Wrath89

Wrath89

Joined Member # 4452402
14 Posts 287 Replies 13,398 Reputation

Uh, is that question any different from the one you just asked? :) If "Shield mitigation" is displayed on a unit, damage will be reduced - shield mitigation is always operational except on units with no shield capability at all (structures and a couple ships). It's a little bit of a misnomer IMO, it should probably be called something more intuitive like "Adaptive Mitigation" that units with shields

47 Replies 360,112 Views

[quote who="purdyaw" reply="10" id="3008033"]I tend to play Advent if just for the fact that maxing out their capital ships alone is enough to fend off the vasari swarm or crush TEC; albiet, you usually require other than capital ships before that because of the tech tree requirements, never the less, I'm just saying why I love Advent. . . You just need to hold off enough until you are ultimately ultimate.[/quote] 800 supply worth of whatever Advent capital ships you have will pro

53 Replies 113,463 Views

In the early-mid game, the Illuminator's firepower/durability doesn't match its cost, but later in the game when you can be making 30+ of them, they will do extreme amounts of damage against enemy fleets if you can maneuver them properly. Their very high but spread-out damage is both a strength and a weakness. IMO they're fine the way they are.

37 Replies 13,942 Views

[quote quoting="post"]so I was thinking perhaps there could be new capital ships that instead of nuking planets they would send down shock troopers to the planet to fight, this would lower the allegiance of the planet(albeit slower than nuking), but retain the planet health and perhaps some of the population. Its abilities would also be more culture related then the other ships as well. I was thinking something along the lines of modified motherships/evacuators/battlecruisers as they would fu

53 Replies 113,463 Views

[quote who="Darvin3" reply="48" id="3007654"]The problem I have with this kind of fleet is that experience points are divided evenly amongst your capital ships, so having too many will slow down the rate at which they gain levels. I find Advent is the only faction that can seriously entertain maintaining more than 10 capital ships (due to Mass Transcendance). In multiplayer, I've never gone above 8 capital ships as TEC or Vasari. As Advent I have hit the 16 cap in multip

54 Replies 72,802 Views

I like using the Dunov against the AI when I have 1 Akkan, 2 Dunov, and 13 Sova in the end-game (making retreats often unnecessary due to Shield Restore) but in games against decent opponents (read: humans) the Dunov isn't that effective. The Kol is best used in the end-game when there are 50+ strike-craft squadrons... that's the only time the Kol really shines.

54 Replies 72,802 Views

[quote who="RiddleKing" reply="28" id="3007541"]Just fix the guardian and domina and everybody will stop complaining.[/quote] Haha. I'm sure we'll find something else to complain about.

32 Replies 34,021 Views

[quote who="ManOWar2" reply="42" id="3007498"]I had some difficuly beating one of the Vasari flagship thought, the one that do recharge his freaking shield constantly What is the good counter to that ? I finnally got their two ships with a bunch of kodiak with 4 capital ships to beat them...[/quote] The Kortul Devastator, it must have been. Yes, its shield regeneration can get quite annoying. What I generally do is I try to ignore it until the battle is more than decided: if it's

54 Replies 72,802 Views

It was implemented. In addition to Slow, Normal, and Fast, Diplomacy has "Faster". It's not game speed though, it's gameplay constant speeds (research, ship speed, etc). Faster speed was implemented but not in the way you thought. IMO gameplay in competitive matches is fast enough with all the micronmanagement a good battle takes...

10 Replies 34,297 Views

The game is definitely much more fun in multiplayer. Although the AI is decent-ish and can beat a human who has no idea how to play the game, the strategic depth of the game only becomes clear when you start playing other humans. Games online can take anywhere from 15 minutes to an hour, sometimes longer if the losing side doesn't know when to give up. It's really not that bad. The races are quite different and have extremely different play styles. (at least, good play

2 Replies 8,753 Views

[quote who="sareth01" reply="6" id="3007352"]Also, as advent you have to get into your opponents head. You have to do everything you can to pick apart the enemy fleet/planets. The main thing is to NOT LOSE SHIPS. as advent losing ships is tantamount to dying.[/quote] But with the almost-necessity of Advent T0 spam, isn't losing ships just what is going to happen ? (you just have to lose fewer ships (cost-adjusted) than your opponent)

9 Replies 9,054 Views

A desync is when there are two or more players in the game but they experience different games, ie, player 1 builds a Sova and sees it built, but player 2 doesn't see the ship ever get built, or player 1 moves their fleet from A to B but player 2 sees the fleet stay at A... (I think. This is what's happened to me a few times and I assumed that's what a desync was)

9 Replies 6,898 Views

If you get minidumps, it's a bug, not a desync, but yeah, there's clearly something going on. I have had a few desyncs even in replays, and some of my saved games and replays minidump as well... Unfortunately I deleted them already since they didn't work, maybe I should have sent them to Stardock support for analysis?

9 Replies 6,898 Views

On Diplomacy in the evenings (or on the weekend) when people aren't at work/school there are often 30-60 people online. But yes, lack of people is still a severe problem.

13 Replies 406 Views

[quote who="sareth01" reply="4" id="3007159"]Building turrets takes time and most of the time my constructors get destroyed quite early in the game from either a sova or skirantra. Both TEC and vasari players have the luxury to go on the early attack. You can build the starbase outside of the range of these turrets so that is not an issue really. A properly countered early attack should penalize the attacker.[/quote] That's why you should make sure you're sco

26 Replies 24,648 Views

Turrets already do quite large amounts of damage. Even as few as 3 or 4 (mobile) would probably be enough to prevent enemy capital ships from ever being able to bomb without being seriously hurt, and would probably also be enough to destroy a SB before it finishes building. This sort of thing would give the Advent an extremely powerful defensive ability IMO. The enemy would have to bomb or Ogrov the turrets ASAP or the turrets would be on their fleet like an Orkulus. Advent are certai

26 Replies 24,648 Views

Build culture stations of your own. (Temple of Communion, or Media Hub, or Broadcast Center) Usually one culture station on your front-line planet(s) will take care of any incoming enemy culture.

54 Replies 72,802 Views

[quote who="Seleuceia" reply="8" id="3006873"]This is so old...but, the AI now builds superweapons! As for the homing mines, I only allow them on hangars so it's not as problematic....[/quote] Still 99% useless though, right? :(

10 Replies 4,073 Views

You think a slight slowdown to jumping is similar to completely rerouting incoming enemy ships? Well OK. The Overseer's only used for repairing, anyway... in human matches, at least.

36 Replies 24,083 Views

Are you aware that your keyboard has keys that can be used for punctuation? Like "." and "," and shift for capitalization? :) Anyway, pirates aren't used often because they're unpredictable, annoying, and don't pose much of a threat at all (except at the very beginning of the game). Online players tend to prefer focusing on fighting against human enemies than against pirates or militia.

20 Replies 13,756 Views