl 2: 16 Lvl 3: 24 30% damage propagation is lethal, but the problem is malice is so wierd and semi-nerfed that I get shield propagation. Not because malice isn't a good ability. It is, and I rank it above most other advent abilities, but shield propagation is just that good.
I have to disagree with the LRM answer. Fighting rock with rock doesn't work in this case. Hoshiko's are key though. I've personally found that illums will mop the floor with lrms, even when the lrms have hoshikos, but there is one thing that will annoy the piss out of an Illum spammer. That's flak with hoshikos. Unfortunately, a fleet of flak takes forever to kill illums, but focus firing does make it go quicker. Also, since flak have so much health and plenty of armor, Illums just do
Every Advent weapon is an energy weapon type. What I don't know is if TEC lasers count as energy weapons. Hope that helps.