To innociv, good lord you are a twat. Actually say something instead of just crowing about how good of a player you aren't. Geez. Anyway, I agree on the point about LRMs and Advent. LRMS force you to build defense vessels, which don't actually do anything. However I think carriers are fairly decent counters to LRM, as 4 fighters can kill an LRM in one pass. Of course, if you go all fighters, again, you can't really do anything. You can counter LRMS strategically though, by buil
TarlSS
This is a good tactic since you can do a lot of damage in a very short time, surprising your opponent and making it tough to retreat. Also probably a great way to take out repair bays, although again, TEC scouts are better at assault structures.
LRM spam is really nothing. A fleet of light frigates in front of some carriers with fighters + a capship in support rips LRMs a new one. >>>>>>>>>>>>> This is precisely wrong. LRMS in equal cost against such a group will probably win, although it does depend on how many carriers you have. You're actually probably better off using scouts instead of light frigates if you intend to bait the LRMS. Capital ships, in terms of damage, don't contribute to the battle very muc
I tested it. You can get 3 level 1 capital ships at 16 minutes, but this severely hampers your economy. This strat is also very vulnerable to LRM Rushes, as the capital ships are only level 1 and not very effective well, against any equal value of frigates.
Never seen anything like that.
Well, no, messing around with Workhorse frigates presents a whole new can of worms. What light frigates can and cannot do is frankly irrelevant to the balance of LRMs. The solution would be to reduce the capital damage on LRMs alone, and reserve killing capital ships for late game units such as bombers and heavy cruisers.
I'll say it now, rushing in this game is extremely effective. Even the earliest attack consiting of 6 LRMs and a capital ship is absolutely devastating against someone who hasn't prepared the appropriate counter which also requires the construction of 2 military research bases and a military focus. Someone who builds trade centers and broadcast centers, even if they do max out their fleet cap, is typically dead. How do we solve this? By making it difficult to rush centr
The difficulty of getting multiple ship types contributes directly to this 'spamming' issue. You might cry about spamming LRMs, but there isn't much to build early game except LRMs, Defense vessels and workhorse frigates. Quite frankly, LRMs are strategically better because they destroy capital ships and buildings quickly. Workhorses are more expensive than LRMs, get killed by them, and tend to take up more supply. Defense vessels are ineffective against Buildings and capital ships. Th
The thing about jumping deep into your opponent's empire means that your empire will be also be vulnerable to the same tactic. Then it comes down to who has the most fortified homeplanets, etc... Remember to heavily fortify your coreworlds, and that your outer worlds are the least important.
Flaks pwn Illuminators. Capital ships? Quite frankly I never go past one. The prevalence of LRM, Bomber and Heavy Crusier is so strong in this game that they really aren't worth building
Pffbt. Not common factions don't tend to be universal to games at all. The Total Annhilation series never followed it, nor do most RTS games. Quite frankly the only games I can think of with wholly different factions are Starcraft, Warcraft III, Warhammer,Dragonshard, Command & Conquer Generals/Tiberium wars and possibly Company of heroes (Although they do indeed have unit equivelancies.) Asking for asymmetric factions is quite frankly, unusual. Most games simply don't have them. Also,
Really, this game absolutely sucks when it comes to multiplayer. All I see is these half brained idiots teaming up to create 4v4s with unbalanced teams and games that take just forever to complete. Can we get a real random automatching service or something? I'm really tired of my team sucking balls. Multiplayer is quite frankly, the worst part of this game right now.
I have an idea why capital ships aren't used often: Cost of research! Capital ships cost huge amounts of money of field requiring high initial investment into research and fleet cap. Consequently they are less useful than frigates of cost being that frigate research costs aren't nearly as high as frigate research costs, coupled with their lack of cost/firepower ratio.
What you really ought to be worried about is heavy crusier spam. That's mostly what gets me.
Capital ships and capital ship levels -really- ought to be cheaper if they're expected to die so easily.
Definitely won't work against a human player.
Their capital ships were probably repelling your culture.
Uhm, you forgot about carriers. Are they easily counterable? Yeah, but they can wreak alot of destruction too. Culturespam really needs to up gun the tax dollars it gives, or otherwise be a great deal cheaper if it's supposed to be a viable alternative to tradespam. There ought to be perhaps a cheaper cost to build on worlds with the same culture.
It's the LRM. Sorry. Quite frankly, no one complained about capital spam, or heavy cruisier spam, or carrier spam. This is a symptom of appearance. Every race gets the T2 LRM analogue relatively early in the game, and while they differ cosmetically, they perform the same function. They are cheap, and hence we get the appearance of 'spamming' because the strategy is very possible with every race with a good economy. It's really a problem concerning the effectiveness of T2 ships. Gam
Nope. If you want to play to win with 'quality over quantity' then play WC3 with it's incessant hero micromanagement. This is a 4x game. Economy is over half the game. Action gymnastics is typically how 'quality over quantity' occurs. Pfft. I get the sense that all this anti spam whinery is over the fact that capital ships aren't heroes. No, they aren't. Sorry. Ever play Supreme Commander, Total Annihilation? Now go whine that you're being spammed with Tier 1 tanks. geez.
I think the entire point of game ending techs is to end the game. I mean, frankly, games have to end at some point.
Well, the way it already works is that culture increases allegiance, thereby granting you extra tax $$
I think the strength of defenses is fine. But the -cost- of defenses is absolutely ridiculous. Factoring in the metal and crystal costs, the defensive gun turret costs more than an LRM or Workhorse Frigate! How silly is that? It is prohibitively expensive to put up defenses and it comes at a real cost to your other activities. They should make it so it's possible to build defenses without ruining your budget.
Rebels are the Civ version of the Dark Armada or Novalith cannon. Once the enemy gets them, it's generally supposed to be game over.
Wow. I have been reading this thread for the last five minutes, and I must say, Agent of Kharma, you need to shutup. You've pretty much drawn a line in the sand and tried to stop any discussion related against your point. This 'your style my style' nonsense is not helpful. Anyway. How about just giving PJIs the ablity to cast Area of effect Gravity warheads or something like that? Or perhaps add a costly ship like some kind of interdictor crusier? It works in S