for those forumites who wish to get away from the "should I have 200 or 300 cobalts in my late game fleet" threads, this would be the place to be.
PaulTa
we could always just speculate which player sucks more by the lineup there. I think that would be the more productive conversation. lol
IMO, the main civ's "battleship" is only useful as a meatshield. It tends to have enough HP/shields to soak up damage that might otherwise kill your cap ship.
hopefully a mod can clean it up a little, me and Amish can consolidate our information, and then we can get it stickied for the new guys, so we don't have to constantly post the same information over and over again.
bump
This, ladies and gents, is my original post. Sorry about the reposts.
First off, I'm not a big believer in set "strategies" for Sins of a solar empire. In even the most basic strategy game I have a history with, chess, there is no set piece of moves that will lead you to victory over your opponent. You must adapt to your opponents moves. Still, even in chess, there are a few basic "opening moves". The Generic opening! All openings are the same for each civ in the beginning. Where they differ is where I will make seperate sect
ROFL I wouldn't quite catagorize that last post as "tips for getting better" personally. The one research you advised NOT getting is probably the only viable part of that post. :p I'm going to just make a big post about good starts with each civ right now, instead of writing out a whole one for vas and letting it get lost in the sauce. Stay tuned
If GE can still muster enough little old ladies to wave pitch forks and pretend to put up a fight, how about a chance to lose gloriously to DT?
Uh, our clan lineup is made up of ten of the most skilled players online today. I think we're skilled enough. :p
ClanX may just lose a game because of the other player's skill level, not their own deficiency. :p Either way, I'd love a high profile clan game. If you don't know our website, PM me and I'll give you the address so that you can visit and help setup a clan game. Although I'm not so keen on the idea of playing against my own DT clanmates in a clan match, we'll see. :P
You normally don't even have to deny your opponent that kind of intelligence. Typically, the people I see online tend not to even scout properly or often enough. Sheesh, I consider myself an expert player, but I could still scout better. This game really doesn't offer a lot of "counterintelligence" abilities. I think it would be kinda cool if someone couldn't just jump into the system with a scout and then get a full numbers reading on how many ships there are in that whole gravity
check my thread "No more strategies for TEC". it outlines 3 golden rules to live by for sins, rules that will no crap make you a better player if you're an expert already or just a new guy. As far as noobs giving noobs advice, that seems like going to prison and asking the inmates about tips to stay out of trouble and be a good citizen.
as many as you need.
HC spamming is most viable with TEC, because all of their other ships are very lackluster compared to their advent and vasari counterparts. LRMs are almost crappy enough to be considered cobalts for as much as they scare me in a game. Kodiaks, on the other hand, are super cheap (relatively speaking) high damage ships that beat out most other units in a 1v1 or even 1v2 fight. Their upgrades, like armor and hull (which are the most important IMO) are also low tier, so easy to get to and pay for. P
I think that this discussion is missing the point of cap ships all together. Their purpose isn't for the damage they do in most games, it's for the support abilities they bring to the table. Let's look at some of the most frequently seen caps- Marza- great planet bomber, something that most fleets don't have. Mothership- Shield regen and malice. Possibly the best cap ship in the game. Sova- usually used for the sova rush, a powerful rush strategy with TEC. Evacuator- Nanite
before the game even starts, during the pregame lag, I buy 100 crs, sell 100 metal, upgrade civ infra, build a cap factory with one builder, set the other builder to the crystal extractor, and cue the other two metal extractors, and build 2 scouts. In virtually 5 seconds I've effectively spent all of my starting game income. I find that this sets me up for exploration, gets my cap ship out as soon as possible for expansion, and helps set up my economy with the extractors and the planet upgrade.
Updated the clan roster. A warm welcome to our newest edition, Drexion. May his days at the "Table" be long and fruitful, and may other clans live in shame from his trouncings lol. :p
DT also has a clan website where we welcome other clans to visit, chat, and set up clan match games. We also have a dedicated TS server. So to echo Centuria's sentiment, clans are on the rise. :)
Drexion happens to be the newest addition to DT, taking Conte's slot as he hasn't been seen in a long while online.
I can attest to the bugginess of this ability, as I was the one with the [B]41[/B]squadrons of fighters/bombers. :p
Not trying to be picky, but what's with the red background in solar systems that have blue or white stars? Just throwing that out there.....
I think that all of you are forgetting how inexpensive defense platforms are. What can you really expect for the price of a cobalt?
[quote]Well, why would you need the graph (which shows the price without the actual numbers), when you can see the actual numbers?[/quote] so you can see the trend in prices. Why buy crystal at 475 when it's taking a dive and will soon be around 450?
Actually, the carriers will build and rebuild both types, so you don't have to wait for one squadron to be done before cuing the bombers. You can just select it, scuttle, and then select the other strikecraft, and both will build.