Hey guys, just wanted some quick help.
So for my entire Sins career, I've WANTED to play the Vasari. EVIL capital ships. BADASS phase gates. PHAAAASSEEEEEE space. I mean, why not?
But I just can't will myself to play them. Now, keep in mind that I play mostly single player or team play against AI with a friend, so I really can use (and love using) capital ships . I used to play TEC, and loved their capital ships and fleet sizes. Recently, I switched to Advent, who's caps are even more awesome, and also have a fleet that becomes unstoppable late-game. Plus nothing is more fun that CB rape beam.
From you Vasari players, why in the world should I play as them? Every time I've tried them, I've found their capital ships to be lackluster and their overpriced ships disappointing in power. Sure, phase gates rock, but they are darn expensive and only serve as nice little express-lanes to send my paper fleet to it's eventual destruction at the hands of an Advent battleball or TEC zergling rush.
Why in the world are they worth playing compared to the other two races? Help me out here!
how do i "create" the phase gate there?
I've been noticing that. Short of huge clouds of bombers or swarms of LRF, it seems just about nothing can kill a Kortul so long as it has antimatter to use power surge. The Kortul is definitely going to rise in popularity once people realize just how hard to kill it is.
Once the Kostura round hits the target, you can jump to that world from any other stabilized phase node. You get those nodes this way:
1.) Your fleet is at a friendly grav-well with a Phase Stabilizer building - they can jump to the Kostura hit world.
2.) You have a level 6 Marauder that is using the Stabilize Phase Space ability - your fleet (excluding the Marauder) can jump to the Kostura hit world.
3.) You might possibly be able to jump from a Starbase that's stabilizing phase space... but I'm not 100% sure on that. AFAIK, the Starbase only allows travel in one direction for some dumb reason, and again, I'm not sure which direction it is. But if it's outgoing - your fleet can jump to the Kostura hit world.
And no, sadly, Phase Stabilizers do not extend their networks across stars... if you want to go from star to star, you have to do it from the star's grav-well. Kostura Cannons also cannot fire across stars.
The Kostura is very much a game-changer, just like having your worlds popped by the TEC's BFG-1000 is game changing, or having your world go into a hippy orgy from the Advent Love Cannon is game changing.
-Itharus
PS to Darvin3: Sadly, it will probably just result in a nerf of the Kortul - for some reason everyone HATES when Vasari are strong, but cheer wildly when the TEC/Advent are strong. Methinks some people are still butthurt over oldschool RA.
@itharus: I knew the basics of the phase lane bit, but I had given up on most of that side of the technology, usually by late in the game I dont really have much use for it. I was thinking of a scenario wherein my roommate and I were playing and I think every single planet had a kostura and i was slowly working my way in through the front, if i had know i could have jumped behind and oh lawdy, what a killin i would have had. The way it was revealed to me here was so surprising i almost didnt know what to do with myself.
And yeah, I dont know why orky phase stabilizers dont do it both directions.
@Darvin, they really do hate it when vasari is strong. I think they will only be happy when orkulus cant move, and the eggs nano is at 20 or 15 dps. Ive been yelled at for winning before by a die hard advent fan because "i cheated" by out-building, out spending, and out microing him.
I lol'd for a solid minute on this
I've noticed folks really don't like Vasari being strong too. They already have a problem standing toe to toe with anyone. I think the unbreakable Cap is a good break for the Vasari... sense their standard ships are a bit underpowered.
The Vasari - low in DPS, but you just cant catch/kill 'em!
last I checked (1.03) the healing was bugged. 1 sb w/ 5+ healing facilities can cancel out 300+ dps.
If a cap ship is heavily damaged, use repair nanos and then phase it out. Last I tried this (1.03) it still repairs while remaining invulnerable for the duration.
I dunno if these tricks will still work in 1.04, but they should.
Indeed, the Kortul is pretty much a tank. I'm looking at it as the Vasari's answer for the Kol. I doubt it die at all with a Skirantra using Repair Cloud, too.
98% sure this is wrong... cause it did before (just takes forever)... although i dont think they would have changed it in 1.04 but i dont know that (and its not on the change log)
hehe... 45 shields per second + 30 hull per second from skirantra, +15 hull per second from repair bays + 250 hull and 2 armor from those cute wittle lightning fast overseers (unlike my ceilos and hoshikos... ), and +200 shield every time the maurader phases it out.
Oh, and strike craft can only hit it 1/3 of the time cause of jam weapons.
oh, and V nanites + charged missles = boom.
Hint: DONT aim for the kortul first!!!!
Wait, so the Kortul is bugged?
Is the hotfix nerfing it?
I was getting all excited about the possibility of a kol-like Vasari Cap (...
This topic makes me wonder whether it's a better idea to get the Revelation instead of the Radiance to take the Kortul out of the fight without actually having to kill it.
my kortul's disruptive strikes will drain your antimatters so that you cant do that... and increase its cool down so that if you do manage to cast it once, it will wear off before you can cast it again.
(DIE you evil GLOWING space witch!!!11)
Kol-like? The Kortul blows the Kol out of the water! I don't think it's bugged; rather it's just that 25 shield per second (45 at level 3) is pretty amazing stuff.
Oh definitely. You might get some short-term results with the Radiance (you'd disable power surge and jam weapons for a short bit), but long-term the Kortul will sap the Radiance of antimatter and eventually it will be operational again.
This gives me a hard on. An actual feasible capital ship for Vasari? I was getting down reading the cap ship thread and the Vasari bashing that's been going on there...
The Kortul is extremely strong until the Cobalts get into range.
What are Cobalts going to do to a capital ship? Their damage multiplier vs caps is terrible, and their special abilities don't affect caps. Use LRF or HC's to kill caps.
Well, I played my first Vasari game in a long time....I mean a LONG time...tonight vs a few hard AIs.
I wasn't disappointed.
A few things I noticed:
1. Their research seems very helpful early game...I feel a bit moreso than Advent...ie terran pop, enslaved labor, etc
2. I don't remember the Kortul being this badass. I mean seriously...
3. Egg still delicious. Desolator is now amazing at taking down planets with that ultrafast recharge seige platform.
4. Forgot how much I loved phase gates. Mobility is amazing.
5. I've never used the Kostorura cannon since Entrenchment...it's phase gate buff is amazing! Prettymuch all I did late game was just locate the enemy homeworld, hit it, phase my main fleet there, wipe it, build a phase gate upon colonization and then pick my next target.
6. Holy shit, starbases? Seriously? How many fleets do you have to throw at them when they are maxed to take them down? Dear god...
7. Ok this might sound weird, especially coming from a primarily Advent player...but with each Vasari cap, I felt like I was adding something to my fleet. Moreso than Advent caps. Hear me out:
-Kortul is your Kol
-Egg is your colonizer, + disassembler pwnage
-Desolator rapes planets on your offensive, eventually gets desintigrator...which is awesome...
-Sikantra gives you a Vasari Progen
-Marauder helps with ninjaphasing
Whenever I play Advent, I hardly bother with any other caps than the mothership, the halcyon, and the radiance. I just don't feel the others are really that useful at all...I've never been overly impressed with their abilities, and I don't feel they add to the "completeness" of my fleet like the Vasari caps did. Idk, hard to explain.
Anyways, I'm glad I gave them another shot. They have changed a lot since Vanilla sins...thanks guys. Sort of burnt out on Advent, so it looks like I'll be playing them for a while...
The Rapture is very useful. Advent cap ships are extremely powerful if they synergise. You need to use their abilities in combos to reach their potential. Advent caps are extremely powerful when used together or when they support the fleet.
Anyway, Vasari ships are far more independant. You can split up cap ships or keep them together. Support cruisers are less important, but still very good. The new Subverter is great. Distortion Field is now very useful for shutting down enemy fleets and is a viable counter to Repulse.
Try packs of Marauders.
Seriously... and get "deeeviousss!" with them.
Advent and TEC have exactly the same terran planet population upgrade. The Advent one requires one point to be placed in desert planet population, for some reason, but it's otherwise the same upgrade.
That said, Vasari have the best civic tree in my books, easily beating out both Advent and TEC. That's not to say that Advent and TEC don't have good civic techs (they do) but Vasari just have so many awesome goodies.
Until last week, it wasn't. They really improved the thing.
You'd better do it with one, otherwise a smart Vasari player will just get debris vortex and restore all its health with the scrap left over on the battlefield. If the Vasari starbase has no backup, the best way to take it down is just to bring in carriers with bombers, then run the carriers away. They move faster than the starbase, so it will never catch up to them.
Or for fun, plant a starbase in a plasma storm, where strike craft wont launch, and fully upgrade it for defense, offense debris vortex. the AI will throw innumerable fleets at it for no purpose other than the probable free extractor. Take note though, scramble bombers DOES work in 1.04 (i dont know why). though that will never build up enough numbers to actually do damage. ...i guess unless there are 16 lvl 10 skirantras for soem reason.
as for the independent power and funness level of vasari, yeah, i really agree. and with the new patch, less microing in order to beat another player, which s nice seeing as my user actions usually double that of the next highest level (usually advent).
Yeah, the latest patch really improved capital ships, especially for Vasari. It used to be that Vasari players would just get multiple Eggs, but now we have an amazing Kortul, useful Skirantra, for examples. It's wonderful.
Darvin, or anyone,
Any good starbase strategies for the Vasari? I'm pretty dumb, so I just max armour, max weapons, and maybe throw a trade port on there to link my planets if it's in an empty spot.
Are there certain upgrades (ie frontal shields, debris vortex) that are worth getting OVER the max weapons/shields? You only really have one slot left after maxing those, which might get trade ports to extend my longests pathway...
Also, is it really feasible to build one of these things in an enemy gravity well? it seems by the time it's done, your fleet has either already mopped them up, or your fleet got wiped and the enemy fleet can eat your unupgraded starbase for dessert.
Yes, it is. Actually, a common Vasari strategy is to rush the enemy with Starbases, preferably at his homeworld. The key is to have your fleet engaged with the enemy's while you can sneak a Migrator into their homeworld. It's absolutely devastating!
debris vortex is key, i think the frontal shields are meh-y. In terms of anti squadron (which orkulii are not) you can stick on the hangers, but i wouldnt suggest going too far overboard unless you have your SB close to repair stations or the station is acting as a "speed bump" for when pirates and nothing heavier are coming in. the other option for fighter d is to build a few sentinals and have them park themselves near the ORky's fat ass.
Really using the trade option is ok for areas where you arent facing heavy, or constant attacks. they SB tax module is ... near pointless. I dont think it will ever pay for itself unless you play a mulitple star map and block yourself off on max speed in SP. umm i dont think there is much else.
giggle, its pretty fun
also you can build one if you have no carriers, but your fleet is strong enough to defend it while its building. then when its upgraded.. it can roam about the system eating everything.. including starbases you really need to remove.
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