P5yy

P5yy

Joined Member # 2845630
30 Posts 335 Replies 19,980 Reputation

I believe that the 0 health buildings does go against logic but for some fluke it might actually be gameplay enhancing. I for one believe so and it has been engrained into my gameplay style to manually search-out 0 hp buildings , even scout for them and send in opportunistic attacks just to kill 0 hp buildings. I think its fun and a test of your awareness in-game. However I do see it been a problem if your not the sort of player who microes his battles... Other great RTS games have also

12 Replies 3,134 Views

Ok sorry about this[quote] Sins won't support multi-cores in any special way. At this point, that kind of support would need to be added in an expansion. Well, that's enough to make me happy as long as IC give it consideration. [/quote] I kinda think if your pc has a dual core in it

70 Replies 15,647 Views

One thing this has led me to think about is if you work a strategy of having only one capital backed by a fleet support made up of frigates rather then a mixture of a few caps and frigates then your cap should improve alot more since its the only cap gaining all the expierence points. I might try this out but Ill have to adapt my tactics to make this strategy work.

11 Replies 14,562 Views

I hate for it to be based on hard counters. The best type of unit is one that has soft counters and soft weaknesses, but the better you are at applying and adapting Tactics to this unit , the more efficient it becomes at countering. Therefore the game is just as much based on your choice of unit as it is your tactics and skill. Tactics = excitement. A game giving the player the chance to express good tactical play to carry out any strategy he chooses is much more exciting then a game wi

31 Replies 21,475 Views

I know alot of people are thinking about making mods for Sins. Are you going to be making a new race mod which might be balanced with the original races or are you going for a more complete mod where you have new races which are just balanced against each other...

1 Replies 2,480 Views

[quote] Its a matter of consistency in the game because the default empire bar detects pirate raids since you can see a hugh mass of gray pips at one of the planets in your list , but you wont see this in the selection bar. How is that "Inconsistent"? The selection bar only displays the fleet numbers, and the units you select. It doesn't display a per-system->per-planet breakdown, which is why it doesn't show pirates. You could always

18 Replies 23,457 Views

[quote] And it should also list any planet attacked by pirates. if you dont know where the pirates are and when, you arent a very good player but yes to the shipyard thing, that would be very helpful This isnt a noob issue , or a "help me i suck , i need to know where the pirates are issue" <

18 Replies 23,457 Views

I was thinking about exactly what I use the Left menu bar for , it occured to me that it was only for very specific things. I primarily do the Supcom thing - Zoom out , zoom here-click , zoom out zoom there-click ..because with strategy , being able to see where things actually are located is very important. Thus the left bar was only useful for alarming me to certain things happening before i do the supcom-thing to assess the actual location. My idea is a toggle so you can switch betwe

3 Replies 9,029 Views

Ok Ive just got this question and a few quirks and discussion... 1) You get exp from participation in firing 2) You get the kill if your bullet hit it last , ala counterstrike 3) You get exp from just being there when a ship dies. 4) combination of the above where one gets most points and others get a tiny bit. Discussion points.... Awkward micro : people are microing intensively and kinda stupidly to squeeze out exp. example - having 20 coba

11 Replies 14,562 Views

This is just an idea. I was thinking that the dunovs magnetize hull seems to have the same effect as a flak in that it kills fighters , but I think it should have a different special ability. Something like Magnetic Flux - basically it creates a flux within the system that causes all fighters and bombers to dock and cannot be launched because it will have a similar effect to the nebulas. It should only last awhile and have a cooldown period. I think this ability will

17 Replies 22,111 Views

if every other planet with that many jumps away is a nebula or asteroid belt. would be hard. I think there should be something in the game engine that allows you to override the 15% 15% 15% thing

49 Replies 10,151 Views

noob you newb. sure having troubles are we? newb is a player who has just started a game and sucks because he just hasnt played much but is probably willing to learn. Its not a rude term. Infact we are all probably newbs. noob is a player who has delusions that they know how to play when infact they suck and arent willing to learn. and no im not having any trouble thankyou very much..

20 Replies 4,442 Views

are you just talking from a tactical point of view or is there some sort of negative bonus? tactically I have danced CIRCLES around everyone who has tried a one-fleet strategy, and thats more than some beta3 only noobs. I would hope you would have known the obvious strategic weaknesses as well p5y sure , btw its newbs n

20 Replies 4,442 Views

It would strengthen the feeling of multiple FLEETS rather than the current UBER fleet... trust me kosc, single uber fleets are already nerfed enough as they are. they do not need to be chain-and-whip reenforced. im curious as to why you say single uber fleets are nerfed? are you just talking from a tactical point of view or is there some sort of negative bonus?

20 Replies 4,442 Views