JamesP81

JamesP81

Joined Member # 2934774
6 Posts 28 Replies 528 Reputation

[quote]I think I'd prefer making them more powerful first, but letting them attack adjacent systems sounds like a great idea to solve this issue.[/quote] Like you, I'd prefer the power boost. My first instinct to this end is to simply increase the number of squadrons a carrier operates in Sins. CVLs should get 2-3 squadrons and CVAs should start out with 5 or so and get more as they level up like they already do.

56 Replies 22,861 Views

I actually caught the AI doing something clever. I was Advent, AI was TEC. I was chasing one of his fleets which was in headlong retreat. After chasing them through two systems, they finally stood their ground and fought. In a magnetic cloud. I'd never fought a battle in a magnetic cloud and didn't what the consequences of it were, but I found out quick: special abilities don't work there. And that's the Advent's bread and butter. I still won the battle bec

21 Replies 10,739 Views

Something occurred to me while mulling this over. Sins suffers from the same problem related to fighters that most space combat games do. Compared to their modern day equivalents, fighters in Sins are painfully slow if we measure their mobility against that of their motherships. An F/A-18 Hornet has a top speed of Mach 1.8, or right around 1200 mph. The nuclear powered aircraft carrier that it operates from has a top speed somewhere around 40 mph under optimal conditions. Th

56 Replies 22,861 Views

[quote]Advantage = more income. If you have 1 starbase with an income of say...1.3/sec and you build the 2nd Starbase, you will get 2.6 income/sec[/quote] No kidding? Man, I feel really n00b right now...

32 Replies 19,369 Views

[quote]Eek, the attacking the stack method should work. I'll add that to the list to be fixed. As Annatar points out, that IS how it used to be.[/quote] Thanks Blair. Don't take my comments to be complaining either. It's not often that a game this ridiculously awesome comes along. You guys at IC and SD are doing great things, and I'm looking forward to playing this game for years to come.

19 Replies 11,363 Views

It might be that the best way to use strike craft is to use capital ships instead of light carriers. While light carriers field only one squadron and are basically defenseless, a Halcyon, Sova, or Skirantra are highly survivable vessels that can field 6 or 7 squadrons once leveled up and also have a not insignificant amount of firepower in their own right. This doesn't even take into consideration the special abilities ships like these have. The Advent's Halcyon can improve the rate of fire o

56 Replies 22,861 Views

The first game I played I got my head handed to me a lot worse than you have it now. Fixed defenses in this game weren't intended nor are capable of stopping a hostile fleet cold. However, the fact that you have a two fleets really helps. I'd keep one on firefighting duty. Use the other purely for offense. Take and hold territory if you can. But if you can't hold territory, just go into a system, decimate the infrastructure, and move on to another. You should make it a spe

10 Replies 4,775 Views

[quote]It's possible phase missiles bypass mitigation-i'm not sure.[/quote] If I understand the game info correctly, this is what happens. Personally, I find that phase missiles from Vasari Assailants kill out hostiles noticeably faster than conventional missiles from LRMs. Whats really evil is that Vasari bombers and fighters also use phase missiles. Bombing runs with phase missiles against capitals can be powerful.

32 Replies 17,162 Views

[quote]In my experience you dont really have to build up to fight the pirates, just colonize a planet near the pirate planet, let them have thier fun with it, and rebuild once they leave. [dont keep any of your logistics stuff around and it turns out being cheaper][/quote] Yeah, that works pretty well. Although, on a large map I will sometimes build a second large fleet and when I do it's staffed with level 1 capital ships in the mid-late to late game. Not good. By then, however, I c

6 Replies 4,730 Views

[quote]Yeah, you wouldn't really think about colonizing asteroids, but it is doable. They don't offer many planetary upgrades, but they are still effective as observational outposts and invasion speed bumps.[/quote] Early they're great because you don't have to research any techs to colonize them, they give you a quick easy slot for a research outpost, and with 1 crystal and 1 metal asteroid, you can cheaply increase your metal income by 50% and your crystal income by 100%. Plus they'r

11 Replies 7,558 Views

I'd like to second this idea. This capability would really reduce the amount of micromanaging needed to fight a battle, IMO. This is especially true when using interceptors to strafe LRMs. It's wasteful in the late game to target all my fighters on a single LRM and takes too much micro to target certain squadrons on certain LRMs. FF with ships against another ship works well because all a ship has to do is re target once it's FF target is destroyed. However, fighters have to make a run and

19 Replies 11,363 Views

I would like to be able to control targeting priorities by class. For example, I'd like to be able to tell my LRMs to target certain kinds of ships first. This would really be useful with fighters. Fighters by default home in on enemy bombers. However, given how I use fighters, I sometimes want them to go after enemy fighters first depending on what strategy I'm running. I think this feature would make micro much easier to handle.

169 Replies 188,993 Views

[quote]If shield mitigation's purpose is to reduce the incentive in focus firing, it's not doing a very good job (as the OP pointed out). A better incentive to not focus fire might be, say, if ships that were damaged a certain amount might temporarily lose engines, weapons, etc. You'd be encouraged to fire at more ships in the hope of triggering more critical failures. The fact that ships are fully functional until their last hitpoint is one factor that promotes FF. Put in some sort of critical

41 Replies 21,231 Views

[quote]That's exactly my experience with it (and against it) too. I've never explicitly tested it, but always assumed it worked that way.[/quote] This raises a question I've had for a while. I wonder if Malice does damage propagation in conjunction with Vengeance. It wouldn't be as potent as Brilliance, obviously, but it'd also be easier to get early.

15 Replies 8,205 Views

[quote]I tried to think of a counter and wondered if the Cobalt's Reactor Drain ability might be able to drain the anti-matter form the ships responcible for creating this auro but I don't think it worked.[/quote] This has potential as a counter, but I imagine you'll probably need to closely micro manage it. I've never used this ability much, but at a guess I imagine your Cobalts are probably going to target capital ships before guardians when it comes to draining anti matter. I'd try

13 Replies 8,593 Views

I find that in the early to mid game before heavy cruisers are being used in any significant numbers, a 50/50 combo of fighters and bombers really adds a lot of offensive firepower to your fleet for use against enemy LRMs, buildings, and capital ships thats hard to get just by building hordes of frigates. I don't usually go strikecraft crazy; I like to use about 6 light carriers in a fleet, and thats about all. Once I start getting heavy cruisers in appreciable numbers, I convert my bomber squ

56 Replies 22,861 Views

[quote]3. Colonizer ships, for the most part, are not the most combat capable capital ships. (At least that's true for TEC.)[/quote] Not true for the Advent. Granted, the DPS, hit points, and shields of the Advent Mothership are ho hum and it has the maneuverability of an overweight whale. However, the Mothership's special abilities are extremely lethal if used in conjunction with other Advent cap special abilities. Also, the Advent caps colonize ability grants you a significant redu

65 Replies 152,209 Views

Advent is tough to play, but rewarding if you can survive the early game. I usually tech to drone hosts and Defense Vessels as soon as is feasible, because it's the only way to beat a rush. I also usually get the tier 1 shield, laser, and hit point upgrades. The key is to get your caps upgraded. Effective Advent fleets also tend to be cap heavy. A Progenitor, Halcyon, and Radiance working in concert with interceptors and bombers from your drone hosts is pretty potent. Add a few Dis

15 Replies 8,205 Views

[quote]Also Halcyon carrier is realy nice thing to have if you want to maximize of what you got in terms of firepower, lvl 5 halcyon can have realy loltastic fighter squadrons paired with 22% of faster rate of fire for your fleet makes this thing monster early game.[/quote] Agreed, Halcyon is a beast. Goes good with Mothership. Mothership's Malice combined with Halcyon's improved rate of fire and interceptor squadrons makes for lots of dead badguys in a hurry.

181 Replies 68,356 Views

[quote]LRMs kill light frigs period. Obviously, if you completely outnumber the LRMs with your light frigs you'll win, but against a competent player, that's not going to happen.[/quote] The economics just don't support it. If light frigs were very cheap, say the same price as a scout or less, then the economics might support this strategy. But LRMs, especially the TECs LRMs, are already pretty cheap. 275 credits, 25 crystal, and a small amount of metal. If the TEC player grabs an a

181 Replies 68,356 Views

[quote]Disciples vs LRM's = 75% damage LRM's vs Disciples = 150% damage[/quote] And there in lies the crux of the problem. Light frigs are dog meat for LRMs. Period. [quote]but they should start making Defense Vessels asap if they have to contend with a large LRM force.[/quote] I would suggest adding interceptors to this mix as well. Interceptors are also highly effective at suppressing LRMs. Your capital ship based squadrons plus a handful of CVLs should be en

181 Replies 68,356 Views

[quote]Oh and i'm assuming you're laying single player?[/quote] I've actually used 6 CVLs early game as Advent and was able to stand off a numerically superior attack by two other human players, one TEC and one Advent. Basically my strategy was to suppress their interceptors first with my interceptors. Once that was done, I launched my bombers, and coordinated the bomber attacks with the Malice ability on my Mothership. After I destroyed the Advent player's Radiance, I turned all my

7 Replies 4,421 Views

[quote]Anyone without a superiority complex want to explain the advantages/disadvantages of this in more detail?[/quote] Truthfully, I do it because if I don't I'll probably forget to do it, and that's bad for my economy. I mostly do the same for newly colonized worlds for much the same reasons. However, I don't usually buy resources to do it with newly colonized worlds, but I do get them upgraded to max as quick as I can.

46 Replies 23,535 Views

[quote]Remember for 50 fleet logistics, you get 7 percherons, so if you build 8 sovas, that is a total of 56 Pecherons... lots and lots of strike craft there... and for only 50 logistics a pop, whereas a Pecheron takes 8 or 12? Remember: Capital Ships are your friend in the late game if you get a good mix. The problem is finding the right mix for your playstyle. I personally like Fleet carrier battle groups.Good luck with finding your own playstyle.[/quote] Truthfully, I find that

7 Replies 4,421 Views