Deceiver_0

Deceiver_0

Joined Member # 3404945
8 Posts 458 Replies 28,272 Reputation

Umm, as I stated above, your ships ARE effected, they just don't take any damage. Still freezes your ships. And If we're thinking rational, logical explanations, why can't you fire the thing at your own systems or even neutral systems? Nope gotta be ENEMY SYSTEMS. and how the hell does it stabilize phase space for that little duration hmmm? My guess is that the weapon is a phase device, and since the Vasari are quite adept with phase technology, a simple transmission from central comm

31 Replies 80,887 Views

1. Trade Ports- Theres no real difference to placement, but putting them near eachother makes them easier to protect. Also tradeships will take the shortest path out of the system to their destination, sometimes placement can be important for protection of trade ship purposes. 2. Repulse- You may be getting only a little push if you activate the ability but then order a move for your fleet (with the guardian still selected). This ability is a channeled ability so you have to leave the

9 Replies 12,877 Views

Another Micro tip: When your opponent is fond of focus firing, send the unit being focused on through or around the enemy formation. If he's not paying attention his ships will turn and chase your 1 unit, while the rest of your fleet pummels his from behind. Its easy to figure out which one is taking the pounding as it will be the first one to light up red, or will often be your cap ship [quote]would it be at least somewhat effective to set the fleet to a loose formation? It w

20 Replies 7,932 Views

The revelation is a great ship, all of its abilities are useful. It has reverie, which can take an enemy cap ship out of the fight for a little while, and can stop the dreaded missile barrage( you find this ability quite frightening on MP, but dont worry so much about SP as the ai doesnt really use it.). Guidance reduces ability cooldown on friendly ships, great for using on your mothership with shield restore. Clairvoyance is a wonderful scouting tool, allowing you to peer deep into enemy te

4 Replies 3,002 Views

Well first of all- The illuminators doing capital damage was a mistake corrected in one of the patches. While you may not 'want' to patch your game to fix this, the patches also address a host of other problems with balance issues and bugs, so it will be in your best interest to do so. Also, you won't be able to play online until you patch your game, so if you ever intend to (which I recommend because eventaully the Ai gets a little boring) you should definitely patch your game so you

4 Replies 3,002 Views

From the tone of your question you may be thinking " if starbases are glorified turrets, why would I wanna spend 10 bucks for that?" Truth is they are much much more. Each have a vast array of upgradable abilities based on thier factions relative strengths, and the nice thing is that all of them can be upgraded to prevent whatever planet theyre protecting from being destroyed by siege frigates, capital ship and novalith cannons, forcing your opponent to destroy the base to take the pl

12 Replies 22,232 Views

[quote]You really ought to put some all encompassing guide up at some point (if you have the time that is) and just throw all your random tidbits of knowledge of the game together... [/quote] That would be one loooooong guide.

11 Replies 13,150 Views

A thought on Magnetic Clouds- What if they offered some benefit to players (like stars) such as, I don't know, maybe increased shield regeneration, this way you have to give something up (Abilities disabled) but get a little something in return. Another thought would be to make phase jumping out of a magnetic clouds take 2 or 3 times longer, so that fleeing from a fight in one carries some costs. [quote]Random is great and makes things interesting but it can only be so random.

167 Replies 73,339 Views

[quote]as jumping between systems is not a starting ability for any race (it has to be researched).[/quote] Don't Vasari get star travel at a lower tier than the other races?

23 Replies 17,463 Views

[quote]"Ctrl+right click to set multiple focus fire targets" [Deceiver] I am just going to assume you mean 'shift', unless Cntrl does something different? - I believe it focuses the camera on the target unit. [/quote] er yeah sry its shift, dunno y I wrote ctrl

10 Replies 41,856 Views

Also note- The SC icons represent only 1 craft in each squadron (which is why the icons jump around when the sc are being destroyed). The best time to use abilities against them is on their first pass when you KNOW theyre all together. That being said, craft in a squadron exhibit similar attack behavior (linear pass or circle and fire). If you see alot of enemy squadrons exhibiting linear pass behavior, it safe to assume they're all over the place and even though their icon ma

23 Replies 17,463 Views

Setup control groups for ships designed for specific purposes (bombers for example) by selecting the group and pressing ctrl+#. You can also set frigate factories to control groups to quickly replenish your forces (don't forget to set the rally point on your cap!). Ctrl+right click to set multiple focus fire targets. Attack ranges and fleet cohesion are also very useful, especially when dealing with strikecraft and weapons that do splash damage. [quote]Another problem I have is retrea

10 Replies 41,856 Views

Moral of the story is dont use lrms for your dps. If you can't keep them alive against his mass of carriers, dont use against him. If your opponent is carrier spamming you've got to be on the offensive and stay on the offensive. Carriers have a ton of hp so their tough to kill making them excellent at hit and run and offensive strategies. Their draw back is that they aren't too great at defending areas and their really expensive, so hit em were it hurts. If you KNOW hes going to carrier spam

23 Replies 17,463 Views

Here's another tip, Use the ship suggestions Amish said above, Kortul, carriers w/ fighters, Skirantra carrier, flak to fill out your fleet, then select all of YOUR fighters and put them in a control group (ctrl+ a number). Then set them to attack 'local area only'. This way the enemy fighters will come to you to fight, where you can use your Cap ships abilities to either heal your fighters or disable the enemies weapons and your flak can support your fighters. Better if your fighters

23 Replies 17,463 Views

I like to stick TEC starbases out on the edge of a gravwell with big red button and a PJI nearby. Especially useful to put them near a path your opponent might take to go to your HW. Then when they get in range, bye bye fleet.

11 Replies 16,917 Views

[quote who="crashmatusow" reply="25" id="2306149"]why the hell is it that people always present the "subverters die easy to fighters" argument and no one ever brings up the "guardians die easy to strike craft" argument?[/quote] Because Guardians don't die easy to strikecraft. They have LOADS of shields and a hull comparative to an illuminator's. If you aren't Vasari with your phase missiles upgraded, Guardians aren't going down easy. PLus they're tier 3 as opposed to tier 5.

167 Replies 73,339 Views

[quote]Approximately when do you upgrade to the next fleet level, and when do you get your second capital ship? After you have two capital ships do you split your fleet or do you still combine it?[/quote] I will usually only increase fleet supply when I need more, never sooner. The first upgrade should be done ONLY when you've reached the limit and need more. It's difficult to say exactly when you need to upgrade, but one should always consider one's economy when deciding. The first t

17 Replies 19,220 Views

[quote who="Raging Amish" reply="22" id="2306062"]Hmm....something that I kinda would like is...and get this...it's not combat related: On the Quit Gave/Surrender Screen, get rid of quit game. Make it surrender only if you want to leave early. I realize there are disconnects, and there are minidumps...but if there was a way to insure that when someone is intentionally leaving, they have to surrender, it'd be appreciated. Probably would be an effort in vain though. There are other w

566 Replies 1,291,585 Views

[quote]Would make neutrals more interesting if all factions could battle it out with scouts.[/quote] More interesting?, possibly, except that vasari has the weakest scout. Honestly though when there are 2 Vasari battling over neutrals it isn't terribly interesting, as most of the time the player with less scouts in a grav well will fly off to another neutral extractor location until a time he can overpower his opponent (usually with by having more scouts). Then there's the who

566 Replies 1,291,585 Views

[quote]In my belief, LRFs should kill LFs badly, but shouldn't do any awesome damage to what they're not meant to counter. They shouldn't deal such good damage to carriers (nerf vs. heavy by 15-25%). They shouldn't deal such good damage to caps (nerf vs. cap armor by 15-25%). They should deal slightly less to HCs (nerf vs. very heavy by 10-15%) At the same time, LFs should deal slightly more damage across the board (except vs light armor) to be more battle viable while still ha

566 Replies 1,291,585 Views

[quote]played a "designer" random map the other day,[/quote] Whats your ICO alias? You may have played that with me

18 Replies 92,575 Views

For Advent: Use the same build order as i stated above with a few minor changes- Instead of building a second frigate factory after scuttling your Cap Ship factory build a thrid military lab so you can research the Advent LRM the Illuminator** The progenitor mothership will be your best option for a Capital ship to begin with. Its a colonizer so you wont have to build a colony frigate, its shield regen will help you keep your ships alive, and its lvl6 ability resurrect

17 Replies 19,220 Views