Darvin3

Darvin3

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

True, I was using TEC as a baseline, but I'm more or less making a guess on the subject anyways. The Vasari number is largely irrelevant since the manual indicates all Vasari ships carry an unspecified number of civilians in addition to military personnel. So really we're just comparing the Advent and TEC varieties.

6 Replies 8,447 Views

Good question. The Protev has a crew complement of 500, so it couldn't be any more than that. If we presume the Arcova's crew (75) is the bare minimum to operate the craft, then 425 represents the "colonizing" crew. Colonizing requires 90 antimatter, and total antimatter capacity is 225, so my best guess is 90*425/225 = 170 people. I'm presuming this is just the initial force, and additional forces would arrive shortly afterwards (this would be abstract, in the sam

6 Replies 8,447 Views

YMMV Those are both great abilities, and frankly I think there's a lot of personal preference in Sova builds. I've run every 2-selection combination of abilities as Sovas and been quite satisfied.

5 Replies 5,712 Views

The TEC is very much a brute force faction. They have a very potent economy, a brutal rush-game, very economicall frigates and cruisers, and their capital ships are great in frigate-to-frigate combat. Their weaknesses, on the other hand, are a lack of good late-game fleet support abilities, most of their capital ships require many levels before they start to perform adequately, and the only capital ship that performs well at level 1 (the Sova) isn't very good in the late-game.&n

10 Replies 4,283 Views

I still hold by what I said long ago: the ambiguity of the setting is part of what makes it so magical in the first place.

27 Replies 55,220 Views

My suggestion is to try a 1v1 against the unfair to get a better understanding of both this difficulty level and your own capabilities. The random small map also gives you more breathing room than the random large maps. The random map generator tends to put more space between players if the player count is smaller, and less space between them if the count is larger. This is mostly independent of the number of planets.

11 Replies 7,147 Views

[quote]That! The model size differences between frigate, cruiser and capital ship classes should be bigger[/quote] The difference is already pretty massive, and I think the balance of practicality (which clearly plays into the size difference between asteroids, planets, stars, and units) is more important here.

138 Replies 412,763 Views

The AI is capable of surrendering when they believe the situation is hopeless. This behavior is actually very [i]conservative[/i], but in long games (especially if you're not actively scouting to see the big picture) this can feel very arbitrary when a straw breaks the camel's back. Usually the AI is vastly overextended with a weak economy and failing fleet when it surrenders. It may have 5 or 10 planets left, but its ability to defend itself is virtually non-existant.

2 Replies 4,273 Views

[quote] Thats what i love in people. No matter what crushing argument i use, they keep saying like mantra : nerf scramble bombers.[/quote] Now where did I say nerf? I said rework. IMO the ability still has some fundamental weaknesses that are only being masked by the sheer quantity of bombers it can deploy. It got a buff in 1.19 for a reason, and just because it went too far in a specific direction doesn't mean I want it reverted to the near useness state it wa

114 Replies 55,459 Views

... dude, this thread is two years old. You can and [i]should[/i] create your own thread in the technical support forums. It's always possible you got a bad CD. If you register your serial key, you can download the game online via Impulse, which could side-step the issue. If you're already using impulse and are having issues, you should contact [email protected]

20 Replies 41,789 Views

[quote]The other reason I prolly spammed javs(i guess what u are talkin bout) is its the only way to deal with skirantra.[/quote] This is very much the case right now. Currently a Skirantra with assailant support is basically impervious to any reasonable number of low-tier units [i]except[/i] the Javelis LRM, which has the sheer power to break through. This thing is giving TEC a competitive rush-game that can beat Vasari in a field battle. I'd say with a favourable s

114 Replies 55,459 Views

I'm pretty sure it's 25, as well. It's good for repairing capital ship hull, stacks with repair platforms, and Advent's only way to repair starbases in uncolonizable gravity wells. It's ability to "unlock" nearby units is mostly without merit. This ability is for use on capital ships, and it's just not worth your time to use it on much else.

25 Replies 14,419 Views

Generally speaking bounty is a poor way to spend your money. Bounty pays out incredibly quickly, several hundred for each ship blasted, which can cause thousands of credits worth of bounty to evaporate in seconds. Worse, even a slow trickle of scouts can whittle away massive amounts of bounty over the course of several mintues. A lot of the time you literally get [i]nothing[/i] for it, since the pirates will only ever attack a single target no matter how close the runner up

6 Replies 7,015 Views

Comparing the current strength level of Vasari to bugged illuminators isn't exactly favourable. The vast majority of people here were celebrating when the illum bug got fixed.

114 Replies 55,459 Views

[quote]what's so weak about the cielo? i agree that embolden is a bit underwhelming, but its researched ability is a 40% damage multiplier, thats pretty good imo[/quote] Like the Subjugator, it comes too late in the tech tree and doesn't have nearly enough influence to justify this. This is a stage in the game at which Advent has a fully-functional battleball and Vasari have a fully-functional lockdown; the Cielo is a mid-game unit that only becomes available in the late-game.&n

25 Replies 14,419 Views

[quote]My 4 planets // 10credits, 2crystals/metal[/quote] That's your problem right there. Four planets will [i]not[/i] be able to support a competitive late-game force in most cases, and income that low is indicative that you're on the verge of collapse. You need to get a larger empire and grab a bigger share of the map. The huge map has about 80 planets, so even with 8 players that means your fair share is ten planets. That will get you a good mid-sized empir

11 Replies 7,147 Views

[quote]The advent hangars aren't terribly expensive as is.[/quote] The problem is the hanger + the tactical upgrade. If you just want a hanger, this is [i]exorbitant[/i], around half the cost of a [i]fricken starbase[/i]. If you're building a concentrated cluster of defenses, then shield bestowal makes it all worthwhile, but for a lone hanger this is completely out of the question. The fact that hangers have absolutely atrocious antimatter reserves only makes this

15 Replies 18,059 Views

[quote]This isn't necessarily bad or implausible, but I'd think Advent would engineer something to counter this vulnerability.[/quote] Agreed; the more I consider it, the more I'm certain Advent (and TEC, for that matter) really need new cruiser abilities to patch the respective holes in their late-game. Unfortunately, I don't believe the Guardian is the right unit to target. Its repulsion ability already is Advent's best non-shield related gimmicks. If anything, I'd

4 Replies 6,042 Views

This depends on how big their empires are, and what your potential for breakthrough is. If your empire is considerably smaller than their's, you need to expand faster. Especially against the higher difficulty AI's, you need to have all your ducks lined up [i]before[/i] you actually meet them, which means grabbing key tactical planets as early as possible. Generally speaking because we're talking about two different opponents, you're best off starbasing one side of yo

11 Replies 7,147 Views

[quote]Far too easily, in fact, because without even really trying, I managed to get cease fires, trade agreements, and then peace treaties with every single AI opponent.[/quote] Basically, if you're aggressively attacking your nearest neighbours you get a relationship bonus with everyone else (enemy of my enemy sort of thing) which gets you into ceasefire territory with [i]every other faction[/i] and lets you win easily. On all but the highest difficulties this can be ridicul

3 Replies 3,833 Views

[quote]Tweaking fighters surviveability would be nice but I think that scramble would still need nerfed.[/quote] Agreed; it's out of line compared to the Sova and Halcyon. It's not passive so it should be stronger, but not [i]this[/i] much stronger. I believe the best approach is to lower its duration so the maximum number of squads is reduced. At the same time lowering the cooldown would have a double-edged effect of allowing it to replace fallen craft faster but al

114 Replies 55,459 Views