[quote quoting="post"] Since vasari get mobile starbases, why can't tec and advent get a mobile defense turret thats got 2000 hull instead of 3000? Let me know what u all think? The turrets will still remain planet bound. I'd really love this idea to be put in the game because i'm sure the devs can find a way of making it balance. In a more realistic world, no space defense platform is stationary from an engineering point of view and can be moved by ferr
Xylan
[quote who="GoaFan77" reply="9" id="2008112"]The advent has the best hanger defense. They get extra strikecraft per squadron with research.[/quote] While true, advent hangars require 6 tactical slots, while vasari and tec only need 4. Building 2 advent hangars at 12 tactical slots means you could build 3 hangars of the other factions.
bring in 3 or so kol's with flak cannon and mow down all the strike craft in seconds!
It's vasari's way to legitimately cheat. As is RA. As is the grav ball from the space egg. As is the ability to see where every ship is phase jumping......... Ok so maybe not cheating, but perks to greatly turn the odds in their favor :D
[quote who="psyck0" reply="12" id="1975528"]Isn't Gravity Warhead a single-target ability?[/quote] It is a single target ability, but when it hits that target, it affects all those around it. Sorta like malice where you target one ship, but it affects many. It has a decent area of effect after it hits too. Makes for easy pickings! Depending on how clumped they are, one gravity warhead can literally stop hundreds of ships from pha
I've never been a hangar fan personally. They use up 4-6 tac slots depending on your faction. I always do 2 repair bays, and make the rest nothing but turrets. They're cheap to build, create ALOT of targets for the AI to hit, and 25 turrets all clumped in a tight little area can wreak havoc on any fleet. (As long as it's a computer player). I can easily defend any planet, including asteroids and dead asteroids using this technique, against some VERY large fleets.
one thing you "might" try, though I'm not sure if this will work, is to move away from the advent when you see all their guardians trigger. If you don't know specificially what that is, it's the GIANT halo-like glowing ball of energy that fills the battlefield. Very hard to not see. This can be considered a video card killer too! :P Anyhow, when you see all that stuff fire off, try moving your fleet away "out" of that aura, so that their fleet is
If you want the ultimate fleet killing powerhouse, crank out 3 marzas ( more if wanted.....just kills stuffs faster!), 3 kol's for the flak attack (3 kol's using lvl 3 flak will obliterate any strikecraft in the area), and a couple dunov's (to protect against the first initial waves of large strikecraft before your kol's can shoot em' down). Ultimate anti-strikecraft and frigate capability! Also, I did just finish playing against hard AI. They attacked one o
Go go TEC! One thing you might try to throw a little more focus into is befriending another faction. Around 50% friendship, or maybe it's exactly 50%, you (or they) can offer a cease fire, which helps TREMENDOUSLY since you're going solo. I've found the AI likes to team up on you even though they're not necessarily teamed up when you start the game. Many people say build hangars n' stuff, but all I ever do is make a very tight clump of 2 repair bays and fill
I actually never even bother with a second fleet to defend with. One thing I noticed with the AI, is that if you beef up your planets defenes using all your tactical slots, they generally don't try to invade. I usually just build 2 repair bays, a phase jump inhibitor and use all of my remaining slots for nothing but turrets. I build the turrets all in one massive clumped up spot. If they AI does invade a planet, they tend to try to destroy defenses first. With 25
As a work around, you could simply just roll in with 3 prog's, and like 20 guardians and make yourself nearly invincible :)
As far as pirates go, there is one thing I've noticed. The AI will ALWAYS outbid you by like 250 credits when there is what appears to be less than 10 seconds until they launch their pirate raid. Basically, if you save your game when the pirates start to group up, you don't have to outbid anyone until the last few seconds before they depart. This will save alot of money. You need to watch the bids like a hawk though when it nears the end. You can
I don't think someone posted this aspect of it yet, but using RA means you can have a couple phase stabilizers in planets that are deeper in your empire where defensive turrets aren't needed. These use tactical slots, not logistics. Which means, instead of having a bunch of frigate factories, you can instead replace those with trade docks (keep 1 or 2 around though if you want to make overseers n' stuff). Thus, you increase your credit income, which in turn pays for RA :)</p