Just finished a game against a TEC on a small map. I was vasari. What's the best early answer for vasari to halcyons or sovas? Near as I can tell, skirantras, so I built 2.
Game starts. We both pick up a couple of roids, and meet in the middle at my asteroid. He attacked my asteroid with a single sova, backed by a couple of cobalts. Went straight for the roid, started bombing it. I already had my 2 skirantras there, so they attacked his sova. I had plenty of antimatter on both skirantras. I manually alternated repair on both of them, waiting for the optimal time each time to do it. Meanwhile, I was pumping assailants to counter his cobalts. I had about 1 assailant for each cobalt he had once the battle ended.
What happened?
His sova killed one of my caps, was well on the way to killing the other one, and the roid was almost bombed completely down before I said "screw this, if your single sova can own BOTH my caps and and take my roid with hardly a scratch, I ain't playing - you win" and pushed the quit button.
No, he did not have mobile repair at my roid (hoshikos), nor a repair station.
No, his sova was not high level, nor was it higher level than any of my caps.
1 sova > 2 skirantras. This is even with both skirantras having repair cloud, alternating it. Can anyone please offer me a rationale for this?
No, I don't believe the game should be balanced by unit. But given the current state of the game, I also see no reason why a single sova should significantly own TWO skirantras!
That's only after late game, requires the Assailant to be immobile, and costs a lot of time and resources... to just match Illums?
And Scramble Bombers is actually a decent ability at first. Having an additional Bomber can really help in early-game battles. However, it's long cooldown and real lack of improvement makes the ability exceptionally weak once carriers are out. Reducing the cooldown and increasing the number of Bombers deployed per use would make this a far better ability.
I was going to edit that, but then my laptop started refusing to charge and I kind of forgot about that.. I meant that it outdoes the Illuminator easily thanks to those upgrades. DM neutralizes side beams and then PM upgrades put it over the edge against the Illum.
@Zombie: I don't really ever play online as I don't really have the time... Though if you ever see Nicholas Tesla/Volt Cruierz, its me...
It is underpowered late game, i agree. But how many online games get s far in a bomber squad or 2 will make no difference? Besides, how about when your main squadrons are all in poor shape? Scramble Bombers doesn't have to build each one, you get full fighting power right out of the gate...
-Exile(\/)
Its still not much. SC deal most of their damage in the first pass. Then they will make a second pass before being set to hold position (Or at least that's what I do).
The point is, its not enough.. The combination of RC and MA makes it very hard to kill your SC...
I never got the whole idea of having squadrons hold position. why do that?
When moving around, squads are spread out which allows the multiple turrets on flak frigates to deal more simultaneous damage. It essentially turns fighters into your own flak frigate...
Actually, the reason you put fighters or bombers on hold position next to their target is that they don't have to waste time flying around making passes and runs. They just sit and shoot.
it also helps prioritise targets slightly... usually seige frigates cluster together when seiging a planet, so leaving a bunch of fighters on hold position near those seige frigs will have the fighters target the seige's before, say, LRF or other fighters...
the problem with making your fighters and bombers sit and shoot is that they SHOOT ANYTHING! you cant aim them properly, so be careful on how you postion them, to attack a specific target.
Okay, thanks. Doesn't sound like my kind of tactic, though. Seems like having them sit still would maximize Flak's effectiveness against them since they would always be in range.
In real life, yeah. But the chance to hit bonus on SC doesn't disappear when they are stationary. But since the turrets can't turn, and you still only have an 80% chance of hitting them, you are better off that way..
The main things is the total dps of the flak frig is cut in half because only 50% of the guns can fire...
test it yourself... other people have and have come to this conclusion so...
But the squadrons would be constantly in range, so the FF could fire as fast as it is able, so it WOULD be dealing more damage and kill them faster. If they are making runs, they deal less dps because they are not always able to fire when they are ready, but they take less damage. I think you're better off having them last longer and deal slightly less damage than be slaughtered in a few seconds by sitting there and taking flak up the ass.
Well, then in a game online, you can set yours to normal and I'll have mine set to hold position so that I can cream you. Setting SC to hold position turns them into turrets. The most important thing though, is that while in transit, SC squads are considered to be where the first one is. That means that while it seems that FF's could normally not deal much damage, they do. Sometimes using all weapons. That is why you use hold position. You force it to only use one weapon bank. This way, it only deals 25% of its total damage to your squad.
It makes them last longer. If you don't believe it, try it. The fact is, this strategy came out sometime last year and at first it seemed ridiculous, but it works and you can quickly gain air superiority using it.
I would have gone Kortul/Evacuator
Kortul tanks, with weapon cooldown changed to boot. Evacuator nanos. And you can deplete antimatter with the Kortul as well, so he can't use missile batteries.
You are using far more money than him though... Beating him with vastly superior units is nice, but unrealistic.
Unless you have the Eco to back it up, which Vasari should with neutrals income. Though, this is mute vs TEC, who have an internal Eco advantage.
Or should the Vasari get ripped of through zero nearby neutrals...
Like others, I also believe that Scramble Bombers is a better early game choice (rather than repair cloud). From my observations, Scramble Bombers is also what most of the 'pros' pick first. By my calculations, the 3 extra bombers for 2 minutes, can deal considerable damage, which by comparison to other level 1 abilities, is one of the highest damage abilities available. Granted, the presense of fighters can potentially severely reduce the effectiveness of Scramble Bombers. So maybe pick Scramble Bombers first, then Microphasing Aura, to help level up your Skirantra to get Repair Cloud for when you have a larger fleet, and its repair of ALL ships/strikecraft within range is more significant. The 200 hull point repair of a single ship for 100 antimatter is not that good. A definite antimatter hog. Thus, using the Skirantra differently might also help your performance. IDK.
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