Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,842 Replies 1,395 Reputation

Very few abilities can actually disrupt starbases. Detonate antimatter can shut down abilities, and armistice will pacify them like everything else, but that's about it.

17 Replies 18,805 Views

I'm with Kitkun here; Adjudicators may be servicable as a coup-de-grace, but against an enemy who can still seriously fight back they're just too pricey for what they do.

25 Replies 21,361 Views

[quote]I know how to deal with phasic traps, its called.... wait for it....starfish![/quote] If you're investing heavily in starfish, you're sacrificing fleet-killing units to do so. Those things are very expensive both in cost and command. Unless the Vasari is doing nothing but turtling and has a crappy fleet, you're probably shooting yourself in the foot and are going to lose the fleet battle because of this. If the Vasari fleet is there, it's not

25 Replies 21,361 Views

[quote]Vasari are the weakest race against bombers, let them cry when you ice all their high value targets[/quote] ... until they bring out phasic traps. If you go overboard, they can really cut you off by bringing out a Kortul for jam weapons. Not a good investment against reasonable amounts of SC, but if you're leaning on them almost exclusively for your damage output that's a very powerful defense.

25 Replies 21,361 Views

I've always wanted pirates to attack [i]multiple[/i] targets and to divert resources proportionately to the bounty level. So if you have 4000 bounty and your enemy has 5000, you wouldn't be spared.

4 Replies 14,125 Views

[quote]The if yes, the counter to both is ILLUMINATORS[/quote] Problem I have here is that the Vasari will mix in sentinels, which soak up illuminator side-beams while dealing decent damage back and helping out against your strike craft. Unupgraded an illuminator/defense vessel combo will prevail against assailant/sentinel, but a few phase missile upgrades will even it up. Vasari gets a very natural progression towards discharge missiles and subverters, with the opti

25 Replies 21,361 Views

Basically unless Advent can out-spam the Vasari at T0, it doesn't look pretty. At a close-range game that T0 spam is totally viable, but at a long-range game the Vasari has ample opportunity to diversify and prepare to defend against it, so it won't work very well. I do find Advent has some leeway for a mid-game push before Vasari really gets cooking, but if the map is large enough that T0 spam will hit late this matchup is just horrendous. TEC, on the other hand,

25 Replies 21,361 Views

I said [i]usually[/i]. [quote]1. tech researched 2. cap ships[/quote] Those are significant wild cards, I will agree. However, they need to vary by more than a small amount for a smaller fleet to prevail. Faction also plays a role here; TEC will definitely have an edge with their hoshiko and LRM in the early-game, while Advent and Vasari will have more of an edge in the late-game. [quote]3. micro[/quote] The ski

18 Replies 48,726 Views

[quote]For the anti strike craft, you act as if TEC has a hard time killing bombers or fighters, it doesn't.[/quote] I never said they can't deal with these things. What I'm saying is that Advent and Vasari have better support abilities to allow them to deal with strike craft [i]en mass[/i] with considerably less effort. TEC needs to put more resources into flaks and fighters, and needs more levels invested in their Kol to make it competitive. If you want

43 Replies 37,050 Views

[quote]A larger fleet isn't always a more powerful fleet.[/quote] It [i]usually[/i] is, though. Certainly there's something to be said for playing the long-term, but it's rare to be going on the offensive and win handily when you're behind in fleet size.

18 Replies 48,726 Views

[quote]Cost of star base with level 1 red button, about 4800 credits, 475 metal, 475 crystal. Costs of 20 destra, about twice that[/quote] Oh, if we're talking a starbase without anything else on it, then five destra will do it no problem. The basic starbase weapons won't be able to keep up with your regeneration. [quote]Its called equal number of fighters, things like dunov shield restore (keeping caps alive) dunov magnetize (killing bombers.....when they get cl

43 Replies 37,050 Views

Have you purchased population upgrades for your planets? New planets cost money to support until you've purchased population upgrades for them. Full-sized planets need two population upgrades to get rid of this underdevelopment penalty, while asteroids need only one.

9 Replies 11,554 Views

[quote]kinda the point? You consider losing a single capitol ship on the offensive, as the game was ending, a weakness? You failed to point out they spent the last hour focusing on the marza and never killed it. [/quote] Again, I feel like we're arguing two completely different points. TEC's greatest late-game strength is their early-game strength. You were carrying forward a nearly insurmountable advantage from earlier in the form of superior forces, capital ships

43 Replies 37,050 Views

[quote]only reason my marza died is because my fighters were trapped by vasari phasic traps[/quote] That's kinda the point, Vasari and Advent have tricks up their sleeves that let them seriously contend with TEC forces far larger than themselves. No one here is arguing that TEC cannot steamroll an enemy; with sufficient mass, TEC is quite dangerous. The point is, however, that in the late game the only thing going for you is that carry-over advantage from the early gam

43 Replies 37,050 Views

Scouts can reveal mines, allowing nearby friendly units to attack them. The flak frigate can attack units in all directions, so a mix of flak and scouts can very quickly punch a hole in minefields. For the most part, this turns minefields into a bit of a joke since they can be easily cleared for a fraction of the cost to place them. You can usually avoid minefields altogether if you are careful, allowing you to just delegate some scouts to cleanup duty afterwards.

2 Replies 21,112 Views

[quote]I had personally thought that it benefitted vasari too much due to neutrals.[/quote] Neutrals have always been a bit of a wild card in terms of map layout and how the different factions can access them. I'm sure there are some maps where Vasari are indeed advantaged in accessing them on faster speed, but I'm sure there are others where the TEC and Advent can now get there sooner with colony frigates, reducing Vasari advantage. Short of designing premades w

153 Replies 375,463 Views

Let's avoid the sh!t talk, shall we? I have to agree with Sanchez on PJI's and siege frigates. [I]Any[/i] form of static defense is going to lose to Ogrovs, and PJI's are no exception. It will certainly make a good capstone for a trap, but the "teeth" of that trap will need to be frigate-power. Siege frigates are also a poor comparison; the damage they deal even to a 1000 HP asteroid pales in comparison to the damage an Ogrov will deal when it pound

153 Replies 375,463 Views

[quote] And every time I had to retreat from engagement, the Vasari would disable 2-3 of my caps and wipe them out and then I would be making more[/quote] Retreat your capital ships [i]first[/i], and once they're clear [i]then[/i] pull out your remaining units. Vasari, by their nature, will cause disproportionate casualties if you have to retreat, so sometimes it's better leaving a rear-guard to fight to the death while most of your forces escape. [quote]A

9 Replies 15,680 Views

[quote]buhh...[/quote] Nevermind, the numbers I referenced were wrong What's with me and pulling up bad numbers recently... [quote]Any buff would make it OP as the hangars for all three races can be researched fast and make HW planets extremely difficult to conquer as any assault would be costley.[/quote] Hangers are quite expensive; if you invest heavily in these kinds of static defense, a direct attack [i]should[/i] be costly. Currently, we have

153 Replies 375,463 Views

[quote]so I had about 6 or 7 of them, but all below level 6.[/quote] If none of your caps were above level 6, then you [i]definitely[/i] had too many. As TEC, I strongly recommend not going above 3 capital ships until at least one is level 6. The TEC capital ships are great if you can get them to level 6, but are actually pretty weak until you get there. You're much better off with a few high-level capital ships than many low-level ones. [quote]1

9 Replies 15,680 Views

[quote]I think something that would help would be the creation of home guard units--ships that can't jump but can patrol home systems cost effectively and with weapons optimized for stopping small raiding groups. Basically an armed and armored up scout.[/quote] It's called a "hanger" specced with "fighters". It just sucks currently and needs a buff.

153 Replies 375,463 Views

[quote] that the couple LRFs that were sent to chase them wouldn't keep up right away[/quote] To be fair, the LRF was never supposed to be a "search and destroy" unit against flighty mobile enemies. Its high firepower means it often can fulfill this role, but it's non-ideal due to its speed. Strike craft, scouts, light frigates, and heavy cruisers can all the close the distance quite effectively, so that's the comparison that needs to be made. </p

153 Replies 375,463 Views