Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,837 Replies 1,395 Reputation

Considering the game will award you the achievement regardless of the map or difficulty level of the opponent, most of these are pretty easy to get. Try playing an easy AI on point blank and use the Sova Carrier against it. Should be a piece of cake with the resource handicap easy takes. Beating an unfair difficulty AI in a straight 1v1 is harder than almost all the achievements.

6 Replies 5,063 Views

[quote]I think I'd normally rather have a few more LRF or flak with my main combat fleet than have some spare LF of mine staying out of the fight and being mostly useless except during the 30 seconds to a minute that my enemy tries to retreat[/quote] Totally depends on what units your opponent is making. If they're just trying to cram copious numbers of LRF down your throat, you probably don't want any LF; [i]maybe[/i] half a dozen for fighting over neutrals, but tha

38 Replies 24,320 Views

[quote]I'd say absolute minimum 16-20 extractors before they are viable (which is rare).[/quote] At 16+, they're absolutely must-have. Absolute minimum is 8, in practical terms they usually make sense around 12. The biggest problem they have is a high cost, both in terms of research and in building the structure. On a direct comparison of 1-logistic slot, they're highly competitive.

13 Replies 5,690 Views

[quote]Scouts work well for this purpose as well.[/quote] Scouts only work well against light armor units (which, ironically, does not include the light frigate). The light frigate is most useful against heavy armor types, such as flaks, support cruisers, and carrier cruisers. The two units complement each other very well in this role. [quote]I think my stategy would be to lure the enemy fleet into a ridiculous number of defenses[/quote] Works beautifully a

38 Replies 24,320 Views

On a per-cost basis, trade ports are your top pick in virtually any situation. On a per-logistic basic, refineries will win out if you have low resource income or lots of serviceable extractors. Remember that refineries have tight stacking limits, so find a good location and put all your refineries there. It's generally a poor idea to spread out your refineries over multiple planets. Usually I reserve refineries for locations that will service 12 or more extracto

13 Replies 5,690 Views

[quote]I would also consider mobile raiding fleets. Pin down where his main forces are and send some planet bombing frigates behind emeny lines. This will cut off his supplies and force him to re-colonise and invest in more infrastructure. I know all too well how irritating this is...[/quote] Against the AI, it's entirely possible to play "monkey in the middle". Attack his empire on two fronts. When his fleet arrives on one side to defend, retreat and fall back.

3 Replies 13,504 Views

[quote]The people on the starcraft forums just flamed me. [/quote] Are you really surprised? I was involved on the Warcraft III forums ages ago. You have to develop a thick hide just to survive there. It's a very hostile community without any real leadership. Still, don't judge a community by its trolls. There were some good posters back when I was active and I'm sure there are still.

29 Replies 114,720 Views

[quote]Its a shame that I am not qualified for any of those positions, and I really need to learn C++ on my own, since DeVry doesn't teach it anymore.[/quote] You [i]definitely[/i] need to pick up on it if you're going into the programming world. I'm surprised they've removed it from their program.

38 Replies 188,684 Views

[quote]lol only 4 guardians... I would relish facing your endgame fleet if it only had 4 guardians[/quote] For a fleet of under 100 frigates, you only really [i]need[/i] 4 guardians (though I will admit, as you're approaching 100 that's stretching it). Late-game you certainly need more, and once you have repulsion online you'll need more for that purpose as well, but earlier on there's more focus on firepower. For smaller fleets, four is all you need.

69 Replies 62,057 Views

[quote]If your enemy has a whole lot of LRF in the early-middle game (100+ supply worth, which isn't uncommon), is it still worth building any LF if they'll only survive for a few seconds each on the battlefield?[/quote] For a direct firefight, none. Light frigates get torched so quickly by LRF in those kinds of quantities that you shouldn't be using them for straight fights. [i]However[/i], due to their fast move speed light frigates can still be used for sk

38 Replies 24,320 Views

[quote]I'd love to see some reasoning behind this, especially after you just said that it has:[/quote] It's cost-effective once unlocked. You have to invest heavily in tech and other units before it becomes effective, but once you've sunk those costs the unit is inexpensive. Changing the base cost of the guardian would have no effect on these other factors. You only need about 4 guardians for a fleet of under 100 frigates. That's not a huge co

69 Replies 62,057 Views

[quote]Guardians are not that difficult to acquire. If anything needs help its the Domina. [/quote] Agreed and certified. The guardian is already very cost-effective; its primary issues are that: A. It requires either a Progenitor or Repulsion research to be effective. B. It has a lengthy list of prerequisites that make it expensive to access. C. It's not really that effective for small fleets, and is better suited to

69 Replies 62,057 Views

[quote]PS: tech fleet could not ever beat advent battle ball, no phase weapons means infinite advent shield + endless repulse trolololooo.[/quote] It can be done with a sufficient numerical advantage. The Dunov's EMP is a real help here, and takes a lot of the pain out of guardians by sapping both their shields and antimatter. The Advent either has to spread out, giving you more opportunities to micro and reducing the effectiveness of their battleball, or take the full

19 Replies 7,138 Views

It's actually possible to create advance-start scenarios using galaxyforge, within certain limitations. Cross your fingers that the devs give us a map transfer system so we can actually play galaxyforge stuff in multiplayer...

7 Replies 6,770 Views

[quote]What do I do about the Revelation's synergy with Guidance? Give the Javelis's a Dunov or something?[/quote] You don't necessarily need to make it an [i]even[/i] fight. Because we aren't accounting for micro and are leaving out many diverse unit types, this isn't an accurate test of a realistic TEC vs Advent battle. Rather, we're trying to isolate the performance difference between changed and unchanged dominas. Compensatin

172 Replies 104,930 Views

Use dev.exe to spawn a specific number of units for both forces. For the sake of arguement, let's say 60 LRM's and 16 hoshikos versus 40 illuminators and 16 dominas. Do not interfere, simply watch the battle unfold and record the results (who wins, and how many units survived). Run the exact same test with and without your mod, and then compare the results. The basic premise is creating two otherwise identical battles and varying one factor (be it a mod, a unit

172 Replies 104,930 Views

[quote]Just ran through a game with this and tried to use the Guided Dominas as much as possible. It seemed to help, but then, it was only against the AI.[/quote] Indeed, although you could run some metrics using dev.exe. Set up the same scenario with and without your mod and see the difference in performance. Although it doesn't account for micro, it can give a good indication of the magnitude of the change.

172 Replies 104,930 Views

[quote]Any TEC player worth their salt would have multiple dunovs to EMP down the advent battle ball(if they were facing an advent player the whole game). 1 akkan, 3+ dunovs make a great fleet.[/quote] The problem I have with the Dunov is that it's fragile and its abilities require it to get in close to the enemy weapons. Still, it's your best approach against Advent. Combining it with demo-bots to cut enemy firepower and a numerical advantage to clean things

172 Replies 104,930 Views

[quote]Yeah, I had the starbase idea too, but the AI quickly countered by simply staying away from them. Most irritating.[/quote] First, get some fighters (use carriers, upgrade your starbase, build hangers, whatever is most convenient). Set the fighters to "hold ground" stance and position them around the starbase. Build a few flak frigates and do the same. This should render the starbase impervious to most forces of strike craft. Now upgrade the starbase with

14 Replies 10,744 Views

The Kol's flak burst is an [i]exceptional[/i] ability if you can bring it up to level 3. With two Kols working in tandem, flying large numbers of bombers overhead will cause instant death to those unfortunate enough to be hit by both bursts. Combined with flaks to clean up stragglers, this is an effective way to keep enemy strike craft on their toes and prevent them from having free reign. Good players will stay out of range of this death trap, but that will mean far few

20 Replies 8,322 Views