Darvin3

Darvin3

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

It's a decent ability, but nothing special. Other upgrades, such as guardians with repulsion, take priority over this one. It's definitely worth picking up when you have the time, but it's usually not a game-changing ability.

6 Replies 16,103 Views

Keep in mind that 4% raises your shield mitigation from 81% to 85%. This is effectively a 21% damage reduction under ideal conditions, since you're blocking what little damage does get through. Shield mitigation upgrades are one of the few types which actually give accumulated returns, rather than diminishing returns.

7 Replies 75,660 Views

[quote]Yeah, I find it strange that the first unit available isn't the first one you want to build due to how vulnerable they are against the second unit you can build. If that makes any sense.[/quote] Yeah, that's very much how I feel. It's definitely counter-intuitive, but in some sense unavoidable. In any rocks-paper-scissors balance the first unit available is seldom one you want to build in bulk.

21 Replies 12,958 Views

At least with waypoints you have a degree of control to prevent that from happening. If a trade ship ventures into a bad gravity well, there's nothing you can do about it. It doesn't happen very often (at least as far as I've noticed), so I think it has more to do with colonies being created and destroyed and this messes up the trade ship route-finding algorithm.

8 Replies 21,382 Views

The solution is just not to run the carriers away from the cover of your LRF. Sure, you lose some, but carriers are pretty tough so you won't lose many, and most importantly those strike craft don't die for a long time after their host is destroyed. If the enemy lacks a strong fighter or flak presence, destroying a carrier might not have any impact on the outcome of a quick battle. Light frigates are part of a mature and balanced strategy. On their own, they'll beat

21 Replies 12,958 Views

Well, you'd almost have to pick a colony cap as one of your first two. Secondly, you'll have to be equipped to counter LRF and bombers, so I think one of the two should be a carrier cap to give you fighter support. Now that's starting to sound like a balanced strategy that can be pulled off. I'm also seeing this as a way to utilize the Sova rush. Rush with your Sova while you colonize with your Akkan then go for the kill once you can afford to fil out a nice big flee

11 Replies 5,105 Views

Against Advent, go for drone hosts if you get the opportunity. You can't do much better than that. Carriers are a good default pick regardless of what faction your enemy is, but they're a must-grab if they're drone hosts. After carriers come support frigates. Even lighter choices like hoshikos and subverters are great picks just because they offer abilities you can't otherwise get. Last is the heavy cruiser, but they're not very expensive for a high tech level un

17 Replies 70,785 Views

This is primarily a time value of money analysis problem, the kind you might expect in an introductory economics course. A lot of people have tried to answer this very question for several games just on the basis of rate of return or payback period. It doesn't work out well because there are so many factors to consider. While payback period is a decent measurement (it's what transative is talking about), it's not the whole picture. The concept is simple:

31 Replies 27,380 Views

There's no research or artifact that affects movement speed. TEC have a research for capital ship turn speed, and a special ability for heavy cruisers, but otherwise you can't improve base unit speeds.

8 Replies 20,172 Views

It's quite possible; light frigates pretty much have the sole role of chasing down support cruisers and frigates, so they may have some elastic properties to keep kiting ineffective against them. Other than that, there's also the possibility that your units were being slowed down because of fleet behavior. I know that in many games when you need units to move at maximum speed, you break up any groups you have and give individual orders, otherwise cohesion behavior can screw them u

8 Replies 20,172 Views

Ressurrection starts out weak earlier in the game, but gets increasingly powerful. If it ever gets around to fully developed 16-cap fleets, an Advent with ressurrection is basically handed the win since he can just promote any new cap he builds right to level 10 at no cost.

182 Replies 411,115 Views

The AI doesn't like to fight enemies that are strong enough to really hurt it, and will usually run away if it's outgunned ([i]usually[/i]; it is known to do stupid things occasionally). This explains attacking the weaker AI's and players. However, they also tend to focus their attacks against one player if that player is winning the game. Basically in earlier versions they would all sit cowering in their respective empires while you knocked them off one-by-one, but if you e

9 Replies 5,505 Views

Flaks will work against fighters, but not against bombers. If you have no fighters of your own, bombers could be very dangerous to a HC laden fleet. Definitely bring along some carriers. With substantial flak and kol backup you don't need many, just enough to cut down on their bombers before they get too many passes over your army.

16 Replies 12,203 Views

First of all, the unfair AI (and hard for that matter) do cheat for extra resources. Second of all, they're opportunists. It's not necessarily that they're timing their attacks, but rather waiting until your fleet is tied up to launch their attack. Often times AI's will just sit right outside your borders waiting for your to move your defenders away before they attack, and another AI attacking your flank is just such an excuse.

9 Replies 5,505 Views

Missile barrage is a real conundrum. I tend to dismiss the "just interrupt it" argument with a very simple counter-argument: don't waste it if it's just going to get interrupted. You choose when and where missile barrage gets activated, not your enemy, and it's your own fault if it's just two clicks away from being interrupted. Missile barrage's success and failure is about more than just reaction speed and hitting that interrupting special ability; it's a game of tactics an

182 Replies 411,115 Views

Light frigates get a damage bonus against support and carrier cruisers, plus they're the fastest combat unit available. This makes the light frigate ideally suited as a search and destroy unit. They're actually very effective at hunting down light carriers. The catch to this role is that it doesn't exist until the enemy is making carriers. This is why it's often prudent to skip to another unit type, because there are better overall workhorses and unless your en

24 Replies 65,584 Views

Typically it's not worth paying for the research costs of Advent resource focus. If you have a bunch of 4-extractor planets near your homeworld, it might be worthwhile, but usually the returns are so marginal over the basic trade port that it won't pay for the upgrade cost.

15 Replies 11,905 Views

[quote]if the ennemy is that week 2 caps should b hable to crush him right?[/quote] 50 command of long range frigates will deal [i]far[/i] more damage than any level 1 capital ship (with the possible exception of an evacuator using nano-disassemblers), plus they cost less than a capital ship, plus they don't have an expensive upgrade associated with them. Because of this, you'll actually have a lot more damage output much earlier in the game with long range frigates than

8 Replies 11,390 Views

[quote]You can't compare light frigates (Cobalts) to LRMs, each does a different job.[/quote] While this is correct, for a beginner looking for a workhorse unit to make up the bulk of his army, there's an obvious right and wrong answer here, and it simply has to do with the order in which units are typically researched and overall combat strengths. [quote]I don't like where this is going. A host who spams unit A only could tweak for that unit over all others....

24 Replies 65,584 Views

Marza's missile barrage is uncapped area of effect damage; the more targets nearby, the most damage it deals. The desolator's phase missile swarm deals capped area of effect damage, meaning at a certain point it's not helpful to have more targets in the area of effect. The desolator's ability is easier to use because it cannot be disrupted, has a fast cooldown, and doesn't require careful position (you can't be careless, but you don't need to be meticulous). The Marza's ab

182 Replies 411,115 Views

Build as many labs as necessary to research your long range frigate (assailant for Vasari, javelis for TEC, and illuminator for Advent). Build your best capital ship, maybe capture a nearby asteroid to bolster your income, then fill the remainder of your 100 command points with LRF. Now attack the enemy. Obviously you will want to build a few scouts to find the enemy, and this won't work if it's a very long distance to the enemy's homeworld. The idea is to lead with

8 Replies 11,390 Views

[quote]The LRM frigate, while it cost more than the light one, cost less slot points, meaning you can field more LRM than light frigates.[/quote] Actually, the LRM costs less than a light frigate both in terms of metal and credits; it only costs more in terms of crystal (which is normal because it's a higher tech level unit). So yes, you can build a larger force of Javelis than you can Cobalts. This isn't a mistake, this is just how the units are priced.

24 Replies 65,584 Views

I think a lot of people are mistaking this as an issue about army composition and balance, because it's not. I think from the original post, AoK knew that his army was severely outgunned. His opponent had about equal cost/supply in units, but half of them were a significantly higher tech level and the other half were a hard counter. These are obvious facts to just about everyone here, and aren't particularly interesting. The issue at hand is how quickly AoK's army was

71 Replies 222,096 Views