I think its advent. They have tons of shield upgrades and with gaurdian spread all damage out. They seem to have good cap ships. Their other support cruiser can repair hulls at 25 hp a sec which is higher than hoshikos if I am not mistaken. Anyway I am interested in others opinions.
The repair ability has a 30 second cooldown, which though it outdoes the Hoshi by 5 hull/sec, the Hoshi still wins out because of its much shorter ability cooldown.
The Achilles Heel of the Advent's shielding tech is the Vasari's Phase Missiles, however.
Well the thing is you must understand how Armor works. TEC get lots more armor, which increses the effect of the repair. Also there are repair techs which also increase the HP. Ok armro works liek this if memory serves me right, each point of armor increases your hp by 5%. So that 100 HP of Hull armor can take 105 damage actually. So when you are repairing 20 hull/second, you are actually repairing 21 hull worth of damage. And Vasari get a repair abiltiy that is not limited to hull/second. But rather they can repair thousands of hp instantly. While this is great, it's not as antimatter efficient. For efficient repair the carrier cap ship has an AOE repair which is SUPBERB in fleet battles.
Also to understand how fleets work together, each faction has a bit different strategy. While Advent are very strong as a fleet, on per ship basis the TEC are actually more defensive due to armor. And Vasari are very offensive oriented because their technology bypasses enemy defenses. Also they are masters of disabling enemy craft, with AOE disable ability where the other factions only have single target ones.
Progi, guardian and subjugator all have good abilities for tanking, makes for great synergy in the fleet. Illuminator is not bad for DPS.
Vasari's overseer is not as useful as the guardian is, because the abilities don't hang so tightly together with the rest of the fleet. Otherwise Vasari is probably a close second in fleet capability.
TEC's ships are not as strong - it's more about building bigger fleets and being able to replace them quick. So you'd say TEC is weaker fleet-wise, then?
Here is how I rank the races, ingame
Early game:
1. The Vasari take #1 in early game because of all the cap ships they can construct, they have the egg, which with about 5 of their Ravastras, can take you a long way in the Early game
2. TEC take this one because TEC have the ability to make massive fleet build ups in the early game in proportion to the early economic leade that they take
3. Advent come last in early game because without their armor, weapon, and shield upgrades, the "Grunt" of the advent fleet, the Disiple Vessel, is relatively easy to destroy. Advent technology depends heavily upon research.
Mid-Game-In mid game, the races are pretty close to each other in competitiveness
1. Vasari-In mid game the Vasari still have a slight, only slight advantage in the mid game, over the other races. They have constructed phase missles at this point and are not afraid to use them.
2. Advent- The Advent overtake TEC in Mid game wit the consruction of the Illuminators, Iconus Guardian, and Destra crusaders in the mid game. And By this point, about 3/4ths of the Ship research should be complete.
3. TEC- It becomes apparent in Mid-game that the TEC rely too heavily on fleet size in Mid-game and research only becomes secondary.
Late-Game
1. Advent- By the late game, the Advent have full fleet research complete and have a very high damage output in relation to their fleet size. By this point they also have the strongest shields and are perfectly capable of a mass invasion with only minimal losses. Their downfall however is te Vasari Phase Missles.
2. TEC- In late game, theTEC fleet spamming does pay off as they are able to completely outnumber whatever enemy it is they are facing. The problem is that if they lose certain key Frigates and cruisers, their fleet becomes less powerful.
3. Vasari- I have played as Vasari and was disappointed to see that between mid-game and late-game, there is really not a big change in Vasari Tactics in the late game. The Potential upside being they are able to effectively patrol their planets with the Phase Jump stabilizer they are able to construct.
I see them as this,
TEC, Quantity.
Advent, Quality.
Vasari, Technology.
Hmmm... Interesting, im not as professional as the other ppl, but i play Advent alot, and find that:
early game: i'm behind, my research is just beginning to get going and the other races fairly outnumber or outgun me.
mid game: If i haven't lost by this time the Vasari are a little easier to deal with than Tec, as my fleet is beginning to get good firepower and my shields are tough enough to hold fairly well, If im not overwhelmed by Tec, which i sometimes have been.
late game: By this point, if i havent made too many errors, and sometimes i still do, then the Vasari are usually smaller numbers and the Tec become my major adversary. Sometimes i have lost late game due to too many Tec numbers and miscalculations or losses that i cant recover from. But pretty evenly, i have good luck and have been able to overcome the Tec numbers, sometimes with more Illuminators, or with more stronger and more CapitalShips.
These are just my opinions of course, and maybe i am playing wrong, or not the way someone with more experience would play, so my opinion could be way off what other ppl know or do. But those are my thoughts, hope it helps.
Sincerely,
-Teal
I generally agree with jrla. I have not noticed Phase missiles to be a big deal. Has anyone killed a ship with lots of shield left. That would be its only advantage but if you have any healing support ships its easier to keep the ship alive as the damage is spread out. In that case it almost seems as a disadvantage. Ships that are being healed are hard to kill when all dps is focused on their hull.
My startegy for the Advent against TEC is that I try to have more ships than the TEC have. Then When I am near A planet of theirs where they have their Fleet, I invade and destroy their fleet before they destroy mine. That way, they have to retreat to rebuild their fleet, and by then I have twice as much ships as before. Then again, I strike and Obliderate their fleet. By this final time, you should be at the world next to their homeworld. By this time I have a huge fleet and maxed out research, I strike and destroy their fleet, and capture their planet. After this I pretty much just do extermination. And POOF. no more TEC
Ironically, this is my strategy for destroying Advent when I play TEC. This actually sounds like my strategy for every race I play. Maybe you are just better than your opponents.
You know, this is how I beat advents with advents too.
This post doesn't really say anything. How are you outspamming TECs?
Research all the Resource Techs first. That way all your asteroids will be pumping .90 a sec. then, use a Starbase Trade Port and a Normal one.
Lately I been switching up on my fleets. I been getting halycon first then I get the rapture and build at least 10 hosts maybe 15. The halycon gives 22% fire rate to all ships and rapture can get 30% increase damage for strikecraft. I usually get 10 disciples at start then after the hosts i build illums maybe 20. sometimes 5-10 flak depending on enemy. I also get 5 gaurdians. This has proved to be killer fleet for me anyway. Strikecraft can stand up to 10-15 flak it seems like. Then i upgrade my weapons and ships before i get to much fleet supply. My illums have got up to 26 dps i think. With the first 4 it goes to 24. They tear it up. Link this with halycons 6th level ability where it adds 30 strike with 30% damage its killer.
Let me help you out, Instead of the rapture first, build the Progenitor and THEN the Halcyon. You generally do what I do. Try my suggestion and tell me how it works...
I might try it but i use to build progen first all the time in my early days. The trick to do what I am talkin bout is building them early on so you get thos bonus eeeeeearly. The progen doesnt have much role in my setup. Its great for gaurdians which are not a big role for me as they use to be. They are very important tho. Please explain how building the progen first will help out my fleet mid game so I understand what i am doing lol
The progen is great btw. Anymore tho I dont even build it late game. It is 4th cap ship for me now. I get the battleship 3rd now. Honestly I havent needed more cap ships. If you keep adding illums and hosts your bonuses become so great.The reason I opt for battleship is because rapture is kina fragile and u can use it to direct fire from it.
i have played with mindseye before and it seems like the bulk of his fleet at mid game is fighter and bomber squadrons that spam your fleet to submission.
The Progen is what lets you rapidly expand in the 1st stage of the game. The fastest expanders early game are the colony caps, because they have the ability to go in and soak up damage while taking out the siege frigs and colonize a world. With colony frigates, you generally have to wait until a gravwell is mostly clear, because every ship in the gravwell tries to kill the colonizer, which is a problem if it is a heavily defended planet.
It is an advantage that goes away once a player has enough ships to rapidly clear a planet, and has a couple of colony ships, but the player with a colony cap can often get a 1 planet lead in that time. Mind you, on a small enough map where contact happens very soon, it is more important to have a fleet, and colony caps don't matter as much.
^+1, If i only knew how to give Karma.
EDIT: I figured it out
cykur you educating the noobs ic.
dont forget that the egg is the best econ/seige in the game.
Why thanks SlothSacks I understand what the progen is for and it works great. However you have to clear the hostiles out of your system and either way it takes the same amount of time. So it seems like not a huge advantage in colony speed. I was askin in mid game. I dont see the progen offering mid to late game bonuses near what the rapture and halycon can. Halycon also gives its fighter defense ability. In a recent game I had my destras dps up to 35 . I dunno if the upgrade for the extra 1.5dps is figured into that if its not then they were over 36. When you have 10 or so destras at 35 dps and 15-20 illums at 26 nothin can get close to your caps or carriers for long.Plus your fighters have a 30% damage increas so havin 30 squads is like havin almost 40 dps wise. You get alot more ships for the same amount of fleet supply.
There are many great features available to you once you register, including:
Sign in or Create Account