So I just got Trinity, and have started playing online (played entrechment offline a couple years back). Most game seem to be 5v5, and problem is that I mess up the game for 9 other people whenever I play. Was hoping I could get some strategy/build recommendations that would allow me to hold my own against inters if I'm near an enemy (3 jumps) on those big maps.
My current build is egg, scouts for neutrals, take 1-2 asteroids, weapon lab, assailants + phase missiles, spam assailants with a couple scouts thrown in, expand capacity + cap ship for carrier, level up cap ships taking desert/terran (if there) or even neutrals and dead asteroids. 2nd lab and sentinal soon.
This is where I usually get in trouble. I'm usually in a well next to an enemy and they win a battle (even in my well with regen bays or even starbase), destroy a cap, and then I'm dying slowly or needing feed/help, which I understand shouldn't be happening playing OP vasari with this kind of build. Especially against advent carriers and disciples.
What am I doing wrong? I get 2 levels of phase missiles asap. I don't use transporters, usually try to get 2nd carrier cap instead, is that wrong? When I get starbase, I go assault, defense, hangar, eco (colony or trade), frontal shield.
At what point should I start building imperial labs (when not teching to trade then RA in econ spot) or build that 3rd/4th/5th mil lab for phase missile swarm, overseers, enforcers, & subverters. Is it ever worth getting hull, shield, armor, antimatter upgrades? At what point.
When you are at the point where you have homeworld/asteroid/2nd asteroid or desert and expansion is curtailed, what can you do economically besides fight for neutrals or tech to trade ports? Is 2 imp labs worth it just for matter extractors and to grab an ice planet?
Just FYI I usually end up against advent carriers/disciples/illums and later battleball or vasari w/caps/ass/sentinals and later overseers/subverters/enforcers. Haven't really had problems with TEC yet.
Thanks,
Kunal