Okay, you are guaranteed to get dual halcyon rushed in any online multiplayer game. How do you beat it? I don't want theorycraft, and I also don't want answers from SP people. I want non-theorycraft answers from MP people who actually beat dual halcyon on a regular basis.
Please give your answers for: Vasari and TEC.
Thanks.
my bad, copy/paste error continued with glorious fashion from Darvin3's post. It should be subvertors to disable a fleet. And the subverters use their Distortion Field ability to disable the frigates from moving away and disables their weapons so they cannot destroy the mines before they activate.
Edit- I'm not questioning whether zoomers used overseers or not in Darvin3's game only my recollection of the matterin my game. As I've heard this described in other threads Subverters are used. I still need to watch the replay to see what exactly what he did again.
Seeing as the first capital ship is free, this OBVIOUSLY is a massive advantage for Advent, since they effectively got 3000 credits / 650 resources in units for free. Even if you pick a Vasari capital ship which is weak to bombers, there's an obvious benefit: bombers aren't as good as fighters against LRF. Also, on point blank, no excuse for not having repair bays to defend, especially as Vasari.
Actually, this was a little more devious. My fleet was trapped on the other side of a desert choke point that had a heavy starbase on it. Long story short, I eventually broke through all his starbases except for the one on his homeworld (should have tried for his HW, in hindsight; could have completely wiped out all his frigate factories and then just played a war of attrition by whittling down his existing fleet. Heck, just destroy his egg and get out of there and he can NEVER colonize anything again). However, by the time I got home the starbase there had full weapons and health upgrades. The only thing holding him off was my own starbase that had meteor control... hence if he moved in his starbase I'd kill all the overseers with meteors. I also pumped a bunch of heavies and flaks to help defend the SB.
I wasn't running an illum-based army here, either; I was actually destra-based, but that's besides the point becayse the combo made it impossible to approach.
Actually, there is nothing obvious (to me, anyway) about this game or the way it plays. It doesn't play intuitively, so the only way to figure things out is to do rote testing and memorization of the results.
This was a test in asymetric warfare. He comes cap heavy? Fine, I go all frigs for pure dps, don't build a cap so that I can use those supply slots for my frigs without having to fleet up (I can build a cap later in game), and thus put my stronger economy against his weaker economy. This was pure strategy. Did it work? Of course not, but that was the rationale behind it. Like I said, this game doesn't play intuitively so things just have to be tried.
Back to the drawing board.
Oh? So this works for lasers and plasma as well? I thought only beam weapons. You seem to be right "energy" weapons, there it is. So both would be enhanced by the aura. Still... only bombers get upgraded with beam upgrades, phase missiles or "just" missiles. Still a big reason for bombers if you start weapon research because it doubles for all LRF, regardless what race.
You have to upgrade your cap capacity for two carriers, so you should consider one fleet supply upgrade for the defender, no?
60 BA (instead of 10 of a non-upgraded supply, Cobalt for TEC, Skirmishers for Vasari).
Also i would include and carrier in the calculation on the defenders site (first cap free).
I am sure you get a different result then.
And then throw in a few flaks.
It does play intuitively; carrier cap will get bombers to counter your capital ship. If your capital ship isn't around - shock - it switches to fighters to counter LRF. This is perfectly intuitive and predictable.
More ships = more damage, but what frigs were you building? Did their HP/Shields/DPS rival the building of a capship, and was it worth not having abilities like Gauss or Power Surge? Cap ships are invaluable, when used tactically. Too many will kill you, to few will kill you if you aren't careful. It's all about balance and strategy.
-Exile(\/)
I'm saying in general it doesn't play intuitively. If you are offering up some specific situation, like the one you just outlined, sure it might in that case.
This was 3 seperate tests, 2 involving lrf, one involving lf. It seems you are nitpicking my going lrf in two of those tests when he would go fighter to counter. But there is no nitpick here. Yeah, he countered me with fighters. I also countered him with assailants. So who would win? I didn't know, thus the test.
Maybe you have a magic intuition for this game, but I don't. So I have to test.
There are very few options for a usuable capship vs a running carrier that is microed properly.
The obvious one is the Skirantra (carrier).
The carrier will outrun LRF (Assilants), so forget about LRF. BA (Skirmishers) can catch it, can pursue it and will kill it. The Skiranta also offers its own strikecraft (bombers because of capital armor) and repair.
The other option is the Marauder.
With distort gravity (area speed buff) it could speed LRF (Assilants) enough to catch the carrier. It has no strikecraft nor repair but it offers speed and makes LRF a viable choice.
Just got out of another game. I will relate what happened, but it's nothing out of the ordinary, it's just case in point. So I'm vasari, I scout right away and realize there is Advent right on my doorstep 2 jumps away. Okay, I already know what's coming, so I prepare. I see that he's building seeker and disciple combo, so assailants are out. I start building skirmishers. I drop a second, then a third frig factory just so I can continuously pump. He hits my roid, starts bombing it, we start fighting. I bring in my egg and nano one of his carriers continuously, but then had to pull it because after just 2 passes with the bombers it already lost full shields and was gonna go down quick. So I pulled the egg while continuing to pump skirmishers into the fray. Then I see illuminators jumping in. I said "you know, fuck this" and hit the quit button. All too standard.
Screw carriers. The problem is with Advent themselves. They can afford to build 2 capships right off the bat, have a fleet of disciples, AND have illuminators in no time, and do it all without feed. Where as vasari you can go 1 capship to try to have more dps fleet than he has, and you are STIL screwed. You can never go assailants, he'll just seeker you. You can't go navigator to counter his illums because he will disciple you. You go skirmishers - the worst unit in the game - and then the illums roll in, in no time flat. I hate Advent. I really hate Advent's guts.
EDIT: What aspect of Advent ISN'T broken? Their seekers are too strong, their disciples are too cheap, cost too little supply, too strong, build too fast. Illums - well everybody already knows about those. Guardian repulse is ridiculous - one and on.
Agent of kharma I think youre just losing with skill lol.
Well, if you are going to be rushed by carriers, you need a Skirantra. Period. End of story. Without one, I see no way unless you have hangars with phasic traps up and some flak. All the same, I didn't see anything about repair bays. I apologize if I missed it, but if you did not use any, that is your fault for not having them. Repair bays are going to make a fleet stand against something twice as large.
Maybe three or four times if you really push it. Repair bays are just godly, the staple of any defensive or passive-aggressive ploy. If you're not using repair bays, you're just not being serious.
Even when rushing, having it atleast researched is a good idea.
And make repairs as soon as you colonize enemy planet.
Shunmaha I have tabulated the last 30 games I've played. When I play against Advent, I lose. When I don't, I don't. I've gone toe to toe with your clanmate ferdie before... is that enough skill for you? Don't know why you want to hurl insults, but if you want to play online, shoot me a PM, name the time and place.
Actually, vasari repair bays suck, especially against advent. Of course I've used every trick in the book, including repair bays. I did not use repair bays this game because my strat in this rush was to try to pump as many skirms as I could, even forgoing 2nd cap to do it. Repair would have cost me a lab, time, and research money. How many more skirms could I have built for that?
Don't tell me Advent isn't OP, don't tell me they aren't ridiculous. I know it, you know it, and everybody knows it.
They need fixing yes, but I think you could have solved your problem by going with it. You built three factories. That is all well and good, except that you don't really need all of them.. Repair bays are tier 1, its not that much, and besides, Skirmishers are horrible anyways. If you don't have repair bays, you are doomed. They may not help at the beginning, but when each of your ships is living twice as long as it normally would, I'd say that's a pretty good deal...
Putting a vasari repair bay on a hard-rushed (by advent) asteriod is not going to make each one of my ships live twice as long. I seriously doubt it would have even caused me to break even in the scenario I just described, much less put me in the green (notice by the way that the attacking Advent doesn't even need repair bays, yet this realization somehow seems to escape you).
I don't lose against advent because of usage of repair bays, or lack of usage of repair bays. I lose against advent because advent is OP, and everyone knows it.
Now, TEC repair bays? That might be another story.
Vasari repair bays still have oh what is it? 20/25* hps for 10 seconds I believe. Now, that may not seem like a whole lot, but that negates the damage of multiple illuminators all firing on one ship. I'd say its a pretty good deal. That and unless I am mistaken, Vasari repair bays have the shortest cooldown. Sure, they don't have the massive 40 hps of TEC (which require research to be oh so good btw), but its still good.
So, I do believe that doing so would make your ships last twice as long. Yes the Advent are OP, but in the defender always has advantages. The largest would be repair bays, and if you don't use what is available to you and then blame it on the OPness of the Advent, all you are doing is kinda-half-trying to win.
Let's look at some comparisons:
Seeker>Navigator
Disciple>Skirmisher
Illuminator=Assailant (I say this because Assailants come out earlier and have PM's which become awesome late game)
Defense=Sentinel (see previous reason)
Now, you know you will never get anywhere with Navigators and Skirmishers. Its common sense. They cost more and do less. They are not worth it in the least. For this reason, you know you could never win that way. So what options are left? Assailants, Sentinels, Capitals, and Repair Platforms.
Assailants are going to ripped apart so they are out as the key to victory. Sentinels will get shredded by Disciples, so they are out. Capitals are going to draw a blank, though they will help level the playing field. The only option left is your best. Repair Platforms. While they do no direct damage, they heal you at 20/25 HPS for 10 seconds. That is 200/250 hull points. And I believe that most frigates have 3 armor and mitigation goes up to about 60. Let's see what that means.
Damage taken is more or less this formula:
Hull=Hull-DPS*miti_remainder*armor_remainder.
However, healing while taking damage is the following...
Hull=Hull-DPS*miti_remainder*armor_remainder+repair.
So, let's switch up the formula to find how much damage it takes to punch through it, shall we?
Repair=DPS*miti_remainder*armor_remainder.
And let's say that the repair platform heals 20 HPS. You then simply solve for DPS.
20=DPS*.40*.85
DPS=58.82
So, that means that a single repair platform can hold off at least 6 Illuminators against one frigate. The result is higher if used on a capital. That means that while you may be outgunned, your ships are going to last a whole lot longer than theirs will. For that reason you ought to be able to hold them off until you become advanced enough to counter. Late game, the Vasari can slaughter forces with all their toys. Sub+Ruiners for instance is a very deadly combo. I used that against a hard AI the other day for the first time..
A fleet of about 1000 FC went away. Capitals died, frigates died, everything went BOOOOOOOM!!!! After seeing it, I didn't know whether to be terrified or happy, so my result was nervous laughter. I checked the stats as well. Vasari Emines are by far the most devastating as they have a huge range and then of course deal massive damage.
Back on subject... You have to hold out and colonize, building up your military and economy before slamming back against them with everything you've got. I know Vasari can't win early game, but if you can hold them off (which you should be able to) then you can bring out the Vasari's toys, and at that point, you can win.
*I'm not sure which it is, so when I did estimates, I was conservative. If it is 25 HPS, then you end up with 70 DPS neutralized or nearly 8 illuminators.
volt, vasari repair is 15 health a second, can not be upgraded.
I know you're just trying to help, but....
15.
A joke, right?
I don't know what went wrong with your math, but a single vasari repair platform isn't going to hold off 6 illums against 1 frigate.
Kharma my advise to you would be to abuse the few OP things that vasari does have going for them. if a person goes dual halocryn go for a dual skinantra SB rush. as long as you have nutrals it isnt hard to pump out the skinantra and get a SB.or if you need it just get a bit of feed because against advent even the most skilled vasari people get fed.
unless they get fed a bazillion credits a person who went dual halocryn wont be able to coutner a dual skinantra SB rush, if you have repair cloud and you do it well.
_|~Uber
@Elrosh: I know it can't be upgraded, but thanks for the correction..
@Agent:Okay, so you end up with 47 DPS neutralized. That is still a nice boost. I'm just saying that they are worth the investment, and since they are tier 1, that isn't a very big one either... Most people start off with a military lab anyways, so all you have to do is research and build one. Neither takes long and you should be good in 1.5-2 minutes. After that, you can sit back and watch your otherwise wimpy fleet take on a superior one and win.
And did you not read my description? Assailants are great for ff late game and come out earlier than Illuminators. Neither of which is going to help you much as I said when explaining this earlier...
@Vasari: That works too..
The problem is, a rush isn't a late game situation, and assailants are useless against advent early game.
Like I said, did you not read my description? And this time I get to add, "again" to the end of that phrase. I said that neither would really help you much in the second post, and I said that "Assailants are out" in the original one... Your point?
Vasari repair bays are weaker than the other factions, but they're not that much weaker, particularly early game. Their repair rate is half that of the Advent repair bay, but the duration is twice as long, so the amount of hull restored is the same. If antimatter ends up being the bottom line, the repair bays are roughly identicle. It's only later on that the slower repair rate really catches up to the Vasari repair bay (it's still invaluable, though).
Yeah, good point Darvin.
I just want to add that you will need MANY repair bays as Vasari to heal your entire fleet. Illuminator sidebeams are almost as lethal as their front beams. And only if you have one or two Skirantra carriers, you will be able to ensure the entire fleet gets enough healing to the ships' hull.
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