firath

firath

Joined Member # 3213232
1 Posts 16 Replies 8,220 Reputation

well none of this applys to me since i use nothing less than giantass fleets but isnt the ability to stall untill a fleet returns the point of having the turrets last so long the advent defencese really dont have much killing power and its easy enough to run away from the returning fleet unless the defence is stacked with SC but then its simple enough to micromanage to eliminate those first (because if i recall they dont gain migitation from synergy) not that they coul

104 Replies 187,085 Views

i tend to go for 2 straight away when im playing pcs need the colonization techs for a planet grab rush as far as military is concerned the advent def. vessal isnt half bad against the basic stuff that guards free planets light carriers is a bad idea because youll have to up fleet supply to soon and take a hit to your econmy

7 Replies 29,879 Views

i find that for a lot of demigods if you do things like trying to warp in to attack or after using abilties that they tend to auto atk the nearest target

12 Replies 6,156 Views

you also cant use the maxed 60% from synergy im mean you really need like 4-5 hangers to be able to reasonably stand againd enemy SC attacks an assuming you have one or two repair docks and a phase disrupter you end up with only having 11-17 ish beam turrets thats still alot but if you cluster them all by hangers and so they get max synergy its hard to get them to sufficantly cover a gravity well and this is also assuming that people want to take the time

104 Replies 187,085 Views

well i play advent and always go for the mothership first i always max the pop upgrades whenever i colonize a planet since i can do it relitively cheaply (compared to not having 20%-60% off planet upgrades)

6 Replies 4,294 Views

im not to sure about this but isnt the survivability what makes the advent, the advent i mean...now correct me if im wrong, if you were to throw a fleet against a fully defended advent planet and then throw a similar fleet against a fully defended tec planet wouldnt the fleet going after the tec planet die quicker? also is that +1000 sheilds from synergy per turret or is it from the maxed 50% of having er 4 turrets i think together

104 Replies 187,085 Views

sart by getting the pop upgrade on starting planet asap (after nessicary extractors cap port and research stations) then terran pop cap then trade port

6 Replies 4,294 Views