Deceiver_0

Deceiver_0

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

One day Quar attacked me with scouts and annihilated my assailant fleet. I saw their power first hand. So I saved the replay and figured out why I lost. Now I know what to do, and since, haven't been beaten down by a scout fleet. [quote]Learn the counters, and nothing in this game will phase you.[/quote] Amen. Scouts are NOT just for scouting, and anyone who believes this misses the point of them. The devs included abilities for them for OTHER

81 Replies 51,823 Views

[quote who="EadTaes" reply="6" id="2262748"]As I said scouts them selves aren't the issue. but the carriers. People use the scouts to do the job the carriers should be doing. But yes scouts have otehr uses and those uses should remain and people should learn them.[/quote] Right, carriers have lost their place and need to have their nerf cut down more. I feel however, that we'll still see scouts in battle more than in previous patches even if they did fix carriers. People are going to

44 Replies 82,758 Views

[quote]Why are they not "meant" to be used to attack? [/quote] I agree. Scouts are ships just like any other. And no they aren't "just for scouting". Each one has an ability that can be used for something else. Timed explosives, capture extractor, martyrdom. Timed explosives means TEC scouts can attack buildings incredibly effectively. Martyrdom encourages Advent players to bring seeker vessels into battle and kamikaze them against enemy ships. Primarily, scouts are for scouting but t

44 Replies 82,758 Views

Well its true, since carriers aren't working that well against lrf anymore, scouts are the way to go. I like it cuz its not a "whoever has more lrm" in the beginning of the game anymore. Now more balance is required early game bringing in scouts and lf to battle, to a degree I haven't seen in a long, long time. Now its who has the better composition. Scouts to take down lrms, lfs to take out scouts and lrms ot take out lfs. Amish seems to have brought scouts as weapon against lrms to light an

44 Replies 82,758 Views

[quote]youre retarded prol. obviously we done get hit by our own missiles? or our own missile barrages? or our own cleansing brilliances? your argument is simply idiotic.[/quote] Plus Kostura still freezes your own ships. What more do you want? Oh, and you can only fire it at enemy systems. So it can't be used defensively at all. Nerf is out of the question.

31 Replies 80,851 Views

[quote]Add flak turrets to the weapons sytems upgrades on starbases[/quote] This would be nice, have them deal the same kind of damage as flak cruisers, so they do some damage to bombers but not enough to be hugely effective, and could encourage more people to build fighters to combat the bombers in the form of the hangar upgrades, which I don't see people use as often is I think it should, the flak could protect those squadrons from enemy fighters while theyre taking out enemy bomber

8 Replies 7,782 Views

[quote]TEC and Advent starbases can phase jump??[/quote] i said assault cruisers not starbases. see.. [quote]TEC and ADVENT have assault cruisers , that are compartively cheap AND can phase jump.[/quote] Autocast is crap. Turn it off and just push the button when your SB drops below say 500hp. Or when it will demolish your opponents fleet and leave yours intact.

35 Replies 97,026 Views

I find a lot of random multistar maps boil down to superweapons. Which is kind of eh.. But I do like multistars with small systems like voruks labyrnth and .. i think its ancient gifts. Those are a lot of fun, especially when everyone starts out with wormhole travel.

9 Replies 8,534 Views

[quote]Anticipating? How do you go about that? Do you just wait for a break in the action and then figure he has to be building now or what?[/quote] Scouts are for finding out what your opponent is up to. Use em.

26 Replies 10,876 Views

How about this: Use the TEC SB to build carriers or Ogrovs, it can produce faster than a single frigate factory. Yet I never see anyone do this. With Carriers you can kite the well and destroy the sb before it gets too powerful. With Ogrovs you can force the SB to engage you sb before its upgraded, and have ogrovs on top of that. Try it, it works.

36 Replies 40,158 Views

Yeah, not going to work to well. Here's a couple reasons why. 1) Vasari Shield bypass. 2) Reverie 3) Detonate AM 4) Ion Bolt/Phase out hull 5) Nano-Disassembler 6) Repulse 7) Dunov low dmg output. 8) Large focus firing fleets just to name a few. Ai only has a limited understanding of how to best combat your strategies. Humans have a much, much superior understanding of strategies and how to effectively counter the

14 Replies 12,948 Views

[quote]you'll get a lot more mileage out of the Marza[/quote] Or, since you're so fond of economy, try the Akkan to start of with, makes colonizing new worlds really quick, and can help put you ontop econ wise pretty early. As for your game play, with your style you should play to your strengths. You can't focus on econ the whole game an expect to come out on top. I'd say start out with civics labs and start getting trade up ASAP. You can use economy offensively with the TEC p

9 Replies 14,962 Views

[quote]A moving star base is an advantage but where or what is the fair compensation?[/quote] OK here it is: TEC and ADVENT have assault cruisers, that are compartively cheap AND can phase jump. Vasari starbases can't phase jump and cost truck loads more, so to attack 3 planets with starbases as vasari, you have to build 3 orkuli (sp?) and upgrade them to be able to handle enemy starbases. Thats a lot of resources for a race whose economy is not the best. As TEC and Advent all

35 Replies 97,026 Views

I wasn't talking about fixing mitigation, I was talking more about adjusting the Illums damage output so mitigation affects it the way it does other lrms.

102 Replies 184,231 Views

So I get that the problem is that the illuminators forward firepower being to low to raise mitigation caused them to win in a 1v1 battle, which also works for their sidebeams during which a target struck by two or three sidebeams does not have thier mitigation raised. So basically its the because the splitting of the damage reduces dps, the illuminators ending up doing substantially more damage then other lrms. Fix? Increase the split towards the front, maybe %80 front beam, %10 on each side.

102 Replies 184,231 Views

[quote]something similar to aux government for vassari? [/quote] Its called enforced loyalty. TEC starbases are tough as nails, and the "big red button" can completely destroy an opposing fleet. It has offensive applications, but not to the extent the Vasari bases. To use them offensively, you can upgrade so they can produce ships, even at a faster rate than regular frigate factories. This plays on the TECs strength in production, allowing you to (if you have your economy goin

35 Replies 97,026 Views

MHIGGY is one of my favorite guys to have on my team, the guy KNOWS when its over, but he'll refuse to quit kicking butt until he knows its time. I can always count on him when we're back to back, and will always try and meet me half way when Im cut off. He's always willing to stick it out with you.

7 Replies 5,892 Views

No Grey, I used splash damage as a comparison. My definition of splash is "damages more than 1 ship at a time". So with that yes illums do have splash damage. That being said, illuminators can attack multiple units in a larger spread than lrms and assailants, being able to splash their damage to more units. When firing cluster bombs, you won't do splash damage to a ship thats to the left or right, same with charged missiles, splash is dealt to other ships near the primary target, while illums

73 Replies 142,834 Views

Isn't the firing arc almost 360 degrees? I thought it was more of a targets in range thing.

11 Replies 8,010 Views

And lrf aren't supposed to hard counter support frigates. LF are and they cant get anywhere near those guardians. Maybe if there anti-anitmatter abilites had the same range as repulse, throwing a couple of light frigates in there would actually HELP against somethign that strong, whether it be disabling it for a brief time (kobalts) stealing their am and giving it to your ships(disciples) or making it cost additional AM and increasing the cooldown time (skirmishers). THe problems is they can'

73 Replies 142,834 Views

[quote]Myth: The Fallen Lords[/quote] Oh hell yeah, but i liked the sequel and prequel as well. Just loved that style of RTS. Final Fantasy 7 Warcraft 1-2-3 (screw WoW) Civilization 2 Battle Toads and Double Dragon to name a few.

81 Replies 291,749 Views

[quote]Does anyone know if having a level 10 capship in a battle (along with a non-level 10 cap) causes experience to split? I would assume that it would be ignored (since experience no longer applies to it) but am not entirely sure.[/quote] xp is still split even though no more levels can be attained.

47 Replies 23,381 Views

Here's a thought. Vengeance versus focused bomber attack. Does it work on strikecraft? Do they do enough damage for this to be effective against their health at lvl 3? Lets say you've got 3 caps. Mothership, Halo and a rapture. Enemy focuses their bombers on your mothership. You cast lvl3 vengeance on it just before the first wave attacks. You wait until theyve made a first pass and then telepush them. How much damage will they have taken? Will it be enough for fighters and flaks to c

26 Replies 10,876 Views