Darvin3

Darvin3

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

[quote]May I ask a question? What in your opinion is the best cap ship in firepower? [/quote] In general, capital ships should [i]not[/i] be used as your primary firepower. Early-game the Marza and Sova (for TEC) can have a commanding presence as combat units, but this role tapers off in the late-game and they become obscure support units in any major battle. If you can get them to high levels they can be absolutely amazing, but capital ships share experience, so if y

10 Replies 5,562 Views

[quote]Fast Destras aren't what I'd choose to defend with, either.[/quote] I don't think Advent really has a good response to this at all. Against massed Javelis you could go with defense vessels, but any TEC worth his salt will anticipate this and have diversified enough to counter it with ease. Illuminators are pretty much useless once hoshikos are on the field, disciples get trashed by LRM's, and drone hosts are [i]so[/i] easily countered this early in the game it just

51 Replies 28,692 Views

Just punched a few (rough) numbers for this scenario. Your friend's fleet has a dps somewhere in the range of 700, but due to the heavy reliance on Kols this would be spread across multiple enemy units. With six units, that works out to an average of 110 DPS to each enemy. After damage reduction, though, you're probably looking more at the range of 15-30 damage per second to each individual. A Progenitor can restore 60 shields per second to [i]every single unit[/i] sur

10 Replies 5,562 Views

My [i]guess[/i] would be that the Advent was stacking nearly maxed-out mitigation bonuses. Advent can hit upwards of 90% mitigation on capital ships when all things are maxed out. It's entirely possible that his Iconus/Progenitor combo was restoring shields faster than your friend's relatively low-firepower fleet could dish out damage. As the others have indicated, Kols are a bit of a joke. TEC, particularly late game, is dependent on fielding overwhelming firepower,

10 Replies 5,562 Views

[quote]Scouts kill Assailants Disciples kill Flak & Carriers[/quote] I ran with Assailant/Sentinel/Skirantra in the 1.18 Vasari vs Advent matchup. Sentinels and fighters (from Skirantra) to kill scouts, Assailants to kill Disciples. Early on, an Advent will just rush your assailants and knock them out, so it wouldn't work in small initial skirmishes, but if you build it up, your area of effect damage takes over and the Advent scouts will be on the losing side of t

51 Replies 28,692 Views

[quote]IF you did survive with sb your opponent spammed ilums anyway got like50-80 with illusion and killed you sb anyway[/quote] Re-read what I said; I said the bigger issue was that the scout/disciple rush naturally lead to illuminators. On its own, scout/disciple was perfectly beatable, the natural transition to illuminators is what made the kill every time. Near the end of 1.18, I stopped using illuminators entirely (outside of the mirror match where it was required)

51 Replies 28,692 Views

Actually, once fleets got that large things were looking up for Vasari. You could reasonably have 20% phase bypass, discharge missiles, and (hopefully) a similarly-sized fleet of 33 sentinels and 33 assailants. If you actually punch the numbers, you're running about double the DPS of the Advent here. Have some Skirantra healing going on, and you [i]can[/i] pull it off. Or you could go for a multiple-Kortul opener, but the smart Advent player would immediately plot down

51 Replies 28,692 Views

Not saying it was easy or balanced, just that Vasari could pull it off. In 1v1... would depend [i]heavily[/i] on the map, but I wouldn't say it was unbeatable. Most 1v1 maps are sufficiently spacious to give Vasari breathing room before the Advent hits. Trick as Vasari was to get out those phase missile upgrades and get a sufficient bulk of sentinels and assailants. Once you had a sufficiently solid mass, Advent had to upgrade to their more powerful units because the

51 Replies 28,692 Views

[quote]You should want to have more labs than your highest prototype, with costs and enemy attacks forcing you to not just get all tech at once.[/quote] The problem is that you're looking for a one-size-fits-all solution. Technology benefit scales enormously with empire size, so all you're doing is tweaking the tipping point at which they become viable. The simple fact is that a +10% trade port income upgrade is going to be [i]much much[/i] more valuable to someon

3 Replies 4,207 Views

[quote]So how many more light carriers are we talking about? Ever carrier holds two suadrons, so Im guessing another ten is enough? And more fighters or more bombers?[/quote] As with anything, there's a tradeoff. More fighters will help you clear out the enemy bombers more easily. More bombers will help you clear out their heavy cruisers more easily. Personally, I'd go for a 25/75 fighter/bomber split, keeping my bombers docked in the early stage of the battle until

36 Replies 93,343 Views

[quote]I swear, that was... unbeatable. [/quote] It was beatable, though a bit on the strong side. The bigger problem was that it naturally lead right into illuminators, which proceeded to kick the living snot out of you. Skilled TEC players could handle it by leaning heavily on the Sova, and Vasari players... well, I repeat my 1.181 axiom for the Vasari vs Advent matchup: build a starbase on someone's homeworld asap. I personally think this would have been fine if

51 Replies 28,692 Views

As a general rule of thumb, the size of your empire determines how good upgrades are. With only a handful of exceptions, small empires simply have no business above the 3-lab level on the civic tech tree. Changing the effectiveness of certain techs will just change the "tipping point" at which they become viable. Cost plays a major role in whether an upgrade is viable; TEC's metal production upgrade is an excellent tech selection since it's very cheap, but the Advent crystal

3 Replies 4,207 Views

You: 500 command - capital ships 500 command - heavy cruisers 60 command - support cruisers 140 command - long range frigates 168 command - carrier cruisers 80 command - flak frigates Total: ~1450 Opponent: 600 command - capital ships 340 command - heavy cruisers 148 command - support cruisers 84 command - long range frigates 380 command - carriers 20 command - flak 44 command - light frigates Total

36 Replies 93,343 Views

[quote]The enemy SB lies smack in the middle of where I would jump into and there is only one phase line into the gravwell.[/quote] You still have considerable leeway to jump off center. Once you arrive in the gravity well, just move away from the starbase. You may take a few rounds of damage if this is an asteroid, but if you reposition quickly you shouldn't actually lose units. [quote]I plan on making more Hoshikos.[/quote] Definitely; this is TEC's best uni

36 Replies 93,343 Views

[quote]Just for the sake of correctness... Only the Vasari SB has 3 available upgrades to weapons[/quote] I meant third starbase weapon, not upgrade.

51 Replies 28,692 Views

[quote]Im worried because my ships would be assaulted as soon as they jump in, which means my Ogrov's cant do much damage before they are toast.[/quote] Jump in from a different angle; starbases don't have enough weapon range to cover the entire gravity well. It might be a bit of a shave on an asteroid, but on any larger gravity well this should be a non-issue. [quote]They also have a ton of fighters and bombers and other various types of smaller frigates.[/quote] Y

36 Replies 93,343 Views

[quote]pirates are the only other outstanding issue, but honestly they are so irrelevant and broken anyways, it really doesn't matter...[/quote] Devs have actually promised a "pirate patch", so this is going to be fixed anyways. [quote]giving the Kostura some pre-reqs may not be a bad idea regardless of the faction balance...having no pre-reqs is a pretty massive advantage...[/quote] The other two factions need to max out a 7-technology progression to reach their super

99 Replies 39,447 Views

[quote]It is not uncommon for a well managed Advent or Vasari fleet to destroy a substantially larger TEC fleet with minimal losses.[/quote] A skilled TEC player with can match Vasari and Advent if they substantially outnumber them. I've rolled late-game Vasari fleets with overwhelming TEC firepower before, but you need [i]at least[/i] one fleet level advantage, if not two, just to even the scales. TEC can compete on an even playing field if they have several level 6+ capi

10 Replies 9,749 Views

[quote]Do pirates ever leave their home star system?[/quote] Nope; any system without an active pirate base is not subject to pirate attack. Also, if the target player of the pirate attack does not own a planet in any system with a pirate base, the raid will fail to launch. [quote]It is obvious that enough bombers will do it. Anybody tested how large a force it takes if not mainly bombers?[/quote] I actually cleared a pirate base last night. Off the t

3 Replies 3,464 Views

Frankly, I regard all three factions as equally evil. They all go around using orbital bombardment to subjugate planetary colonies and mercilessly slaughter civilians, then forcibly take control to fuel their war machine. All three factions are basically despotic and tyrannical. It's not called [i]Sins[/i] of a Solar Empire for nothing, you know. As for most RPG's with good/evil paths, I find they usually fall into the "lawful stupid" / "psychoti

12 Replies 13,637 Views

Seleuceia, who was maintaining the thread, appears to be on hiatus. We sort of reached a stable "final version" anyways where most of the issues had been tackled, and the only outstanding one is phase missiles.

99 Replies 39,447 Views

Taking up a career in necromancy, are we? Seriously, check the date of some of these threads before posting in them. This one is two and a half years old!

17 Replies 34,932 Views