[quote]wouldn't it be easy enough to have a small scout fleet to counter Ogrovs?[/quote] Yup; works like a charm. [quote]A single hangar defense with fighters could also help out a great deal.[/quote] This one doesn't. The problem is that a single hanger with two squads of fighters won't dent Ogrovs, and any more hangers will require sinking cash into tactical upgrades... not a road you want to go down. Stick with scouts; unless the enemy is thr
Darvin3
[quote]The advent don't use them because they suck! Any wonder as to why advent vs. vasari is an uphill battle for the advent?[/quote] That's more phase missiles than anything. You can easily tank an Orkulus with Destras, Guardians, and a Progenitor. If it's got deflector shields that increases the challenge a little, but it's still entirely reasonable to brute force it. The problem is, this combo is [i]so vulnerable[/i] to anything using phase
While I agree with Qu4r that TEC is overpowered currently, I don't think the Ogrov is near the top of the list, and doubling its command point cost would toss it into the "useless" category. At [i]very most[/i] I'd be looking at something like a speed decrease or a 15% cost increase. If you want to deal with TEC supremacy, look at nerfing their fast trade openers and their supreme LRM. Beyond that, TEC isn't unreasonable at all. I'd go so far as to sa
[quote]"and we can change all this stuff any time we want to change it."[/quote] That's an "agreement to agree", which is not a legally enforceable agreement. Wouldn't stand up in court. Even if they do claim the right to change the agreement at any time without notice, you'll find they still go out of their way to give you notice and make you agree to the new terms. They know that particular clause isn't worth the bytes it's written on. I
These are hangers we're talking about; while there's always the potential to overbuild them, in practice they're a drop in the barrel compared to late-game carrier fleets.
3+ year thread necro... wow, that's gotta be close to a record around these parts. Please check the dates before posting. If the last post was more than 6 months ago, create a new thread and let the old one lay in peace. The changes in successive patches largely invalidate the old comments.
[quote]I heard wispers that the secret site requires a complex initiation which involves ethanol, furries, and tentacle monsters .... All I can tell you is that it requires a parrot, an eye patch, a peg leg and something you do every time Yarlen says, "Now dance for me matey!"[/quote] If only the initiation were that forgiving...
[quote]soooo whats easier for me to use tec or advent [/quote] TEC is stronger early-game, Advent is stronger late-game. In singleplayer, you can be successful with either. [quote]TEC, Advent is currently bottom of the barrel with Diplomacy 1.21[/quote] This is true in multiplayer, but in singleplayer you shouldn't have any problems with Advent. The AI doesn't build enough LRF-type units to prey on Advent's early-game weaknesses.
Agreed; for the most part, the people here have either pre-ordered or will pre-order when the beta becomes available.
This must have changed in the last patch with the Kostura nerf. [quote] Kostura Cannon: Will no longer damage and stun enemy ships. [/quote] Guess it no longer stuns or damages starbases, either....
[quote]I'll have to be on the lookout for the times when it stops constructing when it's already at like 30% or something. It hasn't happened recently, but I'm almost certain it's happened a few times.[/quote] It's the same issue. The first structure does not need the logistics upgrade, so it begins constructing normally. The second structure does, and the moment it hits 1% [i]all other structures under construction[/i] are frozen, which could cause
[quote] On faster game settings basic value of income for trade port is 1.7 cred per second. Each trade port income = basic value + n*0.1 in which n is number of legs in your trade chain. That means if you get trade chain with 6 legs each trade port no mater where its build gives you 2.3 credits per second. income = 1.7 + (6*0.1) [/quote] This isn't quite right. On faster, the formula for trade port income is 1.7 * (1 + n * 0.1), so a 6-jump c
First of all: check that the logistics or tactical planetary upgrade isn't pending. If the upgrade isn't complete, the structure won't build. The effect is exactly what you're describing; they start construction up to 1%, then stop completely for a minute or so until the logistics/tactical upgrade is done.
To be fair, many upgraded starbases will cost you more than a kostura, and when fleets are throwing out over 1000 DPS ten seconds can be [i]quite[/i] significant, especially with the repair platforms offline for the next few minutes.
[quote]The additional damage is effective against both structures AND starbases[/quote] There are many capital ships that can take on an upgraded starbase. The longevity of a power surge Kortul or the bypass damage of nanos from the Jarrasul or even just the bombers from a Skirantra can all make short work of a starbase without hull upgrades, but against an upgraded one you won't be taking it down anywhere near quickly enough. [quote]A couple of Desolators w/ the pas
[quote]Actually subverters can disable structures. At least their abilities. They are very good against vasari hangars with phasic trap upgrade......[/quote] Heh, well, I stand corrected on that one. Good to know, though if you've got a substantial number of combat units and can get them safely in range of a structure you may as well just blast it. [quote]at least the enemy ai is stuck on his homeworld unable to attack.[/quote] Then take your time and experim
Pretty common outcome :-P Learn from your mistakes, watch your allies and your opponents, and become a stronger player.
Your Kostura can disable the starbase, but only for a short time. Subverters can only disable frigates and cruisers, not starbases, structures, or capital ships. It sounds like this starbase is too powerful you to take on directly with your current fleet size. Your number one priority is staying out of its weapon range. Very few units can survive more than a few seconds within weapons range of a heavily upgraded starbase, so unless you have an absolutely massive flee
The wide arcing turns are faster, but tactically idiotic in many combat scenarios. In order to achieve a "proper" retreat you have to order the units to move to a location directly behind themselves. This will cause them to turn on the spot rather than do an arcing turn. Once facing the proper direction, you order them to retreat. It's a little bit of micro, but it's doable. The devs basically had to decide whether wide turns or tight turns were the def
Envoy Cruisers that can aid allied planets as well as set up for pacts that provide unique benefits, revamped AI's, and a large number of miscellaneous changes added in a recent patch that weren't back-ported to Entrenchment/Vanilla.
Vasari economizing is about rapid colonization combined with nabbing neutrals. There's no magic way to get around that 4-lab trade port, you just got to suck it up and put your efforts elsewhere and hope to make up the difference.
[QUOTE]one more thing how do you use the vasari phase stabilizers i put my ship on it and it didnt go to the other phase point and the front like is there.does it only work with lil ships cruisers no cap ships???[/QUOTE] Just give them a regular move order between the two planets. If there are phase stabilizers on both ends, they will jump directly between them even if there are no phase lanes. [quote]pls help i cant beat 4 easy ai they gang up on me and b4 i know im toa
One obscure trick is the "click-spam" exploit. If there are obstructions (other frigates, structures, asteroid rocks, etc) between a unit and its destination, rapidly giving move orders just as it's passing by the obstruction will actually improve its pathing considerably. Bigger units will even push smaller units out of their way when using the click-spam trick. This is a life-saver with capital ships if something gets in their way. Personally, I'm not a fan
More specifically, train chains. Each planet you extend your trade network by increases the income of all your trade ports. If you can extend your chain early, this will give you loads of cash with which to build [i]even more[/i] trade ports, and by 35 minutes on faster game speed I'd say as high as 100 credits per second should be doable.
Not happening, sadly. If we're [i]really[/i] lucky they'll open the door to modders to try implementing this, but even that's a longshot.