Cykur

Cykur

Joined Member # 635909
1 Posts 171 Replies 888 Reputation

You know, I was just noticing the other day, the Vulkoras Desolator still has a nasty habit of dropping its siege platforms outside of firing range when sieging a planet. This has been something I have been mentioning since 1.02. Since we are spot fixing the various caps, can someone take a look at this problem? It should be really easy to test, just leave everything on auto and move a Desolator into a gravwell with an enemy planet. You should see that when it sieges the planet, it

574 Replies 1,729,818 Views

Amish, you are thinking too small to defeat such a grand strategy. Why rely on one Vasari Carrier Cap? Yes...YES...we'll use....SIXTEEN Vasari Carrier Caps!!! They will all be clustered and chain their repair cloud ability so they never die! And their bombers and fighters will pick apart everything on the map!

18 Replies 9,843 Views

[quote]And by "taking over an enemy's colony," I'd love to actually gain control of that world. All logistical and tactical structures are prettymuch the same (except for hangars in terms of tac slots). Why can't the whole system be converted over to me? I hate having to go and colonize a world that's been culturally cleansed. Where'd all the people who liked my culture go?![/quote] Agreed, I remember asking about this ages ago. I figured Culture would turn a world over to you. You mi

5 Replies 3,923 Views

[quote]I actually think the necessity of scouting manually adds a welcome "micro" element to the game and, honestly, give you something to do during downtime. Keeping the unit AI kind of dumb actually adds strategic depth to the game by forcing players to choose where to direct their attention.[/quote] Interesting viewpoint. It might be because I only play online, but the only downtime I have in the game is when I'm waiting for my first capital ship to built at the beginning of a match

9 Replies 4,635 Views

[quote]Fighters and bombers will be better now. Who does this help the most? Advent[/quote] Actually, all the races strikecraft are fairly comparable. Vasari bombers are pretty tough too, while the Advent have larger numbers of easier to kill strikecraft. Advent have the extra tech upgrades for their hangars, but I don't think you really notice one races strikecraft being that much better than anothers -- the difference is pretty small. This perception goes back to the early versions

8 Replies 14,726 Views

[quote]I wish you could just toss a constructor module out the back of a SOVA, whenever you wanted to!!! Not only could you build bases in uncolonizable zones, but you could dump out 50 constructors at an enemy fortified planet and build a fleet of defense cannons and hanger bays!!! I haven't tried it yet, but you might have to "own" the gravity well first...[/quote] [quote]a, deploying construction frigates out of like colony ships or Capitals would be awesome, I thin

29 Replies 98,041 Views

[quote]... will the carrier capital ships get more squads? this just seems unfair to them. Kinda makes the sova a lot less important? which is sad because its one of my favorate ships in the game...[/quote] Capital Carriers already have a lot of abilities that make them useful beyond their squads. They can fight, siege worlds, and have their powers. They are rebalancing the cost and squad size of the cruiser carriers to make them more useful, but my understanding is they will also cos

9 Replies 5,641 Views

[quote]With the nerfing of RA and the Subverters, I'm wondering if it will even make sense to play Vasari anymore at all in 1.1.[/quote] Yep! I started playing Advent a few days ago to see how they play. Now I see why everyone uses them. I don't mind the RA change so much, but I'm not sure how I would survive without Subverters against an equally skilled opponent. I think the "free ships for life" RA model is a bit out of balance. I do think that RA might not need q

11 Replies 3,470 Views

The damage increase from 25% to 50% for those heavy armors is to counterbalance the 40% damage nerf they are getting across the board. They will have roughly the same effectiveness against heavy armors, and less effectiveness against light armors because their damage is reduced. This is effectively making them an anti-strikecraft frigate, because they will do really low damage against everything else. Don't get me wrong, they are a pain in the ass to kill. Even in 1.05 I only make th

74 Replies 202,911 Views

OK, I thought you were pulling your DPS stats from the game, didn't realize you were calculating them, but you said one thing that threw me off: [quote] It's composite DPS is 39.7. [/quote] (when referring to an Illuminator) How did you come up with that? An Illuminators composite DPS is only 18.4. (9 + 4.7 + 4.7) A Garda's composite DPS is roughly 19 (4.7 x 4 banks = 18.8) I think the main reason people talk about the Garda's DPS being reduced becau

74 Replies 202,911 Views

Hey Mazuo, those stats you are looking at aren't DPS numbers, they are flat damage numbers. I took a quick look at the game info -- you'll notice a stat called PreBuffCooldownTime. I believe that is the rate of fire. PreBuffCooldownTime is listed as 6.5 for an Illuminator and 4.5 for a Garda. When we divide the per hit damage with these numbers, we get the DPS we know the ships are supposed to be doing from each bank. Divide by 4.5 DamagePerBank:FRONT 21.250000

74 Replies 202,911 Views

When you think about it, when you first colonize a world and it is just 10 population, it is kind of like an outpost. It isn't self-sufficient, and requires money to run from the Homeworlds. Then you upgrade it and start building some infrastructure and pretty soon, it is a self-sufficient productive colony!

29 Replies 98,041 Views

Gabby, those are actually squadrons. It is like 5 bombers or 6 fighters...maybe a bit more if you are Advent, it varies a bit by race. If you mouse over a squadron you can see how many are in it. And you can actually zoom so far in on the main view area that you can see the individual fighters and if you mouse over them, you see their individual stats.

574 Replies 1,729,818 Views

FifthHorseman, I'd have to see those replays....based on the order of battle, I am not sure how you won. It sounds like you just managed your fights better than your opponent. There were so many more Illuminators in those fights that at the very least, you both should have suffered huge attrition, and at the worst, he should have wiped the floor with you. Maybe there was a large military tech difference too?

74 Replies 202,911 Views

Yes, but it has 1150 hull, which is more than any other frigate / cruiser in the game, except a Vasari enforcer. That is twice the hull of most Advent & TEC light frigates. Not too fragile. The other carrier cruisers have a fair amount of hull as well, and more shields than the drone host.

9 Replies 5,641 Views

They actually aren't that fragile, they can take more of a beating than most of the support cruisers. Considering they can run around the fight trying to disengage while their fighters / bombers do the work, it actually makes their survivability rather favorable.

9 Replies 5,641 Views

When you think about it, "Dead Asteroids" and Neutral Extractors are kinda like little outposts. The Neutral Extractors are just big enough to support a mining colony, and the Dead Asteroids function a lot like what you described as being big enough for a military outpost.

29 Replies 98,041 Views

[quote]I don't think they were outrunning ur cap fleet. All capital ships have speed of 600. The Akkan (colonizer) has a speed of 475, so yes, that one will never keep up. Illums have a speed of 500. That's the numbers there, though I don't know if they've been changed at any point.[/quote] Capital ships, with the exception of colony caps, move at 525. Illums are a little slower at 500, but they turn faster and have 50% more acceleration, so I can see why someone would perceive them as

7 Replies 5,378 Views

There is no set strategy. It is a combination of what both you and your opponent do that determines the game. 1.) Scout the map, figure out how far away your enemy is and make sure he is not an immediate threat. If he is a threat, you have to build military sooner. 2.) Expand and maybe even work on Trade if you see there is no risk of contact. Keep an eye on your enemies fleet movements. 3.) Try and grab key worlds ASAP! If you see a world that bottlenecks your

14 Replies 7,535 Views