Vasari Exodus and the new Antorak Marauder ultimate

First off, I really like the Antorak's new ultimate. It's amazing.

But I do miss the old one.
Usually, I'm roaming the Galaxy with my hungry fleet, looking for things to consume. But I also have a few starting planets - these are important, they generate a lot of resources and have most of my research facilities. I understand VE can survive without any planets, however that seems strictly suboptimal to me. You lose all the Home planet bonuses and the incredibly powerful starting item.

In sins 1, whenever someone dared attack my base, if I had a level 6 Antorak, I could easily send some ships back to defend. The Orkulus and other defenses on the home planet would probably last to buy enough time.

In sins 2, that's become more difficult. I need a phase gate near my fleet. I can bring mobile phase gates - those take a while to build and can be destroyed. So realistically, i'll deploy phase gates on planets without enemies. Which means, I'll just colonize the planet and build a phase gate. That works reasonably well. When needing to retreat from an attack to defend, using the Vorastra's ultimate I can easily go back to some nearby planet with a phase gate and from there jump to my home base.

At that point it just feels like I'm playing VA? I have a bunch colonized planets all over the system to build phase gates (and starbases usually) and have an amazing phase network to be able to go anywhere quickly.
As VE that seems counter the idea that I'm roaming the galaxy and eating planets, leaving behind scorched earth.

I'm curious how you guys approach that scenario?

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Reply #1 Top

That's pretty much the only efficient way to play any vasari faction. You need to be constantly building phase gates at all planets ASAP so that you can roam and quickly defend. If you aren't doing that, then you are doing it wrong. I suppose another way to do it is to research the planet eating ability and just go from planet to planet and consume all resources, but I haven't even tried the ability so not sure if there are stipulations (I'd rather keep them for constant resource infusion).

A similar tactic I use for TEC is when I play the Loyalist faction I like to put garrisons on every planet and then set them to defensive roam. This creates a defensive network that can be quite effective once a few planets are chained together. When one gets attacked, a swarm appears to defend.

As far as the Marauder goes, I rarely build the ship as I consider it vastly inferior to the others. I rare use the phase out hull (pretty much only to snare a specific ship) and the other abilities aren't very helpful. It seems vastly outclassed (though the fleet speed boost can help from time to time). 

Reply #2 Top

My opinion on the marauder is that the mobility boost makes it a must have for late game fleets but theres no reason to get one early on and basically no benefit to having more than one per fleet.

There might something underhanded you can do with the second ability but thats not my playstyle