[quote who="EBITAD" reply="4" id="1962147"] LRM spam. Nothing the ai will ever field will withstand 160 LRMs[/quote] I'd like to see this work in 1.11 against a fleet with a significant number of carriers with fighter squadrons, especially Advent carriers.
InfiniteVoid
Targeting the Guardians directly works slightly better, since its Shield Projection does not affect the Guardian that is casting it.
One correction Sid: Phase Out Hull denies movement and phase jump.
To my knowledge, destroying enemy colonies does not give experience points, but everything else is fair game from strike craft to superweapons to trade vessels. Heavy Cruisers and the Advent Carrier give 100 experience, the highest until you meet a level 4 or greater capital ship. Obviously, higher leveled capital ships are worth more experience, starting with 60 points for a level 1 up to 580 points for a level 10. Pirates, due to their lack of shielding, give less experience
Actually, the Pirate Cutthroats actually have an ability which steals credits from a target ship: if you watch battles with pirates closely, the showering credits over one of your ships means you've lost some credits to a Cutthroat. You can even use this ability if you're Advent and Dominate a few Cutthroats.
I think, from memory, the entity file for Amplify Energy Aura only increases the speed of only Advent lasers, beams, and plasma weapons.
The problem is, with Charged Missiles left on autocast, your Assailants and Sentinels will automatically recast it when a hostile target is in range (this frequently happens with trade vessels and scout ships).
If your fighters were busy chasing bombers and other fighters, that's probably why.
Auto-attack causes the ships to go after the ones they have the best damage bonus, then work their way down from there (example, Heavy Cruisers go after LRFs first, since they the highest bonus to damage when attacking them). Reading the infocard on each ship in the construction menu also shows what they are most effective against (carrier cruisers read none since the carrier has no weapons of its own and support cruisers read none since they aren't meant for direct combat). Ships per
That was only describing the populated systems, I known Aerolian has 3 empty to begin with.
Its abilities (aside from Armistice) are rather lackluster, since 2 free extractors only save up to 500/400/300 credits (depending on your Modular Architecture research level), Ion Bolt has a relatively short duration (3/5/7 seconds with a 10/12/14 second cooldown), and the extra accuracy from Targeting Uplink doesn't help unless combat takes place in an asteroid field/belt, when an enemy Rapture has casted Vertigo, or to increase the probability Flak ships hit strike craft. Major civ
Too bad... I liked seeing mitigation percentages of only 27% on a frigate being focus fired and hit three times with Shield Disruption. I should try stacking it 6 times to see if it drops to -3% mitigation... that would be something to see.
[quote who="Blair Fraser" reply="9" id="1952063"]You can sort of do the same thing with culture and/or the Advent's Deliverence Engine. Make the pirate base go neutral. Run in with something to colonize it.[/quote] I thought Pirates disregarded culture... last I checked, culture did absolutely nothing to their constant 25% alleigance.
If you've got a Dunov hanging around with EMP Bomb, use it on the largest cluster of Overseers/Subverters you can find. It'll deplete antimatter and shields from all ships within its area of effect. As always with TEC, their primary strength is the survivability of their ships once Hoshikos enter the picture, as well as armor upgrades (up to +6 armor for every single ship). On top of what HolyLime said, as TEC, you should be able to produce replacement ships more easily than a
There's no such function in Sins, to my knowledge.
More buffs seem to have become stackable. I've seen stuff like 1400% penalty to phase jump charge time on ships within the overlap area of PJIs, the Incendiary Shells buff on the Marza stacking, ships being Emboldened three times and getting a 30% bonus to weapon cooldown with 7.5 shield/sec restoration rate, damage shared increasing to 100% in proximity of three Iconus Guardians all using their shield extending ability. If this holds true for Shield Distruption on the Subverter, thre
Ships are only available if you have researched the appropriate prototype and have the requisite number of Military Labs. Flak and siege ships require 2 labs, heavy cruisers and offensive support cruisers (Cielo/Domina/Stilakus) require 5 labs. Depending on race, the carrier, long range frigate, and defensive support cruisers vary in position. Upgrades to weapons, hull, shields, and the like only improve their respective stat for the applicable ships - they don't grant you access to t
Of course, don't send the Akkan in immediately, since bombardment radiation prevents immediate colonization.
Micro is a valuable skill to learn for this and a lot of RTS games. The AI isn't all that smart with ability management, such as the Subverters performing Distortion Field on the same target or the Kol using its Gauss Rail Gun on a target already being focus fired (since the Rail Gun is affected by mitigation). Although leaving abilities to autocast does get the job done, your ships can perform far more efficiently if you manage their abilites yourself.
While it is true all Vasari strike craft use phase missiles, the Kanrak Assailants (and by extension, the Junsurak Sentinel) have an AoE upgrade to their phase missiles allowing them to strike multiple targets with one phase missile (if you ever notice green beams between hostile ships, thats the AoE upgrade - each missile produces a pulse beam that strikes nearby ships). At the same time, this upgrade allows the Assailants to fire from an even longer range and the Sentinels get this same are
Actually, the flak frigates all got nerfed. Their base DPS got cut by 43%.
Colonizing frigs for TEC and Advent are still useful for their ability to capture neutral extractors.
I have noticed that both my victories in 1.1 were the result of the AI surrendering with 3 or so planets left, following me utterly destroying the remnants of their fleet.
But you're assuming that your adversaries are centred between your ships. What if they're off to one side?
Marza Dreadnought's Missile Barrage absolutely owns... I've blown apart all but the most heavily shielded/armored units with this ability. The only other way I know to match its destructive potential is a the Kortul's Volatile Nanites and initiating a chain reaction of explosions.