Double post, my bad.
Raging Amish
This is difficult to answer because experience is really the best way to learn this, although I will give you a few pointers, to help in the first half hour-ish. Tec. I advise TEC to new players because they are the simplest race. Get credits so you can buy minerals. The emphasis here is trade ports, however, you should build a fleet first, then get econ. Max out your units to the second tier of units, and then focus on econ as a TEC. Key is to max out with LRMS.
This is difficult to answer because experience is really the best way to learn this, although I will give you a few pointers, to help in the first half hour-ish. Tec. I advise TEC to new players because they are the simplest race. Get credits so you can buy minerals. The emphasis here is trade ports, however, you should build a fleet first, then get econ. Max out your units to the second tier of units, and then focus on econ as a TEC. Key is to max out with LRMS.
I think this is back in the forums somewhere, but I had this explained to me. There are two kind of shields: 1. Normal, the ones that just absorb shit, the one that is measured. 2. Mitigation - this one's a little vague, but essentially, it's a portion of damage that's absorbed outside of the regular shields/hull. In general this is about 5%, and advent actually can up towards 10+%. Phase missles are the answer to Advent's shields, and against TEC it only helps. Sure,
There's something else that people have brought up, the fact that sometimes you need to colonize in different direction. For instance, you jump to a roid, take it, but then must go back to the homeworld and take another. I very rarely do this. The only way I do this is if the asteroid is off on it's own with one phase lane, and it's attached to my homeworld. By making a constant line, slowly adding to your fleet, you can make a "circle" back to your homeworld and have a much more stabl
In general I'm using advent and expanding one by one. The resources I make while in a well fighting off pirates are spent to upgrade the planet I'm about to take. I would also like to adjust my statements to say that I almost always use the Akkan as TEC, but if there is any one race that would consider not using that starting cap, then it is as TEC. The TEC have the cheapest colony frigate. Only 100 metal opposed to 125 and 140 (advent and vasari respectively). The Kol is a beast, but
I have played this game enough and used the battleship enough. Getting those extra planets DOES help. You cannot possibly get a stable trade economy early on. Planets are your income. You need as many as possible. Depending on your style you may want to get three, four, five, and then start making a fleet, that's a person's preference. Of course, you immediately upgrade them to get them in the green. This is mandatory, and so early in the game, the investment will pay off, rushed or no
I've liked all posts so far, but I would like emphasize one point. I've played with the battleship + colony frigate combo for a long time before I switched back to the colony cap. I did this because of one thing. You can get a much larger fleet much quicker. Even if you get rushed, because you have a weaker colony cap, you also have more planets than your opponent so you can make the muscle you need.
Edited: 21/6/08 I've been playing this game for a while now, and I noticed everyone has their own way, as according to the forums and what I see online, they like to go early in a game for which cap ship to build first. Some like the Sova rush, others like a battleship to start, some prefer the Marza, and then others prefer the colonizer. After having seen and used them all, I'm throwing my opinion out there. The colonizer is the best option for the first cap. People talk about ho
Advent build order: 1. up planet 2. crystal mine, cap ship factory 3. mothership or radiance at cap ship factory 4. Colony frigate if chose radiance 5. 1 scout, 1 metal mine, 1 scout, 1 metal mine, 1 scout, 4 and only four diciples 6. Expand to first roid 7. If there is no adjacent roid, either you're on Devil's Den or you're fucked 8. Up Roid, buy mines, crystal first, metal second 9. If the lavas/ice/terrans/deserts around you have more than 5 pirate sh
Spending on pirates early is a waste though. The first raids are so weak that a fleet of 7-8 lrms and the cap are all a person needs. You won't cripple an opponent with excessive spending on pirate raids so early in a game, you'll cripple yourself.
welllllll, yes and no. This never happens on a medium 2 v 2, but what's odd is that sometimes on a 4 v 4 large single star random map, you can end up 3, 2, and I've seen 1 jump away from your opponent's homeworld. Because of this, when I'm tec i wait to build the free cap until AFTER the first asteroid. I don't do it much, but it's one of the few random maps where this rush is a viable strategy.
Everyone will have their own preference, and really, in this game, to each their own. But in this scenario where you have a precious choke point, I would do the following. Since this is a chokepoint, your fleet will either be there or close by. That means repair bays. Another thing I'd do on such a thing is put about 4-6 turrets all around the planet as close to the planet. This is to prevent siege frigates from just flying around your defenses and bombarding your planet. After this, a
Oops, when I said every race has two options, I didn't explain the second for each, nd this one's actually very simple. Rush him. An RA Vasari has no military in the beginning besides a few assailants.
I guess this is one of those debates that will never end, I've seen another longer thread on this, but I'll chime in nonetheless. The Kotsura Cannon is not worthless. It says it disables and damages buildings. That's not all. Send your fleet to an opponents planet and then shoot it with a kotsura. Everything, and I mean EVERYTHING, is disabled for 30 seconds. Your opponent's fleet cannot move for approximately 30, maybe it's 45, i never bothered to count. It's ironic that the best count
I have a suggestion about the pirates. Pirates are rather dumb. When they come to your planets, they have an odd attack order. Except for the pillagers which will attack your planet first and only your planets, the rest are dumb. They will attack in this order: 1. Trade Ships (Why, I don't know) 2. Planetary Defenses 3. Your Ships 4. Your logistics buildings I may have three and 4 reversed, in general I have a fleet there by the time the defenses are gone.<
Personally, I care so little for TEC now, so the Sova rush isn't a problem anymore.
Oops, need to clarify a statement in the third to last paragraph. *If he is going Sova, start an lrm spam. You will make him focus resources on building counter ships, and you can then focus on making enough lrms to push back his cap. Remember, you're only pushing back a capital ship that's armed with just lasers.
There's already another thread on this, but I'll explain why it is counterable. Although effective, the problem is the cap has to get there first. If it's a random map, obviously that may take a while. By that time, the opponent SHOULD have a fleet up that would counter this, because picking the Sova takes away the free firepower that is the first free cap. Ok, so let's go to preset maps where you know where to go, obviously this is where the technique will accel because you c
Heavy Cruisers, and a lot of them.
But to answer the counter question, i've only seen heavy cruisers mixed with other lrm's do the job. Heavy Cruisers are the obvious counter, and they do huge amounts of bonus damage to lrms, BUT, there's a catch if you just build HC to counter Illums. A smart Advent player will have Guardians too. That's where the LRM's or assailants come in. Countering Advent is tough once they get going, there's no denying it, but it's possible.
Starhaus - very correct The thing is an advent player has to debate whether to build those three military labs first and risk a small economy, or go econ for the large payoff later.
I don't want to come off the wrong way, but the antimatter bomb on the radiance does work man. Both of these capital ships have the same speed, 525 i think. You can't possibly be outrun man. Also, you say it hits before you get to your first asteroid. I beg to differ. You should be quick enough to get off to that first asteroid. Sova rush is not god man. I have countered it, it doesn't work as much people would like to think it works. The problem is it makes a player get a radiance ins
I like what CommanderAdama said. It is a stalling ability. Repulsion can be seriously abused, and I won't deny that I definitely you use it. I would like to say though that proper microing can counter this. Subjagators just need to get to them once to make them hurt, and PROPER lrm microing will take out these ships. I also have one thing to say that screws the guardian philosophy. This is the only place I've ever seen this rush as a viable option, but someone with say 10, actually, eve
1200 a bomb is a little decieving. I've sent 5 up to a building with just 4500 health and didn't kill it with 5. I think in the end it really does about 750 once armor/regen/whatever else enters the equation. Either way, a group of 15-20 of these things can reeeeeeally annoy. You have no idea how much you'll piss someone off if you take out their novalith with this ability. The drawback is it takes 10 min for the ability to be usable again. Scuttle 'em and you can make them again, thoug