[quote]Obviously 20 damage / 2 second will lose less DPS to armour than 5 damage / 0.5 second.[/quote] No, you don't get how armor works. First off, armor and hull, shields, and armor types are completely unrelated. Shields are a first layer of defense and their workings, with shield mitigation and regeneration, counting only as long as they're up(though mitigation is supposed to stay around according to the manual). Armor types are a simple damage modifier. But 1 point of armo
PeskyFly
True. Zyrxil's chart is much better than this one, even if it doesn't have a stupid Kol picture at the top. It has precise armor stats, actual ability descriptions(not just names), abilities for all ships(not just capitals), level-up boosts for capital ships, damage/armor types on hand, and extra stuff for tactical/logistics structures and planets. It's not an instant database like the roe.totalgamingnetwork site, but it's obviously much more worthy of a sticky than this simplistic compilation i
Mitigation increases by 1% for every 10 damage being taken by a ship at a particular time. I don't know the decay rate, but it obviously can't match the pace at which ships can deal raw damage. This way, mitigation will inevitably reach it's cap, making spread fire pointless since you'll be fighting mitigation and regeneration at the same time, and repair auras like those from Repair Platforms and the Skirantra Carrier will become more effective.
[quote]Competitive players: ruining gaming for over a decade!There is a difference between being competitive and being a jerk. Please try not to confuse the two again.[/quote] True. A competitive player wouldn't care if someone else made 5 scouts as long as they don't spy on him too much(in which the solution is to kill them), and continue doing whatever he was doing, with the results of his 'optimum strategies' showing on the battlefield. A jerk would protest if he sees 5 scouts, or ev
No, the Vasari aren't supposed to have any real theme. They're evil aliens, after all. The Enforcer also appears to humans as kind of beetle-like with what appears to be huge pincers out in front, but that's actually a Wave Cannon that shoots blades of energized plasma death at all who come in it's way. Similarly, all those 'bug-like' aspects must have some use behind them.
[quote]Space is not a (complete) vacuum. You're going to run into dust, micrometeorites, etc, and if you happen to be going fast enough, even something very small is going to leave one hell of a mark. Weathered looking ships are definitely realistic.[/quote] True. But the Advent and Vasari ships don't get these scratches/'rust' on them. My guess is that the Advent ships just have some low-powered shields constantly operating to knock this space junk away, and the Vasari ships have sup
Battleships do get more than one. The Kol gets a squad at Lvl 3, the Radiance gets a squad at Lvl 2, and the Kortul starts with a squad and gets another one at Lvl 3.
[quote]yes but disciples are the fastest, you can pull them away with good micro before they die.And sorry the first "disciples" should of said defence vessals.For some reason defence vessals seem to fair far better early game than the others, while sentinels are better later game.Oh and you aren't supposed to sit them infront of the lrms.. you're supposed to circle behind them. Flaks fire 360degrees, that's another reason why they're good vs lrms. LRMS turn slow and fire forward.[/quote]
[quote]It's easy to say that a mobile defense fleet or fighters are the counter. Most people have a mobile defense fleet, but it can't be everywhere at one time. Even having a lot of fighters doesn't make a difference if the siege spam fleet just runs away. The core problem is the fact that 20-30 siege ships can destroy a planet before your defensive fleet can respond. Once that planet is gone, the siege spam moves to the next planet and the next, completely ignoring the defenses. Once
[quote]Advent is the only one that can counter LRM rush well IMO because disciples are cheap, and so are disciples if you need to make those, and they share the same techs.[/quote] Disciples are cheap but they're also weaklings at only 8.5 DPS, reduced to 6.37 when facing Light Armor. They also use Medium Armor, which means that anti-medium Javelis LRMs will be dealing 16.5 DPS against them instead of 11. What's more, the Disciples are cheaper than the Javelis LRMs by only 20 crystal, w
[quote]As for ship designs, there are some odd ones in all the races, The Advent seems to go from curvy organic "shell" like designs (carrier) through to smooth curves all the way to hard square shapes (temple of hostility really sticks out) TEC have already been mentioned and the Vasari are also quite odd.[/quote] The Advent design philosophy is to be based mainly on pronounced curves, though there are some deviations. While the Seeker Vessel, Disciple Vessel, Illuminator Vessel, and A
[quote]I wonder if anyone likes the desolator as a main/first cap (not just one of the many if you make quite a few caps) or if its one of the most unpopular caps in the game and if so how could it be improved without making it OP or changing completely how it works (if the devs don't want to change the role of the abilities and its own role).[/quote] The Desolator's main competency lies in it's concentrated offensive firepower and it's bombing ability. As for the firepower, it serves t
Vasari. For their shield-negating Phase Missiles and for their very cheap yet very strong Pulse Guns and Pulse Beams. For their superior Armor and Hulls. For their Phase Stabilizers. For their superior resource economy(Jikara Navigator's ability, combined Extractor technology). For their far stronger but less numerous strike craft. For their tough but expensive ships, nearly all of which have neat abilities(Charged Missiles, Reintegration, etc.). Their cash
@OP, It seems you don't use the Vasari strike craft. The Lasurak Transporters are quite nice IMO. Vasari Bombers with their Phase Missiles are great at assassinating capital ships and their Fighters are not only the strongest in dogfights once they've got hull/armor upgrades, but they're also the strongest in strafing with their shield-negating missiles. A Junsurak Sentinel would be more effective at anti-fighter point defense with it's Charged Missiles, but a Fighter Squadron
[quote]What about positioning? If I attack a capital ship from a certain angle, like the rear, is there any sort of damage bonus? In many games that's the case.[/quote] No. Ships are either within a weapon's firing arc, or outside of it. They are either shot at, or not shot at, there is nothing in between.
Yes, [link="http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Capital_Battleship"]here[/link]. It's on the battleship page right now, but the links to other ships is at the bottom. Strike craft are not included here, their exact stats have to be dug up from the game files.
[quote]Kortul is quite tough, has an excellent ability (the cooldown one) and can take a lot of beating too. Sadly it's somehow inferior to KOL and Radiance, you don't want to send it one on one.[/quote] The Kortul Devastator doesn't do well in straight fights against the Kol and Radiance because: 1. It doesn't have the immense armory and hull strength of the Kol nor the immense shielding of the Radiance, but is instead somewhere in between. 2. It's firepower comes mor
Maybe it's meant to be like that. Who knows, the Kortuls used to be the pride of the Vasari civilization back in the days of the Empire. The Kortuls in the Exodus Fleet(the one that appears in the game) do not have the ground invasion capability that the Kortuls of the day used to have, so maybe the cost dropped. Or maybe it's just a bug...
Apart from using bombs on existing structures, Arcova Scouts can also take down queued up structures with their laser-guns alone and kill constructor/trade/refinery ships in the area, and then drop Probes to keep a watch on the gravwell before making a run for it. The Probes last 15 minutes, so when the vision is cut, you know the bombs have been re-loaded and it's raiding time again.
[quote]But then just recently I've been playing games where people do nothing but spam. I'll admit to not being a "Pro" just yet, but I know most of the ins and outs of the game. It was me and my friend trying to hold back 1 Advent, that is right, 1 Advent, from destroying one of his planets. Now I had two Akkan class BC's (1 was level 4, the other only 2) where he had 2 Kol battleships. I had various numbers of Frigates and LRMs, as well did my friend. We try to attack yellow, and sure enough h
[quote]First off, even if you unloaded every single nuke on earth today it would not kill everyone on earth, in spite of what most people think. Not even everyone in the US, probably the most heavily targeted area. According tot he US government, more like 30% of the populations. Wiping out a plant is going to be pretty tough, and it's not something that should take two seconds. It would be much better if the most common way to take out a planet was to have to actually send in ground forces to o
[quote]...what's to stop them building support cruisers (not that Vasari ones are worth much)? They have the bulk of their force built from free ships, doesn't that make research and building *easier*?[/quote] If the Vasari player tech-rushes to get Returning Armada into action ASAP, s/he'd probably end up drained of cash and resources once the free ships start rolling out. It would take a while to set up a stable economy and then research for support cruisers and extra capital ships, a
[B]@[/B]Reply on TEC using Flak to counter disparity with strikecraft, That's why Fighters and Bombers shouldn't be launched until enemy Flak has been suppressed by an attack from Light Frigates or Long-Range Frigates penetrating the front line. Flak rarely exists in large numbers unless the enemy knows you're deploying a carrier fleet, so good counter-intelligence(i.e, killing enemy scouts ASAP when they try to pass any kind of 'choke point') combined with a healthy complement of Light
[U][B]1.[/B][/U] Orbital Refineries and their Vasari version, Matter Processors, work by sending cargo ships to Metal and Crystal Extractors in the same gravity well or in adjacent gravity wells to collect resources and take them back to the Refinery/Processor and therefore boost the total production output. Extractors built on orbital asteroids can feed up to 3 refineries and extractors built on neutral asteroids can feed up to 4 refineries, AFAIK. The Advent version is completely diff
[quote]Yeah, but JIkara navigator's ability to capture Neutral Extractors is -extremely- powerful and can turn games if the map has enough neutrals.That said, TEC Bombs while nice aren't really all that effective, with a 15 minute cooldown you're waiting for a -really- long time for anything to happen after the second use. You're really better off tossing 5 LRMs or something into the fray than 10 Arcovas. The real strength is the innocuousness and speed of scouts. No one actually pays attention