Something I thought should of been in sins right from the start. Downloading now.
carnun
I'm mostly a vasari player but what about starting with flak to slow the LRF down long enough start spamming illum? I always want to try and get disciples to work but I've never got LF to work early game. In mid/late game, it always seems that most enemy frigates are LRF and if you counter them heavily you still have enemy cruisers to deal with, and focusing on your own cruisers generally seem better for doing that. There never really seems a time to use them. Though, I haven&
I think they really need to deal with the presence of smurfs (i.e. experts posing as newbies). I think this can be really damaging to the learning experience of new players. Tying player names to their Stardock account or just not allowing multiple player names would really help. Might get a byproduct of people not acting like complete morons at the same time since they can't just change their name.
Ok that was longer than I thought it was. lol
First of all, good choice and don't just listen to what I or anyone else says, this game does generally allow for a large amount of playstyles and many strategies are entirely valid. That being said.... A few general comments: Its good to learn the armour types and the damage types of the different unit archetypes. This enables you to build counters to what the enemy is using and to combine different ships into a force capable of dealing with a large range of strategies. T
This is the RO that I've been using for a while, giving me a nice balance between econ, ship upgrades and fleet. 1 military lab research assailants 2 civil labs research volc/ice development if needed research both crystal/metal income upgrades research both full terran lockdown upgrades as soon as my home populaton reaches 280* In between each of these upgrades I build kanraks, 2-4 to support cap on 2nd colonisation, depending on how many rats are there and
Not comprehensive but here's some of it: Unit - Counter Scout Frigates - Light Frigates Light Frigate - LRM LRM - Flak (mitigates damage) / Heavy Cruisers / Fighter Squadrons Flak - Light Frigates & Heavy Cruisers Carriers - Light Frigates / Flak (against fighters) Heavy Cruisers - Bombers / Support Cruisers Support Cruisers - Light Frigates That's the "hard" counters that I can think of, there are soft counter however, flak against scout frigat
Well most of this has been covered but anyway: Just go around and attack another planet, the cost of 3 Repair Bays, the tech to use them and a tactical slot upgrade costs roughly 2050, 450, 325. Sure it'll stop someone from rushing and actually nuking your planet but it'll leave you with less ships, (5 LRM for Advent/Vasari and 8 for TEC if that's the spam of the day). Considering that at the start of the game its more about map control/colonisation and building an economy. Th
Disclaimer: OK, lots of musing here. From a gameplay perspective I'd like there to be more victory conditions and certainly better/more diplomacy but total annihilation does make sense within the context of the lore. The way I see it is that when you're playing, you're playing as a 'commander' of a small part of a greater whole. The TEC empire (around which most of the fighting is supposedly taking place) is much larger than 1 to 5 star systems so you're basically just a small
[quote]Yes, if you've ever played warcraft 3, almost all of the hero mechanics are exactly the same.So if you have 4 cap ships in battle together, the level up slower?[/quote] I'm not certain, I haven't paid that much attention to the growth of xp but I don't think so. I think if a capital ship is in a system it gets experience equivalent to the amount the kill is worth, regardless of whether or not there are other ships or capitals in the system too.
Ok, not being able to edit your posts if someone has posted after it is completely ridiculous.
[quote]problem with using the stacking button is that if i choose a group of 10 LRMS and tell them to attack overseers they will all attack the SAME one :-/[/quote] Focus fire is generally a good thing. When the engagements get that large I turn on stacking and select ships of the same type in appropriate groups, e.g. 1 group of 10 Enforcers for each group of 10 enemy ships. This way you focus fire and can choose appropriate targets for the damage type you do without the amoun
Subversion - Reduces the production speed of buildings and ships at the planet that its used on. Great ability for hit n run, especially at the beginning of a game. Increases by 15% per level, i.e. 15% reduction at level 1 and 45% at level 3. Lasts roughly 300 seconds though that may increase (have to check this). Enforcers have the ability to self heal which can be quite useful. Not sure what its called though. Kanrak Assailants have the option to do AoE damage but have reduc
Good points, thanks. As you indicated, a lot of it is map specific.
My German is non-existent but the screen shots are nice and it looks good. :)
The edit button seems to have disappeared but I wanted to add a couple things. The first capital ship in the list for Vasari (I forget the names) is a monster once you've got in leveled up, the power surge can let it trash pretty much everything around it. And as to volcanic and ice planets, I find that they cost far too much to develop early on in the game, particularly when you consider the research costs. So I've found that its better to grab asteroids first and then desert/
Been playing AI on hard as Vasari but I'm fairly new so I'm still working out what works and what doesn't. My basic build order at the moment goes: Build a capital construction yard. Queue a capital to be built. * Build 2+ scouts. Build a crystal extractor. Increase civilian infrastructure on my home planet. ** Build 2 skirmishers (or whatever the basic frigate is). Build a colony ship. Build 2 more skirmishers to escort my capital. Build 2 civil or mili
Thanks. Quite helpful.
If you pay over the internet you're able to download the game and then have the retail box shipped to you so its not a bad deal altogether. Considering its not going to be in the shops in the near future its probably the best option.
Is there no disconnect counter? Wins: Losses: Disconnects: Seems like the solution to me.