Darvin3

Darvin3

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

My point wasn't about the other abilities of the Vasari Carrier, which are perfectly respectable. I was comparing, specifically, the Vasari carrier ability that allows it to deploy extra strike craft with the TEC carrier ability that improves strike craft damage and the Advent carrier ability that gives it extra craft in each squad. My point is that the TEC and Advent equivalents that improve the strike craft hosted by their carrier are all passive, whereas the Vasari one which de

81 Replies 81,118 Views

That's an AI exploit, not an actual use of the ability. Considering Sova gets extra strike craft damage passively, and Halcyon gets extra strike craft squad size passively, I don't see why the Vasari Carrier can't get extra bomber squads passively, either.

81 Replies 81,118 Views

Yeah, that's invaluable. Sometimes, you want to control where in the target gravity well you want to arrive, so specifying the position of your departure can be a big help.

3 Replies 3,712 Views

Yes; hold shift and click which planets you want them to go to. They will visit each planet in the order you selected them, allowing you to define the path you want to take.

3 Replies 3,712 Views

Homeworld upgrade depends on the map size. If it's a small map, don't do it. If it's medium map, do it if you're not going to rush (as Vasari, you are going to rush). On a big map, upgrade your homeworld.

8 Replies 12,319 Views

Once you have a critical mass (like 100 squads), bombers are just plain wicked. You'll kill the enemy cruisers and capital ships before their fighters can deal with your bombers. This works best for advent with their rapture (30% extra strike craft damage... ouch), and is very difficult to stop without Kol, Halcyon, or Kortul. You NEED those anti-strike craft abilities to survive. Early game, though, your bombers don't deal quite enough damage and fighters will take th

35 Replies 30,639 Views

The AI likes to send unsupported siege frigates to take your front line planet when you attack. However, because they're unsupported, they're not of any real threat. One defense platform can kill five or six of them before they destroy the planet. Better yet, you can send in a few harassers to fool the AI into sending their siege frigates directly into the waiting guns of your main fleet, killing them before the real battle starts, and also getting A LOT of valuable experien

3 Replies 2,987 Views

Why bother with a heavy flak cruiser? Fix the flak frigate we have now! There's no reason to have two units for the same role if one does it incompetantly, we may as well just have one unit. Their AI is the big problem, but if you micro them they actually work. You need to use abilities like jam weapons and telekinetic push to buy them time, because they don't kill strike craft very swiftly, but if the battle drags on the tough flak frigate can really

35 Replies 30,639 Views

Why would you ever want 16 radiance ships? Ever seen a malice/cleanse combo with radiance and mothership? Or how about animosity/vengeance combo with radiance and rapture? Oh, and let's not forget that throwing a Halcyon in is worth it just for the aura alone late game. I hope I don't need to explain the reason why you'd want at least one revelation. I'm not a huge fan of revelation, but I always make sure I have at least one. Advent are easily the only fac

81 Replies 81,118 Views

Pervasive Economy is a godsend, pretty much giving you a resource advantage by default. Insurgency varies a bit. If your opponent puts hanger defenses in all his planets (I do late game) it's virtually worthless since the actual size of the raids are so small that a few strike craft can deal with them before they actually damage something. Worse, if an enemy capital ship is present, it's free experience for them.

7 Replies 9,522 Views

When you first encounter wormholes, send a unit into their center, and it will warp to the wormhole's destination (after you've researched the upgrade allowing you to do so). Once you've explored the wormhole and know where it leads, your units will regard the wormhole line no differently than a phase line when deciding which path to take to reach a target destination. The biggest difference with wormholes is that if the target destination is not a wormhole, there is no direct ret

6 Replies 4,711 Views

[quote] I doubt noobs would know how to turn it off, that was my point ... Making noobs do something assumes they know how to do it. [/quote] If someone doesn't know how to toggle auto-cast, they need a tutorial, not a feature to help them. If they're that lost, then the issue of micromanagement and ease thereof is rather moot. Ironically, when I was a newbie and first encountering this autocast behavior, I actually was caught offguard when my mothership

15 Replies 5,259 Views

Well, superweapons aren't exactly an every game occurrence. Doesn't matter if your faction has a killer superweapon if the game almost never lasts long enough for you to use it. Certainly I hope Vasari get their fair share of new content throughout the course of the game, not just at the end.

30 Replies 12,154 Views

The clock and whisper/ignore features should definitely be high priority. Those are very important and useful in any online game. As to clan support, I find that usually online communities are very good at regulating themselves and their own clans. That's not to say I have anything against clan support, just that it's something players are capable of doing for themselves. Similarly, there's nothing wrong with observers, but typically that's not a feature often used i

11 Replies 7,058 Views

[quote who="Darvin3" reply="4" id="2049444"]TEC has more technologies to upgrade than Advent, it's that simple [/quote] Sorry, I misread you there. This one doesn't make sense to me, either. Unless you're missing something (like fleet research or maybe artifacts, as someone else suggested) this seems like some sort of bug. Reminds me of when the end-game statistics would actually say you had a negative amount of frigates at the end if you used the illuminator's illus

10 Replies 19,777 Views

[quote who="Astax" reply="4" id="2049399"]I suggest getting 3 hostility labs and researching drain antimatter. Then you make nothing but disciples! You will die of course, but the soudn they make is so precious![/quote] Actually, getting drain anti-matter and illuminators is a good combo. Illuminators are great firepower, and disciples make excellent support, disabling anti-matter abilities that can give illuminators a hard time. Great against carriers, and really gi

8 Replies 3,342 Views

Heh, a couple of weeks ago I was talking to a friend about Sins and we brainstormed our "dream" fourth faction. Our dream faction had a superweapon similar to this, opening a temporary one-way wormhole to any planet which you had units. Didn't know the Kostura was actually getting changed to have this effect, but it should be interesting to see how it planned out, as we actually argued over this one concept for a while. I'd say that opening a phase line to a

30 Replies 12,154 Views

[quote who="Howdidudothat" reply="9" id="2048924"] While every skilled player would agree with you, think about all of the beginners out there. They need auto-cast to do most of their work for them. Once they learn the game, they can turn it off.[/quote] When did I ever say there shouldn't be auto-cast? I just said you should have to turn it on if you want it! It's a matter of choice; a player can always choose to activate auto-cast, but in its current sta

15 Replies 5,259 Views

Should be noted that the Advent "refinery" is practically useless. Because it doesn't service other extractors outside the gravity well, you almost always get more resources just by keeping it a trade port and buying from the black market with your excess money. If you have all the resource focus upgrades, it's marginally useful, but defiintely not worth spending the money on the upgrades. Only use I've found for resource focus is to disable trade ports if they're interferin

7 Replies 14,771 Views

Porous Core isn't a useless attribute; by reducing the size of the gravity well, it's easier to cover more angles of escape with fewer phase jump inhibitors, and also easier to make a wall of static defense that covers a larger relative area of the gravity well. Dense Molten Core, similarly, makes it easier to just go around a line of static defense (including PJI's). The size of the gravity well can have big reprocussions, so don't ignore it entirely. Anoth

15 Replies 15,526 Views

The problem is two-fold; each trade port produces A LOT of trade ships, and players build A LOT of trade ports. I do agree that something needs to be done here because there are simply too many of these guys running around late game. Certainly from a balance perspective trade ports are just unreasonably effective, especially when compared to refineries.

11 Replies 19,693 Views

Well, this ability can still be used even if the cap that died wasn't level 10. It still saves you thousands of credits to promote a level 1 directly to level 3 using this method rather than the conventional upgrades. Chances are, however, that your mothership is the top target among your high level caps, so you won't get an opportunity to use it, ironically. By late game, I usually bring out transcendance for Advent, so level 4 is a freebee and it's n

17 Replies 16,021 Views