[quote] That test won't prove much, because even if phase missiles don't ignore mitigation, the fact that shields constantly regenerate much faster than hull means you'll likely destroy the ship before the shields go down, making the kill take less time. [/quote] if your refering to the test I proposed, whereby you check how long it takes to kill a kol: most frigates have a 1:1 shield/hull regen, so if you do think the differences in shie
archpsi
did your friend micro the flaks so they hit 3 to 4 targets and not 1? and was he only building flaks (if so, thats his prime mistake).
actually vasari gain 15% damage (2nd tier 6 upgrade) in their culture, the numbers are rounded up/down for display purposes, but each upgrade for the culture damage increases it by 3.75%.
[quote] What's the point of using the Serevun Overseer anyway? I always thought the Stilakus Subverter is better. The Subverter is cheaper, gives all friendly ships a 25% shield-negation ability bonus, and can disable enemy abilities. The Overseer is tougher, but it's only role is an early-warning system - detecting and slowing down enemy phase jumps. For the extra price, is it even worth it? Both support cruisers are identical apart from price, defensive features, and abilit
why missiles hitting the hull through phasing ignore shield migation even based on the manual: if anyone bothered reading the manual correctly and actually think its correct (it has a few mistakes), lets read it properly: [quote] Shield Mitigation – This is a special trait which all shields share due to the nature of how the protective barrier is formed. As a shield is assaulted, computer systems automatically adjust its harmonics to match that of the incoming weapo
[quote] raw power doesn't mean anything. Actually when you think about it the Novalik is the worst of the three super weapon. [/quote] once you get 2 novaliths in the same system as the capital and keep having 2 in the same systems, if the enemy is vasari/advent (might take 3 for tec), you can keep the players allegiance most of the time under 65%-70% across all planets (if you fire both at the capital). Thats why it is even better in lowering all
[quote] oh that replicate is permanant? Neat And using the carrier to create a bomber squad is EXTREMELY silly until you're elvel7 or 8 so it only costs 50 AM or whatever. The healing ability is much more useful and you don't have antimatter for both. [/quote] yes I know its silly, I never get it till Im forced to. Was just mentioning it.
it produces 25 influence per sec from the planet you shot it at, but it will be less after the enemies culture.
you dont need to research anything, the things I mentioned start with the ability once you build them, vasari can create extractors on the asteroids with resources that cannot be colonized with the first scout.
The colony ship for advent/tec has the ability that creates the extractors on those asteroids that cannot be colonized, but have mines. The scout ship for vasari has the ability.
[quote] That said... I thought it was the Vasari LRM analog that did anti-capitol, not the Advent version... [/quote] nope that was another misconception made by a few people (possibly one, but a few started stating it as though its true) who made a mistake. heres a nice link and I havent found any errors with it (they directly get the info from the files, no chance of typo) and I usually double check the entity files as I've just done now to make s
you need the first crew training (logistic part of research window, basic crew training) and at least 50 fleet supply to get the 2nd capital ship.
you got to take other factors into account, as in shields can be restored by specific abilities (advent mothership), things like massive shield projection from the guardian and a minor thing how shields regen much faster than hull for caps, so if your doing 70% shield and 30% hull, the amount of regen is like 2.55 instead of 3 however this point is minor.
hi The hosting warning message comes up a lot even for many people who can host (I've been getting it since 1.02 and can host fine and so do a few of the people I know), this type of thing can reduce the amount of players playing online and amount of games, because many players might think they cannot host after this warning and seeing no one joining (not many people join instantly or even within the first minute) and they don't see many games (due to many people thinking they cannot h
many of the charts have typos, use http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Flak which has extracted the info into nice format from the files.
none of the LRM's have capital armour in 1.02, is this is based on 1.03 or typo? from frigatepsilongrange.entity TXT entityType "Frigate" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE autoJoinFleetDefault TRUE canBomb FALSE frigateRoleType "Lrm" statCountType "FrigateLongRange" mainViewIcon "MAINVIEWICON_FRIGATE_PSILONGRANGE" picture "PICTURE_FRIGATE_PSILONGRANGE" NameStringID "IDS_FRIGATE_PSILO
about the vasari carrier: 1)The carrier can create 1 squad of bombers every 60 seconds, which last for 120 seconds, these squads are identical to other vasari bomber squads. 2)The level 6 ability lets the carrier replicate any non capital unit, so I was implying that you can replicate a transporter with it.
actually theres a slight delay before you can recolonize a planet.
[quote] Do all races flaks do this? Like Advent defenders? [/quote] yes, if you like I will compare illuminator vs defender. dps: illuminator hitting 3 defenders will do 15.6 dps (5.2 dps per beam). defender hitting 4 illuminators will do 22.2 dps (5.55 dps per side). cost and supply: illuminator costs credits 350, metal 50, 40 crystal and 6 supply. defender costs credits 350, metal 40, crystal 20 and 3 supply.<b
anyway I've been testing in 1v1 using a mixed force of assailants and sentinels (it was close to 50% each) vs people who go mass LRM/illuminators and it works extremely well. you have to move the flaks close to the LRM's/illuminators (let the opponent move his illuminators to you, since he might be thinking of the same idea) so each of the flaks can fire on up to 4 targets at the same time (doing 20 dps to enemy group instead of 5 dps). however this is good for 1v1 where the op
heres a suggestion, turn dark armada autocast off. if you arent aware of it, when autocast is on and theres 0 supply left they still cast returning armada and dont summon any ships, thus wasting a cast (the antimatter and cooldown). The best option is to turn there autocast off and after you increase the supply by whatever manually summon the ships, that way you can summon ships worth ((30 to 45)*phase stabilizers) supply instantly and also manage how much supply you have as reserve.
you can get max 6000hp on a planet as vasari, 2 simultaneous novalith shots do 7000 hp in damage, if the novalith user is smart he will target your homeworld once he has 2, -50% allegiance reduction empire wide instantly. your only option is too take them out.
just try a mixed force with flaks, you will be surprised.
you can upload the replay to https://www.wincustomize.com/upload2.aspx?libid=72
post a replay :), it will show people how effective bombers can be if microed efficiently. not saying OP, but still just to show people who believe "bombers suck" or "40 flaks instantly kill 40 bombers".