LMAO at Sel convenient shift in his viewpoint.... I was the one who STATED THAT HEALTH was better than armor/hull... and he vehemently disagreed... now he is trying to take all of that back and agree with me? LMAO!
My original statement:
Armor will immediately buff all ships...HP upgrades will immediately raise the max HP of all ships, but they will have to rely on passive regen to bring their current hull levels up to maximum...if you are in battle and the fleet sizes are large, you would want armor since only newly built ships would benefit from the HP upgrades...if you are not in battle (or you are, but the fleet sizes are small), HP upgrades will be better...
A statement in the middle:
as a general rule, I'd be prioritizing hull over armor, but if I'm in the middle of a fight, I might be inclined to pick a tier 1 armor upgrade over a tier 2 hull upgrade just because it's a cheaper and faster to research tech and going to be about the same in effectiveness for a fleet that is quickly losing ships...
For TEC, the weaker armor techs (.75 per tech) sort of favor the hull techs...for Vasari, it is another matter since the armor techs (at least the earlier ones) give 1.0 per tech...
Another middle statement:
you want to get hull techs (and then shield techs if Advent) first so that as many ships as possible reap these benefits before dying....armor techs and weapon techs can be saved until right before battle (or even during) since they affect your ships instantly
[
My most recent statement:
as I stated earlier, I might be inclined to pick a tier 1 armor upgrade over a tier 2 hull upgrade if my fleet (or Orky) is already in combat and taking damage...
They all basically say the same thing...
You seem to forget that researching metal will also increase the extractor rate at these "random" planets at map center...
What comes first, metal income from these planets or building the extractor? They necessarily go hand in hand...if you are earning metal income, you necessarily built extractors...also, there is no rule whatsoever that says you must pick one or the other....you can research both modular architecture and metal upgrades...
This is exactly my point... why would you research something that has a huge risk of not even breaking even and with a crap potential ROI when you can research the metal that has 0% risk and a great ROI... I'm guessing you failed AP Stats, Seleuceia?
It doesn't have a huge risk of not breaking even...it has a very small risk of not breaking even, and a moderate risk of not breaking even in a timely manner...maybe I'm just willing to take that risk, or maybe I'm just better at colonizing center?
Also, out of curiousity...
Why would you research something that has a ROI of 0% over the course of the entire game
You also seem to forget that you can research the metal upgrades right off the bat with no additional scouting, but with the modarch that extra 20-30 seconds of scouting could cost you 2-3 extractors, further reducing the ROI.
How does one reduce a 0% rate of return? Are you suggesting that scouting can cause this tech to magically lose resources over time? This must be a complicated math theorem you learned in your high school math class...
All I'm saying is that since new ships don't have to regen, researching health is better than researching armor...
Better for the new ships...not necessarily better for ships in the fight...hence why the number of ships currently in the fight and your reinforcement rate are both considerations...
You seem to forget that researching metal will also increase the extractor rate at these "random" planets at map center...
Again, there is nothing that says you can't research both techs...the order is irrelevant by the time you are colonizing center, since you will have both techs...
And the rest of that statement is so irrelevant I wonder if I'm playing the same game as you. Even a halfwit would exploit this great opportunity where your cap is on the other side of the map. His marza gets to level 6, BOOM missile barrage, BAM all your ships are dead because your akkan was out colonizing like a moron instead of using Ion Bolt.
LOL
I do this all the time with a prog or akkan...build a repair and a few turrets around a planet on the frontline, and keep throwing LFs at it...the enemy could attack, but if you stay by the few defenses, you will have advantage and will be closer to your factories...your enemy will lose more ships than you and may get only a lvl or 2 for their cap...even if your enemy does have a marza, I'm perfectly fine facing a lvl 4 marza later on if it meant my opponent lost more ships and I colonized planets at the center...
You act like stalemates never happen...I find they happen quite a lot, and that I'm able to get away with my cap being elsewhere all the time...I also see other players do it a lot, sometimes even with a non colony cap if only to level their cap without engaging the enemy....
Huh? Plenty of people have malice before the four stat upgrades.
If you research non stop, you can get those techs before you see your enemy...unless of course your enemy is really close, but then they wouldn't have had enough militia to kill to get to lvl 2, and certainly not lvl 3...at close range, I find I'm researching the laser upgrades just as the fleets engage, which means my existing ships have already had the effect of the hull techs for some time (hopefully enough for passive regen to do its thing)...besides, the extra damage you get from comboing +5% to weapons with lvl 1 malice is not going to compare to having 5% extra hull for each ship....
Apparently you can't read because I clearly said most advent leads with 2 civ labs or 1 civ and 1 military,..
The clarity of your post is not in question...the accuracy of it, however, is quite dubious...