Buff the enforcer so it's actually a good unit. Bingo, RF is now useful because it creates enforcers. Another possibility is to make it replicate strike craft as well when it targets a carrier. If you RF on a carrier, you get six [i]empty[/i] carriers that need to build up their squads. It'd be nice if we had the squads (the same kinds as the target) already built for us so carriers were a viable target. Or, make it so that if you target frigates instead of c
Darvin3
Microphasing aura isn't bad; the problem is that if you micro your SC it interferes with this ability's effect. If there's a big fighter skirmish going on right overhead the Skirantra, it's actually a very powerful ability. Otherwise, it's poor at best. Scramble bombers is useless, replice forces is decent.
Why are you talking about buffing repair cloud? It's already a very powerful ability; the problem with the Skirantra is that its OTHER abilities suck. You don't fix a one trick pony by buffing the thing it already does well and leaving its other features worthless!
[quote] In terms of overall usefulness, I'd have to say the Marza wins by a landslide. Perhaps Raze Planet is inferior to seige platfroms. Raze planet is sort of those one time bursts that does a lot of damage to the planet, whereas siege platforms, its fire, forget, and hopefully, especially if the enemy's attention is diverted in battle, you'll destroy the colony.[/quote] Overall Marza is definitely the better of the two; it's easily in the top three capital sh
Meh, a one trick pony isn't bad so long as that one trick is pretty good. You pick the Skirantra because you want repair cloud, and that ability on its own is worth it. If you don't want repair cloud, the Skirantra is not the right capital ship for yoru situation. I agree that it could use some changes to round it out better, but strictly speaking it's not underpowered.
In almost every RTS game, the key is to be proactive rather than reactive. You must anticipate that your enemy is going to go after your capital ship and counter-act this ahead of time. If the focus fire has already started, it may already be too late to save your capital ship. Bombers are the biggest offenders for killing capital ships. For this reason, picking the Kol, Halcyon, or Kortul (depending on your faction) as a second capital ship and specializing them to
[quote]But anyways.... "epic" game??? naaah... In my opinion, a long game isn't Epic. its just sooooo boring. I prefer playing short game where theres lots of conflict in the beginning where everyone suffers from low amount of resources.[/quote] Seconded; long games usually end up being huge stand-offs culminating in a single decisive fleet battle. Hardly epic, more anticlimatic. Heck, my last long multistar game ended when I fired my first novalith pair to take down one o
[quote]Carriers on the whole are pretty weak right now and need to be beefed up to be honest.[/quote] Ugh, so tired of hearing this. Sova, yes, I agree it's not that great. Skirantra has an area of effect healing ability; this is nothing to scoff at and probably one of the game's most powerful abilities. Oh yes, it doesn't help much against focus fire, but if those are the kinds of units the enemy is using why did you pick this capital ship? Against illuminator
The type of defense you use is always dependent upon the situation. There is one universal truth, however: the best defensive investment you can ever make is a good fleet. Without a good fleet, any defense (no matter how good) is just going to delay the inevitable. The best static defense is the repair bay. It's very inexpensive and very useful. Even if the planet isn't under attack, you can always retreat injured units (particularly capital ships) to those loc
Actually, as far as Skirantra goes what you need are antimatter upgrades to fuel continual use of its repair cloud. This is an awesome support capital to throw into the middle of a fleet, particularly when facing illums which are bound to damage lots of targets. The Halcyon is another capital ship which is absolutely awesome from the word "go", with telekinetic push and energy amplification it's also a staple to stand in the center of your fleet. Sova is really the o
Great news; glad to hear the SF is getting the attention it needs.
I got an ICO server message the other day broadcasting that the patch is almost done. I doubt it will go live over the weekend, so Monday would be my guess for its release.
Personally I'd prefer to see cheaper or more durable siege frigates than more powerful ones. The biggest problem with them right now is their prohibitive cost and how easy they are to kill. If no one is trying to kill them and you have the money (and more importantly, command) to shell out, they do their job reasonably well. The problem is that they just aren't reliable enough, so it's well worth putting in a little extra to get a capital ship which gives you similar perform
The point I was making was that the same expenditure in a specialized capital ship yields the same effectiveness in terms of bombard damage, but it [i]will[/i] work in a combat situation (quite effectively, in fact) whereas siege frigates will not. Right now we have a siege frigate which is [i]far[/i] too fragile to consider using in-combat, but outclassed by more versatile capital ships in the very role it's intended to specialize in anyways. Something has to give; this unit is
Indeed, I've long claimed that siege frigates are woefully underpowered. This is the final nail in the coffin: a level 1 siege capital ship outclasses an equal cost (roughly) of siege frigates in every single way. People have long claimed that siege frigates could easily become overpowered because their T1 (T2 for TEC) and can be used to harass before the enemy is ready for them, but it seems that one cannot hold this view without also declaring the Marza's raze planet ability ove
This sometimes happens at the start of the game. It eventually goes away. If anything, it's helpful during those early few minutes when there really isn't much to do except scout.
Indeed; Vasari become much stronger if they survive to late game, in particular against Advent. However, the fact remain that Advent just go nuts late game. Between Halcyon TK push essentially negating strike craft and repulse essentially negating heavy cruisers, this leaves you with almost no recourse against late game Advent than LRF spam.
The salvos are completely aesthetic in nature. They are, in actuality, one "shot". So really you're just debating semantics here. None of this really deals with the fundamental issue, that without knowing the cooldown on these weapons we can't know their DPS. My test (a time-to-live test) is about as definitive as you get; in terms of efficiency, it appears that 4 siege frigates are equal to one level 1 siege capital ship.
Okay, I only had time to do two tests: Level 1 Vulkoras (siege platforms) vs 4 Krosovs => winner is Vulkoras... Krosovs were 1 volley from destroying the planet. Level 1 Marza (raze planet) vs 4 Destructors => winner is Marza... again destructors were 1 volley from destroying the planet. These tests were made with the the 10% antimatter regeneration upgrade researched to ensure "fatigue" was not an issue; both the Marza and Vulkoras
[quote]But, often you have no choice.[/quote] As a rule of thumb, if I need 2-3 siege frigates, I go with siege frigates. If I need 4 or more, I bite the bullet and buy a capital ship. Of course, that's just a rule of thumb and there are plenty of exceptional circumstances. As I've already implied, siege frigates are patently worthless as anything more than an expensive decoy in battle. If you want in-combat performance, [i]always[/i] go with a siege capital sh
I did a rough comparison between raze planet and siege platforms once (discounting the attack power of the capital ships themselves). While it wasn't a meticulous test, my findings were that a siege platform did approximately as much damage as one use of raze planet of equal level over the course of its life. Seeing as the cooldown of siege platforms and raze planet are equal, the long-term DPS of these abilities is the same. Of course, raze planet is instant damage, costs l
I tend to agree; you should be able to ignore diplomatic immunity.
[QUOTE]One solution may be to escort your capitals with flak units early on. Any frigates are going to get chewed up by the capitals, and so are heavy cruisers.[/QUOTE] Heavy cruisers and long range frigates tear up capital ships. Certainly if you don't have enough of them it won't work, but a sufficient force of these powerful units will rip most capital ships to shreds. Flaks still are a great escourt, but a balanced army is always your best tool. [quote]Da
Radiance with detonate antimatter. Kind of silly to compare a capital ship killer with two anti-strike craft capital ships in direct combat. As I've said before, the Kol and Kortul are comparable, but the Radiance fulfills an entirely different purpose. It's like comparing the Skirantra and the Sova; their both carriers but this is all they share in common! edit: actually since you specifically designate a FFA scena
[quote] I would also say a level 5 marza is much more of a threat then a level 3 if Marzas your preference.[/quote] If you have the time and opportunity to actually reach level 5 that early, I'd rather just put my money into fast expanding to capture as many planets as possible to fuel frigate spam. Best way to achieve a mid-term victory, and any capital ship will get driven off by focus fire when outnumbered significantly by LRF. A high level capital ship, particu