[quote]Okay, who uses fighters (...) Secondly, fighters are so fast that moving them into the area of effect of repair cloud is trivial. I do it all the time.[/quote] We're talking about bombers. Focus please. I'm saying Vasari bombers are way below other factions as a main starbase killer. That's one of the reasons I believe Orky needs a buff as the Vasari dedicated structure cracker. You landed off topic. [quote]What's tier 1 research? I wasn'
N3rull
[quote]- However, you can't just declare war on an Ally if your rating with them is 90% or more. This is not realistic. (In real life, America is just not going to attack Britain or Canada over night, for example.)[/quote]Hitler attacked Russia even though Stalin was pretty sure they were good buddies. Diplomacy is a deadly game.
So that's why a level 3 power surge + level 3 disruptive strikes is hardly enough to keep an enemy cap's AM pool from regenerating. fixit plz [e digicons]:banhammer:[/e]
Well I used the tier order suggested by soasewiki.com . Sorry if it ain't clear.
[quote who="Darvin3" reply="6" id="2298082"]Highest DPS flak (...) again presuming they all attack the same target. So no, there's a big chance a fighter or bomber will get out of that scrape with some scraps of health intact, ready to be healed.[/quote] 1] Ready to be healed means you need to manually bring them into your Skirantra's repair cloud range, which is SMALL. So you either have to micro the strikecraft into the repair cloud, which takes time and the
[quote who="Darvin3" reply="24" id="2297971"] Vasari bombers are IMO the strongest in the game. [/quote]All you've said just does not matter. Their superior armor and HPs matter only against, say, three flaks. Five or more flak frigs or one fighter squadron will one-shot a bomber. They're so pitifully few and rebuild so slowly, their awesome amounts of hps don't really matter. Sure, if there is no anti-bomber defense, they're nice. With massed fighters and flaks around, th
While we're at starbases, I'd suggest Orky gets a slight boost versus structures. Yeah yeah, I know what you're gonna say. You want to buff that OP mofo octopus?? But seriously now, I've had an orky pounding on a Transcencia. Transcencia was 3 Def 2 assault and so was my orky, but the Advent SB was supported by tactical structures. After 10 minutes of my Orky pounding on it, the Transcencia had lost... 1500 shields and 260 HP. Needless to say I had 10 ov
Let's have somethin' like this!
*doesn't think so*
When Chuck Norris enters the game, there is only one Random Number Generator request being handled. A message appears for everyone that Chuck has won. The number designates the color of text.
edit - never mind.
Well that is as much a valid point as it is an indicator of something going awry. As in - assault cruisers are obsolete. Would you mind uploading and PMing me a link to that replay? I'm curious ;p
Deceiver, you said two things that I disagreed with: 1] That orky does Assaulting very well 2] That Ogrovs and starfish are junk against Orky and I answered Ad 1] No, it doesn't do assaulting very well. In fact, whenever you need an assault weapon you're better off with Vulkoras spam than an Orky. Orky deploys long (even with assault delpoyment) and you have to sink a lot of resources in it AND it applies only to that one gravwell, unlike all other assault weapons
EDITED - I rewrote the post because it didn't have much order to it. [quote who="Deceiver_0" reply="2" id="2295433"]Consider this. 15 Ogrovs versus a Transcencia or Argonev with full hp and weapons will take it down without any losses[/quote]Wrong. Transcencia will meteor wipe the Ogrovs. [quote who="Deceiver_0" reply="2" id="2295433"]15 Ogrovs against an Orkulus with full hp and weapons are likely not to destroy it, even with a large supporting fleet. And even if they did des
Deceiver - to the left of every post is the avatar and the name of the poster. Above the name it says "Reply #xxx", indicating which replay it is, but this is also a link. If you click it, it will send you directly to the post it is attached to. Click it and then copy-paste the address line into your link query window as you write your post (or right-click the "Reply #xxx" and click "copy link"). Oh and [quote who="Deceiver_0" reply="21" id="2294673"] (vasari Sbs serve
[quote]I play vasari but not a ton.I play advent the most and they dont have an anti sb unit either.You are much better off getting bombers then a starfish.[/quote]I'm not gonna repeat all the numbers I put down in another thread some time ago, but basically the Advent Strikecraft are about twice as effective as the Vasari. So what that Vasari has them somewhat tougher and deal somewhat more if you have four times as many and rebuild them almost twice as fast. Seriously, Advent bomber
[quote quoting="post"]sometimes the AI entrenches itself with lots of carriers and a starbase both spewing out fighters and bombers, and it is almost an impossible situation because even if you make torpedo frigates they get swatted by these same strikecraft before they can do anything.[/quote] TEC: 2 Kols leveled to 3 with Flak Burst at 2/3 (or, if you have lvl5 Kol, then 3/3 Flak Burst) plus some flak frigs and fighters. Bring Ogrovs one at a time with hoshikos in standby. <br
Touching cap ship abilities is a delicate subject. I, for one, believe that about a half of Vasari abilities should be reworked. Note that 1] 90% MP games never see any other Vasari ship than the EGG! or the Desolator, 2] 90% MP Vasari roll an EGG at the start so I'm not completely paranoid here. I sincerely believe cap ships should be left out of this thread, otherwise we'll find ourselves discussing 40 cap ship abilities atop of w
Yeah, but Hoshis can heal only as much. If 30 Heavy cruisers focus fire on your heavy cruiser, one after another, your hoshis can suck their repair bots in the balls. A pack of overseers with omnicasting could keep that focused ship alive for ridiculously long while allied ships reduce the 30 HCs to shreds.
Overseer: casting arc -> yes (though the second one is more preferable) turn speed -> yes (either this or the above, or both slightly) 360 nanites -> no - that'd be a little op. A battle-ready fleet of Vasari would be totally immune to non-aoe damage. Think about it - a single Overseer can heal 1000 damage and give +2 armor over 8 seconds and with 400ish AM pool it quickly regenerates 75 required to cast the nanite armor. If it didn't even have t
The argument that, should they be given omnidirectional casting, a small group of Overseers could keep any ship alive against any odds is quite valid. It is the flawed slow damage calculation, terribly lagged autocast targetting, insanely slow turn rate of Overseers and oftentimes odd behavior* that really fouls up Overseers. Right now, Overseers are good only if - enemy dps is small (say, if he takes 10+ seconds to kill an Enforcer; then Overseers may manage
Enforcer: - cheaper weapon upgrades - yes - OR ALTERNATIVELY - spread damage by half to waves and another weapon type, for example pulse cannon (beam would be pointless while phase missiles would be OP.. or would they?). That way you could partially upgrade the enforcers "by the way" of upgrading a weapon so many other ships use. - higher reintegration rate - yes - OR make it give ~200ish hit points at the moment of activation. Keep cooldown.
[quote who="Swordsalmon" reply="6" id="2284015"]Except that the Enforcer is the only one that can heal itself. Not always can a Kodiak or Crusader waltz to a repair bay or healing unit. The Enforcer can just stop battling for a little and restore itself, which can be an enormous advantage. [/quote]BS. Sorry, the reintegration is a lol of an ability. It only works in tiny fights, with pirates maybe . In any decent battle, reintegration will do as much as trading 3 seconds of
[quote who="DauntlessAnsible" reply="6" id="2274108"]Chuck Norris can defeat 9 unfair AIs in under 9 minutes.[/quote]only if he oversleeps the first fifteen minutes of the game.
Will it be a despicable act of disloyalty if I kindly asked for some official Sins News in the Sins News forum?