[quote]You guys have touched on Vasari's one true early game downfall though, the Advent disciple/scout rush. Assailant will counter the disciples, but scout will counter the assailant. Flak will counter the scouts, but disciples will counter the flak. Disciples and scouts cost less, can be built faster and cost less fleet supply then assailants and flak. It is the same as in chess, if my bishop protects a spot and so does your pawn, the spot belongs to you. IMO advent needs to be nerfed
Cykur
Returning Armada is fine. The problem is early game Vasari are completely dependent on their starbases to be competitive and are unlikely to make it to endgame to benefit from their endgame techs (like RA). Vasari can still be made to work, but it is very hard....which you immediately notice when you play a game as Advent instead. Because players realize they are not going to beat the other races making frigates, they have switched to tactics like Starbase rushing.....and pl
I find that if the enemy has no culture, or very weak culture, the Advent cannon can wreak some real havoc. However, if the enemy has strong culture coverage and it is teched up, the cannon's culture effects are minor and are rapidly shrugged off....even when you fire a few at one time. It does cause some economic impact and convey a culture bonus to you in that gravwell for a brief time, but against strong culture the effect is so small that I am not sure it is worth building a c
I think all of the caps are pretty good now situationally. Everyone has a preference to their playstyle. Of course, some, like the upgraded Halcyon are just EXTRA good. It doesn't mean the others are bad. The power of being able to clear out strikecraft is directly proportional to how dependent the enemy fleet is on strikecraft. If the other fleet isn't using any, it is worthless. If the other fleet has tons, it is powerful. Of course, people aren't
Never go against a Sicilian when death is on the line.
The extra 10 cents is the cost to shrinkwrap package them all into one bundle. Normally this costs $2, but by dealing in bulk, Stardock passes the savings on to us!
[quote]Hmmm, I just downed an unfair AI in 50 mins on a small map - can't remember the name, the one with two ice planets.[/quote] Hehe, yeah I would expect anyone who has been playing a while and reading the forums to be able to handle Unfair, if not multiple Unfair AI's. It is just depressing to get allies who probably would have trouble fighting an Easy AI on your team.
Yeah, I have been chirping up every now and then about having a "Closed Economy" option for the game so there wasn't unlimited resources available. It would make it a lot more important to secure the right planets and a lot more strategic than spam tradeports everywhere. =) Hopefully we might get the switch some day so no resources are available for sale unless a player sells them into the black market first.
Hehe, was about to stick up for the Kol, but people beat me to it.
Good guide....as a general rule of thumb, players should be able to beat 1 Hard AI on a smallish map in less than 2 hours before they even think about coming online. It is BETTER if they can beat an Unfair AI, but if they can beat a Hard, then at least they know the basics of the game. It makes me cry whenever I see one of my teammates has colonized 4 worlds, and they are all at 10 population.
[quote]Its funny the rest of the online community is asking for this. I'm sure if these players wanted to decide once and for all who is the best, they would do so one their own terms, and probably free of such public attention. Besides as Cykur mentioned, part of it is just getting warmed up, and at certain levels it can be the decisive factor for who wins.[/quote] Being in constant practice and being very familiar with the "flavor of the patch" killer strategy gives players an edge
That comment is surprising from someone who complains as much as you do about the toxicity of the online community. EDIT. Was responding to Agent of Kharma
It's not me -- I could have been a contender last year, but not right now. =) I'm still good, but I'm not the best, and don't have the time or inclination to get back up to that level. Let me know who wins!
[quote]just use the dev.exe...[/quote] for?
[quote]You can argue and argue about the little details, but the end result shows that getting trade ports in a line or a refinery in an ideal spot has good payoff.[/quote] No doubt....but people seem to want to understand the details a bit more, and then it is further complicated by the endless crowd of people who swear refineries are worthless.
[quote]I was runing some test last nigth and I ahve recomfirmed my findings that refineries will be at their msot efficient when the quota on the extractors is 3/3. I have also recomfirmed that a 4/3 quota prodces more then a 2/3 but less then a 3/3. Also I found out that if you have 1 refinery + 1 extractor or any type at your homeworld the refinery will give you 0.4 per second metal and crystal extractoin. It does not matter if you only have a metal extractor you will still get t
[quote]Slow down, dude. I don't think you understood mine. If he was getting 1.167 per refinery (below quota), that is darn good compared to a trade port. I know the refinery has to be well-placed. The trade port is getting 1+x, as you said. You multiply the 1.167 by 2.2 on the selling end, which = 2.5. That means "x" has to be pretty high, to the tune of 1.5. And that's on the selling end.[/quote] Fair enough, by multiplying by 1.167 resources by 2.2 credits per resource (sel
[quote]In my (limited) experience the chains don't seem to leap other "non-planets" either--dead asteroids, asteroid fields, gas giants, plasma storms. Should they cross any of these? Do the links cross planets without trade ports?[/quote] I was speaking in regards to using starbases to traverse these gravwells....which is why a magnetic cloud blocks, no starbase can be built there. As you say, they can't "jump over" without a starbase tradeport.
[quote]Quick question then; the best place for Refineries is where there are (non neatral) mines in and directly next to the gravity well you plan to build in?[/quote] Yes, you try to position the refinery where it will cover as many extractors as possible -- in the located gravity well as well as the connected ones 1 jump away. When you build a refinery at a crossroads, it is pretty common to get 10-12 extractors covered....rarely you will find great spots where you can g
[quote]However, what about the fleet logistics penalty? Isn't your fleet eating up 69% of your trade income at the top level? If your trade is taking a logistics penalty and your refineries aren't, that changes a few things.[/quote] Everything gets hit with logistics costs. Refineries are useful in some cases, especially in long games, but don't replace trade ports.
Normal missiles are affected by mitigation even when the shields are depleted / down. This means that a phase missle's bypass % is the chance that it gets an unmitigated hit on the hull. It isn't just a 30% chance to hit the hull, it is a 30% chance to hit the hull and do OVER DOUBLE DAMAGE because it is unmitigated. When the shield is down, you still have a 30% chance to do this extra damage. It doesn't matter how much armor you are hitting because armor is a consta
[quote]I'm a noob at Sins--I don't even know how Trade routes work yet (that's what I surfed to this thread looking for)--but one thing I don't understand: Starbases. I went directly to Entrenchment. Is it really that difficult establishing a long trade line? I mean just throw down a trade module on a starbase in an empty sector. Sure it's more expensive, but....[/quote] No, it isn't hard at all, and you are correct, a starbase with a trade module will allow you to continue a
[quote]Have you ever lost a game when you didn't? LOL.[/quote] Uh, yeah...many
If you squint at it just right, your avatar kinda LOOKS like a troll that has failed an important perception saving throw.
[quote]Carriers being the backbone is not out of line imo.Backbone of the navy is the carrier today.Most space faring shows put great importance on sc in battles.Anyway thats my take on it.Certianly makes more sense then scouts and lf being the backbone of fleets.Carriers are very diverse.They can counter lrf,hc,sb,structures,caps,fighters,and bombers.They also counter these things without themselves being in harms way.This is where it becomes difficult to balance them in accord with the carr