So I've been testing a start where I delay getting LRMs and just grab corvettes and some weapon and shield ups so I can utilize all my lab spots for an eco-tech rush while still having a competitive military (the goal is to build a fleet that can defend my worlds. It doesn't need to be able to attack enemy worlds). It seems to work against the AI and on paper it doesn't have any glaring flaws. This strategy is meant for larger maps where rushing is pos
faller
I've found several possible messages. End it Endings Taken 72 7 of 2 Heretic Everything Crisis It seems as if some lines are there only to separate characters. The Vasari seem to write vertically but I am unsure which direction is correct. It should also be noted that no character is repeated however distorted versions of characters appear. It is possible this is a Vasari Rosetta Stone.</
Will there be any updates to the vanilla races in R5? They are fun to play with against the Maelstrom factions as they are more generalists than specialists unlike the Maelstrom faction but feel a bit underpowered especially in the early game.
10 level 10 cap ships? or just 10 cap ships with purchased levels? Though I can't really think of a situation where I would want to rush to 10 cap ships aside from a game with a special ruleset like no building anything smaller than a cruiser.
The advantage of a colony cap is that you can immediantly colonize newly conquered worlds. In the early game this greatly speeds up planet grabbing. The Akkans colonize ability also saves you 250 credits for each planet you colonize which is fairly significant early game. In addition targeting uplink is extremely useful for early skirmishes because it allows your LR frigates to get the first strike. Ion bolt can also be used to shut down several capital ships at once with the support of a lev
It also depends on map size, base fleet size, and economy. If you can get sufficent fighter coverage the can really come into their own. The Kodiak and the Enforcer also have some useful abilities.
I think you are forgetting to test with supporting fleets. Also you only tried out one ability combo. Besides most games are over before two player have level 10 titans on the field with everything researched. Try with some level 5 ones with nothing researched. Its also important to remember that no Titan and TEC ones in particular is meant to act without a fleet. The Ankylon and Ragnarov are both support ships albeit on opposite ends of the spectrum. They are not battleships like Vasari tita
It would be nice to get some confirmation if we are on the right track. Have you tried anagrams? Also what if the symbols are not letters but numbers? The numbers could correspond to letters in another alphabet. Has anyone looked into the pulse pattern of those red lines on the circles?
Back on topic... Heavy Cruisers require a significant investment to field and on top of that are countered by the same things as cap ships meaning that all your opponent needs to build are bombers and flak frigates. The best use for them is team games where each player doesn't have to worry about rounding out their fleet capabilities. In this case a player with no fleet upkeep research can still field a pretty significant force in the form of a capship and some heav
The most significant thing about TEC starbases is their economic effect. By building several starbases with trade docks and construction facilities you can boost your income and free up logistics spots for refineries or broadcast centers to further strengthen your economy. TEC is also the faction that is able to make the best use of the black market and pirates due to their credit focused economy and discounts for dealing with the underworld. another advantage of TEC is that with late game re
Phase-Space tidal wave with non-euclidian geometry.
remove their shields and reduce their HP by half. They are fine as is, they just need to be easier to kill.
which AOE ability of the Ragnarov do you think is it's best?
what if the phase inhibitors purpose is to make phase space safe for travel and the vasari removed too many and now there is a phase space tidal wave and the dark fleet survivors went crazy from non-euclidian geometry then again it could just be those old robot-zombie-pirate-ninja-energy beings up to no good.
On smaller maps it is actually quite useful. culture is also critical late game for allegiance and the ability to spread it faster and to prevent your opponents culture from spreading is a powerful economic edge. I think that the research for 30% faster culture spread should be moved from tier 2 to tier 3 or 4. it is only OP because it is at tier 2 it should be moved to mid game. I agree with you that culture will not win the game, but I think that because the no other faction possese
the advent rebels seem to be about inner strength. what about some economic research. Ideas resource focus is available at tier 3 its tier 4 slot is replaced by a tech that boosts resource focus by 20% with two ranks for a 60% bonus and a 80% bonus respectively at tier 6 there is a tech that boosts all sources of credit, metal, and crystal income by 5% at tier 7 their would be a tech that boosts income by a further 5% at tier 8 there would be a
it is the fact that they are able to have such powerful culture at tier 2 that I think is OP, not the culture itself.
corvettes main strength lies in their speed which allows them to attack anywhere in a gravity-well rapidly; unlike frigates, cruisers, caps, and titans. however because of their speed they often end up being exposed to enemy fire alot. another weakness is that they can be targeted by abilities that only affect sc as well as abilities that affect frigates. corvettes may be powerful but they are also very vulnerable. my only only concern is that the shields and hull should be reduced by ma
the advent AI seems unable to deal with pirate bases blocking their expansion. they will assemble a large fleet and just sit there with it while continually sending scouts into the pirate base. they will also spamm deliverance engines and fire them repeatedly at the pirate base with no effect
The culture of the loyalist advent is far too powerful. with only 2 civic stations the spread rate becomes incredibly fast. At full research it becomes much stronger than any other factions culture and is nearly unstoppable.