ARROGANCE, NERDRAGE, TL;DR POSTS, ETC & occasional helpfulness!
Published on February 11, 2008 By innociv In Strategy
I'm talking MP here. I don't play singleplayer.
Okay I got TEC.. They have early trade and they can tank with armor really well, and do good single target damage.

Advent is my favorite. Motherships shield restoring, with gaurdians.. take out entire fleets without even loosing a single frigate. Illumini are so good at killing(Especially cap ships) i'm tempted to call them imba. But they need a ton of crystal.

But Vasari.. What are they about? There cap ships all seem like complete and utter crap with useless abilities except the motherships warp-stopping one. But what good is stopping a jump when you do half the damage advent does? Only good thing I've liked about them is that they get resource gathering boosting abilities early on.. get both ups in 1 cheap upgrade. Also they have reduced ship costs, but nothing reduces research cost form what I see.
So is that it.. the phase jumping between your worlds however you want and making ships cheaper?
So far I really don't like Vasari much. Tec is okay, but I love Advent.
Comments (Page 4)
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on Feb 13, 2008


Vasari are my second favorite to play for power, and my first for fun. Advent are a little more powerful thanks to their awesome fighters and defenses but Vasari are much more interesting.


The Vasari fighters and bombers can be just as strong as the Advent's. By researching up the Phase Missile and Armor tech lines for your normal warships, your fighters and bombers are getting fully buffed as well. The Advent will be researching Beams and Shields for their normal ships, but only their bombers' attack strength will get passive boosts from this research.

So when a battle comes around, they'll have hard-hitting but flimsy bombers and weak paper-plane fighters compared to your teched-out Vasari strikecraft. The squadron size for the Vasari may be small, but one individual fighter or bomber is MUCH stronger than an individual Advent drone, more so after both sides have teched up. What's more, Vasari strikecraft can fire straight through shields and hit the enemy's hull directly, while Advent strikecraft have to spend considerable effort and time in bringing down their enemy's shields.
on Feb 13, 2008
ah the vasari vs advent bombers comparison again.

Without any buffs and from the drone/transporter.
damage:
squad of vasari bombers does 17.1 dps.
squad of advent bombers does 17.7 dps. The developers used rounding for the display to be more user friendly, not that I think its necessary (even blizzard doesnt dumb down dps display in WOW and thats supposed to be simple) and thus many people might think its 21 dps.
hp and armour:
squad of vasari bombers have 420 hp and 5 armour.
squad of advent bombers have 525 hp and 1 armour.

Benefits that advent bombers can get or advantages over that of vasari.
hangers:
3 squads per hanger instead of 2, the squads can be upgraded to do 22.7 dps, but each hanger is more expensive than for vasari and takes 6 tactical slots and not 4 like with vasari.
capital abilities:
-carrier can increase the squad size to 10 doing 25.5 per its own squads and its level 6 ability can increase the size to 17, like making each of the 6 squads into 14.5 normal squads for a limited amount of time.
-capital ship has an aura that increases bombers damage by 30%.

Benefits that vasari bombers can get
capital abilities:
-carrier can summon 2 extra squads(one will vanish by the time you try to summon 3rd) and thus have 8 out.
-carriers have an aura that make the squads jump towards there target and have specific chance of not being hit (it equates to like 10% at level 3)
-carriers can repair the bombers with the aura.
-not sure to include this, but carriers can make an extra transporter permanently.
-the marauder can increase the speed of the bombers to 4000 (capital ship is 500).
influence:
influence can increase the 17.1 damage of squads to 19.665 dps.
missiles:
bombers can penetrate shields like other vasari missile ships, thus in many cases killing advent caps before their shields drop.
on Feb 14, 2008
Well last game I played I won with Vasari..
Phase gates ARE amazing but.. has anyone looed at what they really cost?

tosn of credits, metal, and crystal for one.. let alone 3 or 4. Returning armada and the faster phase stab travel upgrade cost thousands more.

Problem is with all that money you're spending on that.. you're losing planets trying to do so, while a tec is spending everything on massing out ships.

Once you get them, ti's great, i just find it hard to have that money. You'll only have that money if you're already winning, in which point you don't even need them.

And their battelcruiser or whatever, teh first ship IS amazing. Nanites and the faster recharge is godly. I had a level 10, 9, and 7 of them. I quickly realised that game it's worthless to use those carriers healing. It's nothign compared to advent motherships.

With 5k HP and 12 armor those vasari cap ships have effectively over 8k hp. With the regen they are a much better tank and deal amazing damage. Part of their weapons are pphase missiles so they get the phase missiles upgrade benefits.

With only that cap ship your enemy doesn't have a choose to shoot your weakest cap ship(generally the carrier), only your tank. And they dont' die, so they keep leveling up.

And I massed the anti-fighter frigs and made short work of LRMS, assaliants, etc with them. With those gone my caps could take out everything else.
on Feb 14, 2008

ah the vasari vs advent bombers comparison again.

Without any buffs and from the drone/transporter.
damage:
squad of vasari bombers does 17.1 dps.
squad of advent bombers does 17.7 dps. The developers used rounding for the display to be more user friendly, not that I think its necessary (even blizzard doesnt dumb down dps display in WOW and thats supposed to be simple) and thus many people might think its 21 dps.
hp and armour:
squad of vasari bombers have 420 hp and 5 armour.
squad of advent bombers have 525 hp and 1 armour.

Benefits that advent bombers can get or advantages over that of vasari.
hangers:
3 squads per hanger instead of 2, the squads can be upgraded to do 22.7 dps, but each hanger is more expensive than for vasari and takes 6 tactical slots and not 4 like with vasari.
capital abilities:
-carrier can increase the squad size to 10 doing 25.5 per its own squads and its level 6 ability can increase the size to 17, like making each of the 6 squads into 14.5 normal squads for a limited amount of time.
-capital ship has an aura that increases bombers damage by 30%.

Benefits that vasari bombers can get
capital abilities:
-carrier can summon 2 extra squads(one will vanish by the time you try to summon 3rd) and thus have 8 out.
-carriers have an aura that make the squads jump towards there target and have specific chance of not being hit (it equates to like 10% at level 3)
-carriers can repair the bombers with the aura.
-not sure to include this, but carriers can make an extra transporter permanently.
-the marauder can increase the speed of the bombers to 4000 (capital ship is 500).
influence:
influence can increase the 17.1 damage of squads to 19.665 dps.
missiles:
bombers can penetrate shields like other vasari missile ships, thus in many cases killing advent caps before their shields drop.



What about fighters? Could you do the calcs for them?

And by 'extra transporter permanently', I think you mean that the in-built factory on board the Skirantra can build a Lasurak Transporter out of antimatter, just like Sovas can build Missile Turrets and Vulkoras can build Siege Turrets. Awesome. That would be an extra squadron and another mobile strikecraft factory, not just a stationary turret like the Sova's.
on Feb 14, 2008
about the vasari carrier:
1)The carrier can create 1 squad of bombers every 60 seconds, which last for 120 seconds, these squads are identical to other vasari bomber squads.
2)The level 6 ability lets the carrier replicate any non capital unit, so I was implying that you can replicate a transporter with it.
on Feb 14, 2008
The one Vas Cap-ship (the one that can colonize & in the lore is also a ship for housing alot of their ever-fleeing population; sorry I forgot the name ) is often what I use for cap hunting.

It has a armor debuff that lets you make mince-meat out of your target. I am uncertain of the armour dmg reduction formula but it must be impotant due to the large difference I see when force-firing on a armour debuffed cap.
on Feb 14, 2008
oh that replicate is permanant? Neat

And using the carrier to create a bomber squad is EXTREMELY silly until you're elvel7 or 8 so it only costs 50 AM or whatever. The healing ability is much more useful and you don't have antimatter for both.
on Feb 14, 2008
The Carrier repair cloud isn't great, but it heals fighters. Progenitor shield cloud doesn't.

on Feb 14, 2008
You don't have to be winning to tech up to the stabilizers and armada, although it would be harder to do if you were on the back foot. It helps to have a partner- 1v1 you just can't focus so much on research, as you have to defend yourself the entire time and there's no other targets for them to go after.
on Feb 15, 2008

The Carrier repair cloud isn't great, but it heals fighters. Progenitor shield cloud doesn't.




The Skirantra repair cloud is more useful for the Vasari as they use Armor as their main defense and the cloud can repair armor on everything within range(including strikecraft).

The Progenitor shield-regen cloud is more useful for the Advent since they use Shields as their main defense and the cloud can regen shields.
on Feb 15, 2008

oh that replicate is permanant? Neat

And using the carrier to create a bomber squad is EXTREMELY silly until you're elvel7 or 8 so it only costs 50 AM or whatever. The healing ability is much more useful and you don't have antimatter for both.


yes I know its silly, I never get it till Im forced to. Was just mentioning it.
on Feb 15, 2008
with scramble bobmers you can spend AM before getting drained,t hough..
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