Hi everyone who answers and reads this post. I always play as TEC but I never really liked them. I always wanted to play as Vasari but always lost and gave up on the idea. I still want to play as Vasari really badly and any detailed tips would help like. What are the first moves? Military or civilian research first? Fleet composition? First Capital Ship? Starting Technologies? Anything. Thank You. (If the advice is really helpfull +1 Karma)
Update for Diplomacy:
Pact it up with a TEC ally and call down the thunder.
Skirmishers are "alright" now (dps upgrade), but still not that great. Keep some of them around though, "Interference" is worthwhile. I'll often try to keep like 10-20 around.
Vasari Heavy Cruisers still suck, keep a few around to slow the enemy down, though. 10-20 is probably all you need.
-Itharus
So standard all-purpose battle fleet composition for Vasari now looks something like 2 parts LRFs, 1 part flaks, 1 part Subverters, and cap ships?
Build some mine layers and while disabling enemy ships with subverters lay mines where their fleet is.
Figured I'll ask this in here instead of bumping an old thread. What is a good strategy for taking out the pirate base? Obviously I'm using the Vasari (always have, they're awesome, lol) and have like....10 cannons rady to pummel their well. (though they already have lost their planet) It seems like they still outnumber me and tend to clean my fleet up quickly, despite my fleet containing like 30 overseers and like...I forgtet, 40 enforcers or something.
I noticed that pirates tend to focus fire on capital ships when you invade their gravity well, and even a Level 10 Devastator will be ripped to shreds by them. You can at least avoid the defense platforms by holding ALT and moving your fleet beyond the visible gravity well to the outer boundary. Ifyou do this on the adjacent well before jumping you'll appear outside the range of the defense platforms when you arrive. Once in their gravity well though, expect to be hammered. Volatile Nanites and Charged Missiles help, but isn't enough. Enforcers with Reintegration, alongside a few Overseers and perhaps an Antorak Marauder to use Phase Out Hull on them before they die, can soak some damage for you. That should draw attention away from your Assailants. But you have to expect to lose ships if the pirate base is swarming with 100-500 ships.
Stupid Diplomacy, lol. I always found the Phase Out Hull thing annoying, since it also prevents my fleet from attacking the targets...
True, but I'm referring to using it on your own ships. It will restore 200 shields to them when they phase back in. In the meantime, they're forced to attack a different target, usually one with full health. You're basically playing musical chairs with them, only you're pulling out each chair as they try to sit in it.
In diplomacy you have no real options fighting the Pirate Base other than mass kostura or brute force of arms.
Diplomacy is kind of a shitty expansion. It's WAY too easy to make friends with whoever you want within five minutes once you've done the research, and the pirates are utterly, totally, completely broken in almost every possible way they can be.
The only good thing about Diplomacy is that the game seems to perform a little better than it did in Entrenchment.
I really hope they have some more patches coming... I'm terribly disappointed so far.
Double post due to exploding forums. Always seems to happen when I post something critical, hmmm.
Mid/Late game all these people telling you vasari econ sucks have never gotten up a good starbase network with 2 x colony pod upgrades, which essentially turns a a starbase into a 150 pop planet worth of tax income.
Except that one level of Trade Ports is generating more overall income than two levels of Colony Pods.
Forums go boom.
So perhaps both are in order?
(Though this will eat up half your upgrades slots...still, rear line SBs don't need full military strength.)
-Twilight Storm
I've never had late game eco problems as vasari.. of course I build at least 1 trade post and 1 resource building at each planet with extra ones at the planets with bonuses.
To the OP dont build many overseers... they are the most useless ship... your strong ships are the sentinel and enforcers.. my early fleet usually contains 3 cap ships(one siikantra ,, one evacuator-for colonizeing and one kortul devastator... ) I'll usuall y have 10 skirmishers 10 sentinels and 10 carriers early game.. in late game switch the skirmishers for enforcers.... Subverters are your best support ship(Just dont concentrate fire with them so they can disable more of the enemies fleet) but make sure you still have plenty of sentinels and carriers to go with the subverters and enforcers.... In big galaxies the antorak marauder will help you move around quickly . Also I will note the Devestator is nowhere near as strong as the cool voice over makes it out to be but is good for taking out planets quickly.
By sentinel, I assume you mean Assailant? Sentinel is anti-sqauadron, and while important, not something to comprise the bulf of a fleet as.
I did mean sentinels but I mis-spoke a little. They shouldnt be the biggest part of your force. enforcers, carriers and subverters should be the main part just didnt want the op to forget the importance of having some sentinels in the fleet even in late game. Some new players think once you get the strongest ships thats all they should build. Also just because a ship is further to the right in the build menu doesnt mean its necessarily stronger.(like the overseer)
I dunno man, when I don't bring overseers my ships die pretty fast, unless I have like three Skirantras. I've seen 6 Overseers bring an Orkulus back from the brink of death in seconds.
I do keep some overseers(5-10) in late game but I guess I go for more of a quick kill fleet.
In late game with all supply used I only use 2 armies with similar makeup.......2 kortuls 2 sikantras(which I use for healing and manual cast of bombers) 2 evacuators 1 marauder and 1 devastator... I put similar ships with different autocasts....except the sikantras.
I then have 10 scouts for mines,10 assailents, 15 sentinels, 15 carriers, 15 subverters,5 overseers and 20 enforcers.. I dont build the planet bombing ships since I am so cap ship heavy
I am a dumby though since I've been playing the game this long and didnt know the overseers heal ships.. I thought they just had that jump degredation crap. DOH!!!!!!!!!!!!!!!!!!!!!!
maybe i shouldnt be giving advice.. On the other hand I can beat the highest difficulty on large and huge maps.
Is the op reading this stuff anyway?.. we havent seen a response from them.
I don't know, but I'm enjoying tooting my own horn here from time to time.
...First time I've heard that.
Its just because I use sikantra's to heal instead since they have a large area affect and put more attack cruisers in the fleet instead of overseers that way.
you do realize that that healing ability on the skirantra is worse than that of reactive nanites? id take reactive nanites over healing cloud ANY day. skirantras are all good and well. but when your skirantra is about to die i dont think you want a skirantra to heal it rather than an overseer which will even buff the armor..?
Reactive nanites affects only one unit at a time, the Skirantra can benefit the entire fleet. Best of all, the two abilities stack. Many players will use both in conjunction to make their capital ships extremely difficult to take down. For a mid-late game Vasari fleet, I wouldn't be caught dead without either of these abilities.
I have over time that vasari Kortul cap ships and Sentinal Crusiers a ton of those and your set
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