Advent quagmire

Hi, I'm in a situation that is a deadlock at best and could use a bit of help in tipping the balance in equally matched mixed fleet engagements. The map is that 20 star med thing with the "narrow corridor" (2 parallel lines of planets) in the middle. It is

Me (advent)

Unfair aggressor (Vasari)

vs

 

Hard economist (TEC)

Hard aggressor (TEC)

 

Initially I pushed to their side and acquired a planet there, but I've been forced to fall back from that and also one planet on my side. It seems the unfair cpu is not too willing to help me out, nor can I easily join in its attacks. It's mostly the economist pressing on me with the other cpu assuming the responsibility occasionally. They may overwhelm me with strike craft, or the fleet I've scraped together may be just too weak even against a swarm of cobalts and a few capitals. I'm sure their fleets are well teched up, and I'm suspecting the cpu even adapts to what I'm running. I've lost a few capitals already... The bastards.


Empire wise I get by, just 4 or 5 planets with trade ports and I also have culture researched. My teammate is pretty well off. I researched the 1st focus and a few other empire upgrades. I have researched purge and defense frigs, and the guardian cruiser. My capital fleet currently is progenitor, 2x halcyon carrier and the big battleship. For defenses I have beams, repair platforms and hangars.

What can I use to tip the scales here - I desperately need a planet or two back but I can't even beat their fleet. Should I go for the heavy cruiser or the light carrier (thinking of getting a 3rd carrier capital too)?

22,919 views 49 replies
Reply #1 Top

get 3 caps ... radience - mothership - rapture

 

learn to use them: animosity -> vengance -> malice -> shield restore will decimate an AI controlled fleet

to known them is to love them.

ad 4 light frigs (AM restore abillity is win)

    6 guardians

    8 repair cruisers

    then add enough carriers to make sure you have atleast some fighter in the sky at all times ( ~10 carriers should do) just that fleet can pretty much take out any size AI fleet if you micro the abillities, I useually add 8-10 hv cruisers after that to increase the fleets dps a bit( screw illums untill you are on the offencive)

 

the whole screet for advent is guardians + the mother ships shield restore against tec, with max shield / AM reshearch you will be able to shrug of massiv AI fleets ( they can't figure out how to focus)

 

when you get on the offenciv, Illums with the guardians push abillity reshearched are fun... lots of dps with the enemy fleet not able to cloose the gap and fire. Fun times for all

 

hope it helps

Reply #2 Top

Just my two cent, but aren't the advents carriers the best of all the races? They get 3 sqaudrons instead of two (although the price is a little higher, they are a better deal.) ^^

Reply #3 Top

it's pretty even tbh, but i thought i'd suggest a strat that diddent involve just spamming something. doing that makes you a sitting duck for ppl with a clue most times.

Reply #4 Top

Against a real player it's stupid, but against an AI it could work just fine. ^^

Reply #5 Top

You could actually consider turtling and start to spread your culture to enemy planets. So in this scenario you sit in a fortress and spread and take over with culture. That actually works really well you should try that.

Reply #6 Top

Hmm spamming carriers (had 6 + 3 capital) seemed to work for a while... but didn't have max shields and I guess Kruppe's recipe was a bit too much still. Down to 3 + 2 planets - my cpu 'friend' collapsed, tried to order it around but it rarely did anything, not that even joint attacks were much use.

 

The other team beat us on teamwork, micro and just clearly superior numbers. Too much stuff on the screen XD But it's a nice simple map... this calls for a rematch!

Reply #7 Top

when you engage in battle remember 2 things

 

1- Focus fire

2- Target selection-> if there is *fleet killing* stuff around kill htat first (things like a lvl 6 marza cap ship) then kill repair/suport ships -> then take out dps

 

and remember phazejump inhibitors, killing of a retreating fleet and launching an ista attack should give you time to get 1 planet, rinse and repeat

 

and remember to play to your races strong points

 

shields for advent

hull/armor for tec

phaze missiles as vasari

 

get the tecnology for your race up and you will see a vast improvement in fleet str, also remember Antimatter reshearch is important, it is what keeps your fleet alive and dead ships dont kill stuff.(even more important if you go cap heavy)

 

lastly remember to get your econ up and running aswell getting tradeports up and running is mucho important, vs AI's they are my 1'st prio vs players i get them after i get the lvl 3 suport ship hori/guard/servo(i think thats the first for vasari)

Reply #8 Top

I focus fire naturally, as much as I can with the UI so far. Sometimes I'm a bit afraid I focus even too much, but I guess that comes from playing torpedo ravens in Eve ;) Does it make sense to focus fire from all units, since there are differences in damage types? It was a bit hard to kill the capitals, my stuff seemed to die first in the late game, and in the last few battles they had 6-8 repair cruisers so couldn't do much more than scratch the hull of their cap. When I killed the reps first, things improved but it was too late already... I had 6 caps tops, so I guess I'm lacking more player skill than actually strategy :D There's still challenges like fighting the UI, handling the cpu ally and making the initial expansion efficient (this is a challenge in this game!). And the ever important microing of special abilities, I have to really get into that and start it in the smaller battles already.

 

I take defense frigs are next to useless? Also I'm wondering if trade ports are worth it on this map, typically I would have a chain length of 4 planets mid-game, unless I 'steal' some from my cpu mate, or can build a staggered line. Jump inhibitors could really have helped and given me a chance to kill their caps. I doubt I can take over planets with just culture, since they'd have capitals. But in this game we managed to kill a planet in the end, but couldn't colonize because of hostile culture, and my nearest planet was full in logistic slots! Also I'll need to avoid overextending and turtle properly... if the middle is a grid of 2 x 3 planets I could maybe take 2 from my side and concentrate on keeping those. Is the antimatter regenerator useful on that planet, say early mid-game or so?

 

Thanks for the tips!

Reply #9 Top

tradeports are allways worth it, they pay for themself in 10min with just 2 after the longer the chain the faster the next pays for itself.

 

imo  flakfrigs are pretty useless untill lategame, when each side start to field 40-50squards having 4-6 will greatly improve your killraet of them

 

if you go with thr capship + support fleets i talked about AM regen (both the struckture and the reachearch) is very powerfull, but setup in the riht way you can live for ever against an AI

 

and learn the abillities of all races caps, some you need to kill some you can ignore in favor of other targets.

Reply #10 Top

Set the hard aggr into a hard resr and it was a breeze this time. Still couldn't get a long trade post chain because my 'ally' was stealing MY planets XD I was slow in initial planet grab, just 1 planet in the middle. However I launched an assault immediately and got 8 planets total pretty easily. The hardest point after was soon after that, when both enemy CPUs began counterattacking against my weak defenses. Somehow they held together and the rest of the game was downslope for the opposition. Big fleet battles are quite a mess... I tended to do poorly against their big fleets still, gotta try with smaller fleet sizes the next game.

Reply #11 Top

I thought that your allies' trade posts counted towards the longest chain?

Reply #12 Top

Maybe the cpu didn't build trade ports  :| But I had chains of 3 and 5 trade ports, with an allied planet in between, and they certainly didn't connect in the display.

Reply #13 Top

Next game I got bold and vent 1v1 vs hard TEC economist on Maelstrom Tempest. I think I did well in the early game, I had the CPU pinned down with 2 forward planets. However the bastard must have been expanding and we ended up with a 50/50 split of the system, with me turtling heavily at 4 planets. Well, all was OK at that point but I guess I got rather complacent (again!) and just turtled for a tad too long.

The CPU started pressing on me and while my defenses seemed strong I couldn't press them back. Eventually it was attacking at 4 locations and I was even losing my capitals. The stalemate gradually grew worse, it was a huge game and 4 battles was a bit too much to manage :D My feeble attempt to retaliate wasn't well coordinated... at one point I managed to raze a CPU planet but had to run from the defense fleet. It seemed enemy fleets got bigger and bigger, not to mention more numerous while mine withered.

 

Looking at the graphs, we were almost equally matched on many counts. He had twice the fleet size, especially under "frigates" (I guess that includes cruisers too...), and twice the civilian research too. It seemed the cpu used much more flak frigates than I did, and consequently destroyed far more strikecraft.

Reply #14 Top

It seems I have an advantage in the late early game when I research the drone carriers (need just 2 temples of hostility for that). I mostly use them for bombers. So I have a survivable ship that has deadly little companions, should I develop carrier rush tactics to beat opponents early on?

Or is the bomber approach inherently ineffective - I very rarely get to the full fleet size/composition that Kruppe prescribes above, my mainstay is the 3-6 caps I might manage to get, or the 6 drone carriers while all other forces may be rather thin.

Should you go with mostly fighters if you can't swarm 20+ bombers? It feels I've managed to kill stuff with bombers but maybe it's not always the right path to tread on...

Reply #15 Top

match him fighter for foighter and you can use the rest on bombers

 

Oo 2x civillian reshearch, that means your econblow, start doing more.

 

rushing is mapdependant, and vs AI's should not really be nessesary, i really make any serius attacks in the first hour if playing multiblr hard/unfair ai's.(but i like to do all reshearch and just play araound)

may i sugest you try the map dupple gangers(med size). it is prolly the best turtle map there is vs the AI and is very well balanced and is very easy to give advice on

Reply #16 Top

Heh - I thought my econ was good with all the resources trickling in at that pace ;D But I guess it was the size - 25 planets (think it was actually Tempest) is a tad too big for 1v1. Could try dopplegangers as 2v2 co-op if I get somebody hooked up online...

Reply #17 Top

Next game was balance of power - this is a small map but quite a maze. My 2nd planet to colonize was a desert one in the middle, and the CPU arrived at the scene simultaneously. I withdrew while it was blasting the neutral frigates, then came back to see it had already colonized. I pressed on... and eventually I managed to kick out the CPU while it was trying to grind down my defenses at my other desert world.

I tried to push for the CPU's other planets but it didn't work, and a familiar scenario ensued with the CPU putting pressure on my planets, supposedly had 4 planets open to attack. The catch was that I had 5 planets total, including a terran one, while the CPU had 4, so even the hard TEC economist didn't manage to build overwhelming fleets. I must have pieced something together finally since I turtled and played time while the CPU desperately kept attacking, even with caps at less than half the health. It didn't end well when I got my phase inhibis up...

The rest was almost a walk in the park, except I got my fleet half-destroyed by mismanaging the attack on his homeworld, and having few defenses against the CPU's counterattack (didn't think it would have a large fleet ready to go).

I guess my attraction to carriers and bombers comes from my previous incarnation as Vaygr... in the final battles the CPU was charging with 6 flak frigs. I like it how the scales can suddenly tip when paper meets scissors in the next engagement ;) Good that I had the sense to dock all my strike craft, the opposing fleet didn't have enough firepower otherwise to break my caps, given that my prog had been lvl 6 for long, so shield regen was readily available, too... even without a huge fleet, one gets enough antimatter metabolism to just spam a single ability non-stop. I see that could be rather useful in battle, but it takes time and many games to learn the abilities for each cap ship.

The final stages were a bit funny: I had made my front planet the capital, in an attempt to push my culture, but then the CPU destroyed it. Twice. So it didn't work that well, but when the last fleet engagement was coming to the end I was spammed by this Victory screen - his capital had fallen to my culture :D It seems a lot can happen even in a small game!

Reply #18 Top

congrtas

 

ay, most games aganist an ai are either very short(u rush him) or very long turtle games(remembre he get's 1,5x your income) as you slovly get your defences up and running

 

now it's time for multiple ai's goodluck XD

Reply #19 Top

Lol maybe not so fast, there's still Unfair to beat too before I take the chances of turtling gazillion locust cobalt frigates.

Last 2 games have been weird, I've been playing Hard TEC Aggressor on Centrifuge - very much like the map, 19 planets with clear double ring layout, good balance between turtling and multiple avenues for attack (have to defend at least 4 planets).

First game, I was leading the CPU by 1-2 planets, thought I had it well pinned down, culture was spreading and I thought it would be a walk in the park. Then the CPU started pressing with huge fleets on 2 locations, and the fleets started getting bigger and bigger. It's a hard situation because I can't move my main fleet around all the time (there's some distance too), and static defenses on their own seem not to be up to the task of repelling a big enemy fleet. Was a bit unsure if I could even maintain a perpetual turtle scenario so I started over.

The second game, I decided to try something different. I kept my capital factory, and pushed at the asteroids. The map has a nice layout that if you get 2 asteroids past the middle, the enemy can't do any sneak attacks via the sun any more. Well, seemed that it's impossible to build the 2nd progenitor I was planning because that just takes way too much resources. Well, that hit my expansion and in addition to asteroids I didn't get any real planets, not even in my own back yard. Eventually I managed to start expansion there (carriers ftw etc), CPU was apparently colonizing the planets but at least I snatched one desert world from the CPU. It would seem I could fight back and press the CPU even though I have an initial disadvantage from the early phases. The situation seemed pretty good when I had cut the CPU's empire in half by taking the planet on the other side of the map. However the CPU again started pressing with 2 fleets at different locations, and I don't have much hope for repelling the fleets as mine are not that large...


So I'm a bit perplexed in how to beat the game here... Use culture and turtle like hell? Keep pushing research, research and research? Max out the economy? Acknowledge that defenses are only a stopgap measure and push forward with a strong main fleet? Make sure to build inhibs and completely destroy hostile attack fleets, 1 at a time and then take back any planets lost in the meanwhile?

Reply #20 Top

offence is the best defence, but i don't play singleplayer to rush. more fun to have *a fully oparational battle station* /chough fleet

 

that said, as you yourself pointed out repair bays are great. in defence with culture and repair bays you should be able to last indefinently against fleets x2 your size and yes remember to get PLI's up, letting him escape is stupied your capships need the  xp :')

 

and be smarter about when you launch your offenciv, turtle -> destroy his fleet/s -> gogogogo asap

and on a side note 2x hangers should be able to kill off any siege frigs before your planet / astroid dies you just have to set up the kill order yourself (shift key)if you are letting his fleets run the 1,5x econ he gets is gonna hurt you, you have to punish him every time he comes

 

lastly, remember that apart from the very start your light frigs are not there to dps but to feed your caps and guardians antimatter (4 light frigs will keep the am up on a cap for a very long time) a mother ship with AM is pretty much unkillable for the AI( lol no focus fire) and remember auto cast malice is BAD, it drains the AM way to fast turteling is about surviving not killing

Reply #21 Top

3rd game on Centrifuge and this is just silly. I managed an almost blitzkrieg until the enemy fleets start growing.

I beat him on all resource and credit generation, maxed out focus. I have the same number of capitals, 2 more planets. Culture is maxed in research tree, sans deliverance engine. The only thing where the CPU possibly is ahead is number of frigates.

How do I counter a fleet like this?

4 x capital

23 x light carrier

5 x hv cruiser

3 x command cruiser

17 x repair cruiser

13 x light frigate

29 x LRM frigate

Reply #22 Top

well if ur advent then u should prbly have at least two radiance battle ships b/c if you micro their anti antimatter ability agianst the repair frigates then an equal fleet should do it with Advent battle ball

Reply #23 Top

How do I counter a fleet like this?
End of quote

 

get 3 caps ... radience - mothership - rapture



learn to use them: animosity -> vengance -> malice -> shield restore will decimate an AI controlled fleet
End of quote

 

as soon as you have theese 3 up + guardians and some dominas you should be able to kill an AI fleet ( will take a loooong time) adding more ships will just make it go faster

 

p.s match him fighter squard for squard to make it much easier

Reply #24 Top

Maybe it's all about getting the battle ball rolling? In other words, keeping the main fleet alive so it can grow. Sins seems to be unusually defensive game, but the exception is you have to use the main fleet for attacking - defending in multiple spots would just waste your time in movement.

Usually my fleets get eroded in defense, but now I was playing Storm Front and going toe to toe against Hard Aggr. This time I had the prog+rap+3xradi capitals with ample array of crusaders, plus a small support wing. Still got the tedious mid-game fleet battles, but I had one nice long battle where I was tanking a good number of kodiaks, while taking out their repair cruisers one by one - then the kodiaks, with small losses. Advent are an extreme shield tank - the concepts are very similar to Eve, just tanking is stronger here and you can even adapt to the circumstance, use the abilities that are needed (their hoshikos went down on AM, didn't need to use the radi's abilities that much), repair the ships that get hit etc. Was fun microing now that I finally got the act together. For some reason the CPU didn't have capitals in the end, while I had 6... Still my ships tend to die, it was only my capitals and the crusaders (man I love those ships) in the end that were left. Especially the disciple vessels don't seem to live beyond the opening shots of a an engagement...

BTW has the guardian been nerfed recently? Read something about stacking the effect...

Reply #25 Top

Maybe it's all about getting the battle ball rolling? In other words, keeping the main fleet alive so it can grow. Sins seems to be unusually defensive game, but the exception is you have to use the main fleet for attacking - defending in multiple spots would just waste your time in movement.
End of quote

 

well you are asking for beginer advice, it can be done way faster. But winning a game in 30min is not fun imo, but if you want just sccoutrush him

--------

You are playing advent, it is a *defenciv race*- But that is really seeing it wrong, unlikw the pathetic TEC and that alien scum the advent knows the value of long term.

you are playing against the map rather than the enemy AI, it's a slow but inevitable dominion over the map, deviding it into sectors and making a sector unthoucheble before moving on

 

in defence the battleball you need is much smaller than defence with full fleet you should have 3 defenciv and 1 stomper fleet(map dependent ofc)

Especially the disciple vessels don't seem to live beyond the opening shots of a an engagement...
End of quote

 

thoose are the only ones that should need frequent replacement, just remember to use their AM to refuel your caps before they go down.

 

BTW has the guardian been nerfed recently? Read something about stacking the effect...
End of quote

 

fixed is the word you are looking for, no worries it's still VERY good