targetting uplink is the only way to keep your ogrov's out of range of level 2 mass disorientation.
crashmatusow
? unlock button? phase inhibitors work passively; they do their job automatically.
lol. advent. mobility oriented?. and you can't compare detonate AM to nano-bomb. it doesn't affect your damage dealing ability except a stragith damage/second. it doesn't affect armor/shield mit. and everyone's assumptions are flawed until someone can prove that phase missiles bypass shield mitigation. and go look at my post on illum's. the side beams each only do half the damage of the main beam.
level 1 does 4000 damage. level 2 does 8000. im guessing he had some guardians with him?
pre-entrench it hit your own ships too.
OK kinda bored and decided to do some mathz with the illuminator file(entrenchment 1.02) take what you want from it. Cost: credits 380 metal 60 crystal 55 5x conversion scale= 955 credits 6 slots survivability: hull:
i was gonna say that the above mentioned SB's look like they could be some kind of superbase taht each player can only have one of in each STAR SYSTEM. like a command & staging facility. and far more pricier and hard to get than regular SB's...but then again thats just a variation on the dreadnought
i've had capships fly through.
first level pulls in all debris within 7000 range, and once it gets within 100 range "eats" it for 12 health. lasts 45 seconds level 2 has 10000 range and heals for 16 health/piece. 60 seconds
still think its a bit stupid that phase bypass ignores mitigation...i think the ships would be adjusting their hulls even while there shields were still up. i want dev comment on this(or someone whos actually experimented in a game)."turn around and run your capship away" as if it weren't bad enough that phase missiles screw one of the advent's inherent advantages(shields), now they have to run away their caps.yeah now i see why almost no one plays advent on MP when vasari can go god mode on
the people at ironclad are busy assembling a massive-uber 50 capship 10000 supply advent/tec/vasari fleet to go curbstomp the demigods for taking up so much pr time.
last resort woulda popped every frigate/cruiser (caps too if they have no mit and/or are too low)
more like OR (overrated)....there are so many tricks for advent defenses its sick...nothing that i know of can ignore repulse...so throw down 150 homing mines at the edge of a grav well...and park some guardians around where you know they have to come out approximately...even if they use kostura, they still have to come into a specific part of the system...again...repulse :) mass disorienation's level2 range is 12000, whic
reference files say phase upgrade adds chance to ignore shields . nothing about mitigation. ships that have shields but none left still get mitigation for hull. has anyone checked numbers with shields still up? and....ignoring mitigation at 25% would be loltarded and victimizing advent.
suppose thats a matter of perspective...2 novaliths anywhere in your empire, and you force an opponent to have an SB with aux govt at every planet...and it presures him if he uses self destruct, because then his planet will be nukeable. and he has one less slot at every SB in general.
so whats with the assumption that +30% shield ignore = +30% damage? you have to make sure you phase through enough to take out the hull before the shields or you just ending up killing it wtih a hundred shield left anyway--it is not a strait bonus (someone should do a damage/time analysis on shield phasing) radiance's cleansing brilliance is 250/sec
25% in entrenchment
only problem with deliverance is the damn 00.07 % cap on allegiance change rate. damn slow. and the inability to target it on non-enemy planets/non-populated planets. would really like to see the deliverance be able to fire on ANY planet, and kostura to be able to fire only the phase stabilizer at friendly planets.
uncle sam aunt raging samantha wants YOU!
yeah, and if there weren't a limit on allegiance rates, advent would be flipping planets like pancakes.
keycard-idk soundtrack- C:\Program Files\Stardock Games\Sins of a Solar Empire\Sound they are in .ogg format. theme- impulse->my desktop
most people don't seem to understand the advent refinery thing... trade ports and refinerys cost the same, 4 slots. so where TEC/vasari build 1 trade for credits and 1 refinery for metal/crystal, Advent build 2 trades, 1 for credits 1 for metal/crystal. and in any case advent base metal/crystal rate seems to be as good as the other races refined rates.
level 10 kol will wipe the floor with level 10 marza. finest hour +adaptive forcefield= uber survival and finest hour+flak=uber damage. and the kol has ridiculous gauss spamming with finest hour. MB lasts for 20 seconds but has a 240 cooldown.
level 1 does 500 damage to all targets within afaik 6000 of the target....range on the abilty itself is 15000 i believe. level 2 does 750 damage, think the range increases. but the planet bombing ability has 0 range at this level.
any good SB will never get killed by an assault cruiser(at least not without taking some down itself- Orkulus-can steamroll the cruisers Transcencia-level 2 mass disorientation has a range of 12000. assault cruisers have a range of 12000. oh gee hum. and meteor storms, rinse, and repeat. also, try casting vengeance on the SB argonev-big boom. nuff said. and can build frigates+cruisers.