1.) As Patton said, "Fixed fortifications are monuments to the stupidity of man." Don't build turrets or hangers unless you have hit fleet cap and it would be unreasonable to expand your fleet cap. However, repair bays are excellent - they extend the life of all structures around them, including themselves, and your ships. Repair Bays are a worthy tech to grab when you realize one of your worlds is a choke point. Build Repair Bays in pairs or not at all. 1.a.) Hangers, built in pair
Sixhits
Ideal choke point contains two or more Repair Bays. That's it. Everything else would be gravy.
Culture man. Culture bumps up the allegiance.
Pirates rule. Argh!
Trade Ports are not necessary to winning the game. There are several ways to expand your economy, but you may not even NEED to expand your economy significantly in order to beat your opponent. Trade Ports are the most POWERFUL way to expand your economy but not necessarily the best way. Expansion into neighboring worlds is easier to accomplish than Trade Port teching and construction. Teching up of passive economic upgrades are also easier than Trade Ports teching and constructi
I'll have to watch the replay again -- there MIGHT have been an AI colony ship out there...
Orion: First off, teching the HW's infra DOESN'T slow down your first or second expansion. It may marginally slow down your extractor production at expansions. (ie, you won't be cuing up extractors, you'll be manually building them as you collect your 250cr). Second, 23 minutes is about 1/5th to 1/8th of a game. The investment profits significantly over the course of the game and so the sooner you get it, the better. Put it another way, what else will you [U]plausibly[/U] s
He's not running a strategy, not really -- he's playing "simply". If he's building only light frigates he's really easy to beat. Examine a replay of one of your games and watch it from his point of view. How does he scout? How does he expand? Does he build a Colony Cap or a War Cap? Does he build Civ Labs first of War Labs? First off, SCOUT. SCOUT SCOUT SCOUT. Build 3 scouts at the start and use them to find him and the worlds around him and KEEP scouting those worlds.
Hey all, I've played a few games in the last couple of days where an opponent was thoroughly defeated but didn't quit. In one particular game, even after destroying all their worlds they didn't quit. In watching that replay, they retained two capital ships and about 25 kodiaks but no colony frigates or colony capitals. What are the precise circumstances whereby a player is force-defeated?
Guys, it's pretty silly to try and make up a perfect fleet roster. You're making the assumption that you 1) need a certain fleet mix (but you can't make that assumption until you SEE what the enemy has) and 2) that there is a perfect fleet. Instead try to understand what each ship is good at and build accordingly, with an eye to what your enemy is building. Here are some rules of thumb: a) LRMs are your early-mid game workhorse unit. They're primary advantage is th
First, decide what you need. Usually, that's one mainline ship (often an LRM). Maybe you'll need to colonize an ice or volc world (because you have a lot nearby). Or maybe you're in a multi-star game and you need Long Range Jumping. Next, everything else is gravy. Ie, you're building LRMs. You have hit your fleet cap. So you tech to the next level. Meanwhile, you're accruing resources and you want those LRMs to get better. So you tech up Missile Damage. What you SHOUL
For TEC, you want to go with the Dreadnought. Bar none, this is the best planet killer in the game. It can solo an upgraded asteroid in about two minutes at lvl 1 (if you take the planetary bombardment perk). You can't beat it. Siege ships are good for rolling up planets that the front line has moved passed. They aren't THAT weak -- the AI uses them in numbers to GREAT effect (again, usually attacking worlds that are not on the front line or are otherwise weakly defended). I usua
As for tactics, that's another thread. I think most people wouldn't know a tactic if it punched them in the balls.
I dunno. I think TEC are okay right now. I'd like to see a few tweaks, but really, I can't see any big issues. You can get LRMs quickly and spam them and have a very solid fleet fast. You can switch to flak fast. You can get carriers fast. You can rush Kodiaks. You can Trade spam. You have the hardcore units in the game with fully teched up Kodiaks -- I mean, Kodiaks are HARD to kill when you've got their hullpoints up and shields up and armor up and their weapons up... <br/
You want to look for synergies and/or % increases. That is, Hull Points upgrades, Shield upgrades, etc -- they offer a % increase to those stats for ALL units. Good bang for your buck. Also, you want to upgrade stuff you're actually using -- so,if you have no ice worlds nearby, don't upgrade ice colonization. If you aren't building LRMs, don't tech up missile damage. Simple enough, right? A very useful tech is the Terran Population upgrade. It gives you a % increase to population
Hey Raging A, Not to nit pick, but as long as I'm making you respond to me I have a chance to seize the initiative. If I attack your infra and make you build more labs (whether I kill your labs or not becomes less important as long as you are spending your time and resources on the home front) then I'm achieving what I wanted, which is forcing you to focus on your labs and not on fighting me. Essentially, I've bought myself the opportunity to tech up, to expand, or to mass, or even to
Thanks for the kind words General H. The only reason I would suggest a military start over a civ start is that it's easier to recover from mistakes if you already have the ability to build a variety of ships (two mil labs for TEC for example let you build light frigates, flak, lrms and siege -- that's a lot of flexiblity). Plus, a civ start invites an enemy to rush you, since they know you're into expansion mode. Speaking broadly, I usually build two military labs, then one civ lab a
Hey Raging A, You may have missed my second point -- use your LRMs to go infrastructure hunting. Tec LRMs won't win a stand up fight vs Ilumns even with cluster munitions, but if you attack his labs and take him down from the ability to produce Illumns, you have a solid chance of seizing the initiative and reducing his numbers while expanding your own. I'm thinking more economically than militarily here -- which is tecish. Further, Tec gets LRMs significantly earlier than
When you're just starting out, try to simplify your builds by clarifying your goals. At the start of the game, you need to get your economy up and running and you need to scout in order to find planets to expand into. I'm going to focus on helping you with that by doing a rough walkthrough. As always, take what you like and use it and reject the rest. ;-) So, as everyone else so far has said: You need to build your Crystal and your Cap Factory first. Que up
Thanks for your thoughts. While Flak are useful for staling an enemy's advance, they will never win you the game. They will at best delay an enemy, or your enemy will simply ignore their fire and burn down your labs, constructors and other infrastructure. So flak is a poor choice. Frankly, there is no "counter" to illumns -- you need to find a way to make him respond to you. LRMs are more effective at putting pressure on an enemy since they can hurt enemy structures. Carriers with
There's no real "counter" to heavy cruisers. In small numbers, you can beat CAs with simple numeric superiority. I prefer using my own CAs or bombers for this, but really the best is a mix of units -- usually LRMs + CAs + bombers. But if he outnumbers your the best thing to do is to ignore his fleet and head for one of his fringe worlds and blow away his military labs. If he can't BUILD new CAs you have a chance and if you keep attacking his infrastructure he's going to have to eith
Hey all, I've been playing around with both TEC support cruisers. I find that the Hoshiko is pretty ineffective even with the speed reduction ability. The Cielo is better with it's 25% damage increase (pre-mit) and rof increase. But still, I've not figured out how best to use them. Are these supposed to be high-micro units or can you let them manage themselves? Any thoughts?
Hey all, Last night a pal and I went up against two Advent who teched right to Illuminators. I play TEC and got carriers with fighters. However, the fighters didn't see to be greatly effective. I had about a 1:2 ratio of carriers to Illuminators. For TEC, is the only other counter unit the Kodiak?
My 2 cents. Strike Craft are a non-issue right now. Most players do quite well early game with a spam of lights, lrms, or flak. Mid game, they go for CAs and utility ships. Late game it's caps, special CAs and a blend of everything. Rarely do CVs get preference. Now, on bigger maps, maybe, I dunno, CV forces can get local superiorities and destroy fringe world structures. But on small and mid sized, even mid sized multi-systems, CVs can't properly come to bear
omg spammers sux Please. "Spamming" or building a targeted fleet is not noobish unless it's done without intent. In fact, spamming is few hard to do without a strong economy to supply you with fleet supply and resources. 150 LRMS -- if it beats you, it worked. What's cheap about that? Only that you were defeated with a very simply strategy. And yes, spamming is a strategy -- it's a choice you decide to follow through on and execute. And it can be counte