WJC3688

WJC3688

Joined Member # 3315559
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Yea I've witnessed that shift-queueing move orders for a group of gardas is very ineffective and barely any better than just parking them on top of the enemy and letting them sit. They move along the planned route very slowly, often stopping completely at any given waypoint, whereas if you issue each move order manually as the gardas reach each waypoint, as opposed to shift-queueing them all, they can move more or less continuously. This does require you to pay more or less constant atten

28 Replies 49,837 Views

I have seen mass Hoshikos do very well against Flak. They have Anti-Heavy attacks and with the Flak's spread-out damage they can live forever by repairing each other. If you rush the Demolition Bots power they are even stronger. Advent also has the option to use Wail of the Sacrificed and nuke a flak fleet but it's risky, if you can't tech up to it before they are swarming your home world it may be GG.

6 Replies 9,602 Views

[quote who="Turchany" reply="26" id="3472669"] Quoting WJC3688, reply 2310 Cobalts vs 1 Akkan (level 1 w/ colonize and a fighter squad) Was anything upgraded on either side? What were the targeting orders? Did you retreat wounded units or was it a fight till death? EDIT: I mean move them out of enemy fire range. You forgot to mention the most important detail, what was the positioning of the Akkan and where were t

48 Replies 242,170 Views

More Frigate Deathbattle Goodness (big wall of text incoming) 10 Cobalts vs 1 Akkan (level 1 w/ colonize and a fighter squad) This was amusing to watch because at first it seemed certain the Akkan would go down, it got to half health long before it killed the 5th frigate. However, with only a few hundred hull left, it managed to whittle the cobalts down to a tipping point at which their DPS could no longer overcome its passive hull and shield regeneration..... l

48 Replies 242,170 Views

[quote who="furyofthestars" reply="26" id="3472536"] Lotta good info here. Frostflare, if I may pick at two things in your Faction Guide? TEC Loyalists - "Can research a tax income increase when enemies are present in a gravity well" I'm pretty sure this is ship build speed increase, isn't it? I don't usually play TEC, so can't be 100% sure (especially without the game in front of me). Vasari - "Ph

34 Replies 128,775 Views

Additional testing confirms suspicions regarding the hidden potential of Flak (or rather not so hidden, but willfully ignored). I ran tests on various unit types here and will do more unit types and varying fleet sizes in the future. No research. 5 gardas vs 5 javelis By running my gardas through the javelis, and later switching to a circling strategy when there are only two javelis left, I am able to win with all 5 gardas still alive. Two are very low on health and nearly dea

48 Replies 242,170 Views

No idea when it changed or how it used to be, but I've only played Rebellion, and I've always been able to colonize when the enemy's culture is about halfway down the phase lane connecting whatever planet to the next one in line. Further than halfway and I usually can't, but if say the culture has just "passed through" the planet and is only about 1/4th of the way down the next phase lane it will expand through, for example, I can colonize there.

1 Replies 9,279 Views

I'm hardly the first person on these forums to suspect the true power of Flak. If no one "notices" it has been a result of the Anti-Flak lobby's underhanded tactics to suppress our community from finding out the truth. You are furthering that agenda when you say things like "giant conspiracy" as these kind of comments paint the Flak movement's character in an unflattering light.

48 Replies 242,170 Views

I agree that Ilums are really more a separate class of frigate than a variant of LRF. They are more like flaks with LRF damage modifiers as IIRC their side guns can fire perfectly well even while moving at top speed. Their big weakness compared to Flak is an ineffectiveness against strike craft, but they are very strong against other frigates. It will be interesting to see how flaks fare against them in a controlled environment, I have beaten Ilum fleets with Flak fleets in real games, but th

80 Replies 458,876 Views

The obvious answer is to just not field low level or fragile capital ships against a huge bomber swarm. Instead of investing in multiple capital ships you should be building fighters, corvettes and flaks in some combination, or just making bomber spam of your own. If you are building capitals then build anti-bomber capitals. "Alpha strikes" won't succeed against multiple TK pushes combined with a huge flak ball and a few guardians. The same fleet supply to sustain 80 bombers from 2-squad

44 Replies 129,382 Views

[quote who="Turchany" reply="32" id="3472409"] Quoting WJC3688, reply 27not really the results you would expect from a "hard counter." Noone said it is a hard counter. You can even realise this even if you are only trying to colonize neutral planets, light frigates take some time to kill flak, not as fast as LRM's kill your LF's. It is n interesting thing to know that flak is a strong ship, but your main point was that flak is OP. I

80 Replies 458,876 Views

Vasari AI is likely not programmed to build starbases any more frequently than the other races, despite Vasari SBs being far more integral to their strategy in MP than SBs are to the other two races. That said I've had no issues with Vasari AI allies. I've never had one wiped out before I have built up enough to start conquering the enemies nearest to me, and several times they've had their enemies already on the ropes by the time I get any forces over to them.

48 Replies 110,888 Views

^^^That is definitely troubling. I've always hated how easy it is for enemy corvettes, even dumb AI corvettes, to pick off all my constructor frigates, leaving me dead in the water unless a large fleet just so happens to be nearby. I would prefer they remove that constructor-rebuild penalty, but I believe there will be no future content for this game, so MP players are just SOL. [quote who="Turchany" reply="17" id="3472227"] Quoting furyofthestars, reply

80 Replies 458,876 Views

Yea..... I guess I wasn't clear enough. That was the first thing I did, with no success. The galaxy file is there, in that folder, but "Galaxy Forge" is empty in-game.

6 Replies 21,074 Views

I've copied the .galaxy file into the GalaxyForge folder, but it didn't show up in-game. I then tried pasting it into every map related folder I could find which also failed. I have read that the proper path involves going through AppData/Temp/, but following that path I did not see any Sins of a Solar Empire file to copy anything into. So how do you do this...... All I'm trying to do is make custom maps with a few frigates spawning at a space junk for two differen

6 Replies 21,074 Views

If the map is big enough that enemy empires are literally 15-20 planets deep as you mentioned earlier, you should absolutely build Marauders. Mobility is all-important on such a huge map, it would take years to get anywhere, and the mobility bonus to your fleet from Distort Gravity would thus be very worthwhile.

23 Replies 25,755 Views

In singleplayer you have plenty of time to issue unlimited APS. You can pause and issue orders in this game like most RTS. I probably wouldn't be playing it if I couldn't do this, managing large scale games efficiently would require too much technical skill. I'm more interested in the decision-making aspect of gameplay.

48 Replies 110,888 Views

Ironically envoys are great at deep scouting because, y'know, invincible. I've also had success sending groups of scouts, instead of just one, on "suicide missions" where I just order them to run to the enemy homeworld. Especially effective as Advent since you can get the Lingering Presence on multiple worlds as your 10 or so seekers are killed off, delaying the need for additional scouting.

23 Replies 25,755 Views

I'm not sure if you're talking about planet population or health..... "Infrastructure" upgrades affect the former while the latter are called "emergency facilities" in the game. Anyways assuming you're talking about health. It's pretty useless, but the AI is dumb and schizophrenic and can often be lured away from bombing your planet for a bit if it's only using capitals, for example if you jump in a lone colony frigate the AI capital may go to kill it giving you time to re

7 Replies 18,268 Views