[quote]4 civics is too painful to do normally.[/quote] So no going to Empire Tier 6 for an extra 16% supply either? The ultimate result of getting 320 extra supply points equates to 26 extra Enforcers worth. Or in that case, what about getting the Matter Processors at Tier 3, and all those double Extractor bonuses.
PeskyFly
[quote]new turret[/quote] You used the Collector's Edition Generic dome-thing for your turrets, right? Nice. I always use Pylon Spheres instead for turrets, and they work especially well with mass drivers(and OK with missiles). So far the only problem they've had is the inability to mount Plasma weapons without ruining the looks of the entire turret. I've even tried mounting Plasmas inside the sphere, but they always end up too low. Since the Plasma guns(and the Doom Ray which uses the
[quote]Question for PeskyFly and darkviking - how did you manage to kill transports with 1-attack ships? The tie rule gives the win to the transport in that match-up.[/quote] FYI, the tie rule gives the win to whichever ship has the highest maximum hp. If the fight is between fleets, the fleet containing the ship with the highest maximum hp wins with only one ship surviving at 1 hp. Thus in Dark Avatar at least, high-speed(6-9pc/wk) fighters flying alone work against the armed
[quote]They are the most powerful unit in the game, though for the most part Vasari tends to have the weakest ships per cost/supply except for their HeavyCruiser.[/quote] Nope. The Assailant and Transporter are both better than their equivalents. The Assailant doesn't have much more DPS compared to the Javelis, but it had Phase Missiles to make up for that and is tougher. The Transporter uses equal supply to it's counterparts and has better strike craft. The Vasari heavy cruiser, the Sk
Battle of the Gods is always convenient... Anyway, Fate, did you use KHSM(or any mod) to make the Ronin or Shogun? Just interested in knowing. Some parts on the Shogun, as evident, have been imported from the Krynn, Drengin, Korath... And Uorx, what the heck is the Hydra doing with Subspace Blasters? Mk.3 Disruptors are better weapons according to the stats, though neither of them can match the power of equivalent missiles. Your pictured ship has 58 hp, so it must obviously be
All capital ships are immune to cruiser abilities, AFAIK.
[quote]Transporters are amazingly slow[/quote] Speed of 500. The Subverter, Overseer, Devastator, Desolator, and Skirantra Carrier have the same speed(the Evacuator is slower and the Marauder can go faster if it wants). [quote]and they build strikecraft incredibly slowly.[/quote] Vasari Fighter Squadron: 96 seconds Vasari Bomber Squadron: 90 seconds TEC Fighter Squadron: 120 seconds TEC Bomber Squadron: 125 seconds Advent Fighter Squadron: 144 seconds<b
@James, If you want to see from a realism point-of-view, then yes, space fighters(or 'strike craft' as they are termed in Sins) are rather useless. They operate in the same medium as their carriers(space), and are only 5.4 times faster(Fighters) or 4 times faster(Bombers). Not ~30 times faster like the F/A-18 Hornet, which is considered a slow fighter. The F-14 Tomcat, before it was retired, was even faster(>Mach 2). In reality, naval fighters are severely more useful
[quote]?????????????????????????????????????[/quote] He just forgot to use the ol' [sarcasm][/sarcasm] tags.
[quote]Um.. Fighters do 20 DPS against light armor.Assailants do 13 dps against light armor.I'm not saying that fighters are good, i'm just saying that you're WRONG.Fighters and Assailants do not cost the same.You get AT LEAST 2 assailants for every 1 fighter so poof, no more advantage.If fighters were the same cost as assailants then you'd be correct. they aren't. Not even close.When you compare these units you can't compare them head to head because each has a different cost. You need to facto
[quote]I've never actually stopped to look... Regeneration Bays don't actually waste their anti-matter on strikecraft... do they? Because in game terms that would just be stupid, and I do believe I would shit a brick.[/quote] Well, if you have Regeneration Bays in the battle, they would obviously be repairing your actual ships/structures and the strike craft would just fly in to mooch off the bonus. Vasari strike craft have enough HP and Armor to survive an attack pass through
Hmmm... notanewb, could you do this with Trade Ports, refinery systems, and phase detection/jumping technologies as well?
[I]"I don't think these numbers matter to be honest. 1. Building a fleet is rarely based on supply alone. Cost is the major issue 99% of the time. You add more Supply when your fleet gets big enough. 2. The cost of the 2 units you are comparing are VASTLY different. You get 2-4 fighters total for the same cost you get 10 light frigates so by not factoring in cost of each unit you get this incorrect assumption that if you field an equal amount of fighters/bombers to his units you'll
[quote]Picture yourself sitting in the coc-pit of a fighter/bomber, floating in space...... waiting......... Boom ships start transiting in... Oh that's your ships..... still waiting....... Finally after what seems like an eternity, the enemy finally comes to your planet (this from the perspective of a planet hangar pilot) You do your best and you make your runs, and to your chagrin disbelief, the enemy came with fighter defences, and you are able to make hardly any dent in their force befor
Come on! Stilakus Subverters are a Tier 5 ship, Distortion Field is a Tier 7 tech. It's better than having to face Returning Armada. Anyway, that's one more thing to add to the ever-enlarging Nerf List... [quote]moral of the story: SPREAD OUT SPREAD OUT SPREAD OUT. your life depends on it.[/quote] Spreading out saves you from a lot of area-effect nastiness. But it also reduces the effectiveness of your own auras.
[quote]The LRM spammer finally quit because I guess he ran out of crystal and couldn't keep up. LRM requires crystal, Disciples do not.[/quote] Black Market. Trade Ports -> Cash -> Buy Crystal.
[quote]GC2's AI was much weaker when it launched, every patch improved it but yes, I agree there needs to be more victory possiblities than just military crushing.Give it time, GC2 was great when it launched and just got better every month, I'm sure the same with happen here.[/quote] And GC2 still keeps getting better, and better, and better. Twilight of the Arnor is scheduled for April, and after that it's Dark Avatar 2.0, and on to upgrades for Twilight after that.
[quote]Is there anything to counter this?[/quote] Anything that knocks out antimatter reactors. Sabotage Reactor, Interference, Steal Antimatter, or another Distortion Field would do the trick. If the enemy Light Frigates survive an Assailant attack, that is... The TEC's Hoshiko Robotics Cruiser also has a disabling ability, the Demolition Bots, but that only stops enemy movement. The Advent's Domina Subjugator also has an ability very similar to Demo Bots, which also stops ene
^ That fix will disable the Phase Stabilizer's normal use: rapid in-system transport between any 2 if them. Another solution to the same problem would just be to increase the cool-down or decrease the number of ships spawned. The Vasari fleet cap is 2320. [quote]So these ships are from remnants of the scattered vasari fleet, and you can open a gate to communicate with and summon anyone listening and vector them to your planet.[/quote] Yep. That is what Returning Ar
[quote]Still, flak will rip through that.[/quote] Not that fast. Not if you keep the strike craft out of range except for during attack passes. Not if you fly them to a repair service in between their attacks. The Fighters will just rip up the enemy LRM before they can kill the Guardians. [quote]Not to mention all the capital ship abilities that annihilate strike craft.[/quote] And all the capital ship abilities that boost strike craft. You've got Heavy Fighte
[quote]It makes the user of carrier cruiser difficult.[/quote] Counter it. Vasari -> Antorak Marauder -> Distort Gravity. Advent -> Iconus Guardian -> Repulsion. TEC -> Nothing.
[quote]I find that Sins borrows a LOT from Gal Civ II, which is nice and what I was expecting. I especially liked the interface improvements over Gal Civ II. My only complaint is that Sins feels more like Total Anhilation (or some variant) in that I fall into the pattern of building a massive army to swarm over the map. The subtle difference between Sins and Gal Civ II was that the latter didn't have the ships automatically hostile against each other. Since you are automatically hostile (even pu
[quote]I am going to pull a leg here...what if, there's some kind of benefit when strikecrafts battle near their carrier due to, let's say, easier coordination?for example, there's a game where drones benefit from battling near their hosts by being able to change targets once their initial targets is destroyed.That way, we would have some KIND of incentive to attach the carriers to the main fleet, instead of camping outside the gravity well, jumping out at a moments' notice.[/quote] Car
Problem is that Kruelgor's post appears on Page 1 and the arguments appear on later pages(this post is on Page 5). Most people don't have the time for going into the thing and just skim the forum for tips. So people end up sending Disciples against Javs and make lemmings of themselves in the process. The only solution is to not post here, hope Kruelgor doesn't keep bumping this trash, and somehow get the devs to lock it up if he does. Otherwise, more people end up learning the hard way.
[quote]I know you're not referring to my statement when I said there is Advent technology that will double the size of your hanger defense squadron, because it seems you might be dazed and confused.The Advent technology does not give you more squadrons. Instead, it DOUBLES the size of each squadron. Understand?[/quote] You're indeed playing a different game. Skilled Hangar Anima adds 2 more drones per squadron. For Bombers, that's 7 + 2 = 9. For Fighters, that's 9 + 2 = 11.