Vanechka

Vanechka

Joined Member # 2957454
1 Posts 36 Replies 271 Reputation

[quote]That must be old data you're looking at on that website(before patch 1.03) because those numbers can't explain why Disciple spamming has stopped LRM spamming 100% of the time.Also, that is not an official website from the developers.[/quote] Before writing this, I realized that if put wrong, this could be understod as deeply sarcastic, it isn't. Perhaps you have just been the more skilled player, and therefore able to overcome what msot of us perceive to be a handicap. W

181 Replies 68,438 Views

Well, based solely on experience after being rushed by Disciples and after having been completely unprepared, due to general wisdom went Javelins to counter, I can say that by experience this isn't true. I managed to push back a numerically superior Advent player that exclusively used Disciples, while I exclusively used LRMs (literally scratched by head when I saw he didn't try to counter my LRMs, now I know why), eventually forcing him to drop (didn't surrender...). As for the offical

181 Replies 68,438 Views

As Sakhari said, colony frigates are slow to recharge and vunerably to enemy fire, Akkans on the other hand, can pretty much always colonize whenever you want it to. Take the the asteroid near your homeplanet as an example, normally, you would have to destroy the two rebel ships and then jump in with the colony frigate. With the Akkan, you can jump in, colonize the asteroid, and then deal with the rebels (destroy the siege frigate first). So not only do you save the resources you would have used

16 Replies 30,076 Views

[quote]Frankly, I don't think RA needs to be nerfed. Its a risky strategy to pursue, it leaves you vulnerable while getting it, and your not invincible when you DO get it if they raid your gates.[/quote] I think there's a consensus in general that yes, RA isn't overpowered on the small/medium maps, but that this is the case on the large/huge maps. It has been discussed to death, so I won't go into the finer details. Look to my previous suggestion on how ensure that RA is only "nerfed" w

144 Replies 52,186 Views

For readabilty reasons, I'm going to post the whole thing in this reply, here's hoping that it works. [quote]I've discovered that I have the most fun playing Sins when I'm either outwitting my opponent, or being outwitted myself. There's something neat about playing with or against intelligence and not just brute force. Especially since Sins is the perfect game to do so. So, I thought it would be nice to have a thread in which people have outwitted or outmaneuvered their opponents. The

2 Replies 2,936 Views

There's something wrong with the forum, it doesn't seem to recognize the empty lines between paragraphs, I've tried to edit the original post five times now, and when in edit mode, the lines are there.

2 Replies 2,936 Views

To answer the original question: Because they are morons in real life. The most effective thing to do is simply to ignore them. Or, if I'm in the playful mood, suggest some makeup sex chatting. That normally shuts people up.

70 Replies 49,904 Views

You can basically count me as being onboard with everything, though I won't get into theoretically discussing various changes to unit stats that are much easier for Ironclad to test ingame. The only thing that caught my eye is that I didn't notice the much discussed matter of RA being mentioned. And to restate something I just said in another thread, RA is only tolerable on the larger maps in 1.03 due to the combined unbalance of TEC trade and the black market. And you can't ignore one or the ot

9 Replies 19,827 Views

I don't really care how RA is going to be "nerfed"´, as long as it is. As it stands now in 1.03, RA is only tolerable on the larger maps due to the combined unbalance of TEC trade and the black market. And you can't ignore one or the other without leaving the other overpowered. As it stands now, both TEC trade and RA detracts from the game experience.

144 Replies 52,186 Views

Lately I've become quite fond of fleets composed of 50% Kodiaks, 20% Hoshikos, 20% Pencherons, 10% Flaks and a variety of caps. Add to that a few Cielos to use Designate Target on key opposition ships and you'll have a pretty flexible fleet on your hands that can soak up a lot of damage. This is especially true when facing players that don't really micromanage their units. Earlier today, when playing around to get a feel for the new 1.03 features, I used this fleet composition against a numeric

11 Replies 5,263 Views

Well, it may appease some of those that thinks TEC has become overpowered (I haven't played online yet, buy fooling around in singleplayer seem to indicate that there might be something about it) that it seems like the second level of Development Mandate have been removed.

24 Replies 13,417 Views

I think the easiest and most simple way to balance RA would be to make the quantity/quality of ships provided by RA inversably correlate with the size of the Vasari player's existing fleet, i.e. the quantity/quality of ships provided by RA decreases as the player's fleet size increases. This would ensure that RA exists only as a powerful supplement to a functioning economy, and not a complete replacement. Furthermore, it wouldn't hamper the usefulness of RA on the smaller maps on which the fleet

144 Replies 52,186 Views

[quote]Your math is a little of, Jinnigan. To find your projected benefit from doing the initial population upgrade, assuming that you grow at .1 a second and your end income is three higher, you have to split up how much more money while your planet is growing and how much you're making after it's done, which you didn't do. More precisely:Solve the equation 750 = integral from 15*60 to 0 of[ (15*60-x)*.1*1/30*dx]+3t for the variable t. What this variable is is the number of seconds past the fif

46 Replies 23,560 Views

[quote]The RA advantage gets bigger the larger the fleets, since the Vasari player is free to use his resources on select units and what is most likely a severely lacking economy. There's just something wrong fighting large fleets appearing independently of their owner's economy. It feels like I'm playing against a badly written AI.I've seen people stuff themselves up trying to max their fleet cap to get the most out of RA - barely enough cash coming in to replace even an imperial lab let alone

144 Replies 52,186 Views

[quote]TEC can counter RA pretty easily. If they have a good economy running and can afford to not only build more units to fight off the RA waves and also expand they have the advantage. Just build novalisks and bomb the shit out of the vasari planets. works like a charm and once they have no more planets its GG no matter how outnumbered the TEC was.[/quote] There's something a bit off about this entire statement. Besides, I've found that the biggest problem as TEC vs. RA late game (la

144 Replies 52,186 Views

I took a look at the first game, and there's quite a bit to learn from the mistakes PrinceOfTheUniverse made. First of all, I can only assume that you were more familiar with the map than him, given his negligence of the asteroid fields at the very beginning of the game. When he finally did make a move for the asteroid field near him, enough time had lapsed that you where able to engage him there. The fact that he didn't go for the fields right away gave you the upper hand economy-wise on a map

6 Replies 4,287 Views

Making sure that you aren't the target of the first couple of pirate attacks is a must, since the pirates ensure that at least parts of your fleet can't be engaged elsewhere (capturing planets in the beginning phase of the game). Later in game, they are at most a nuisance, and if you're well prepared, a pirate attack against you can be turned to your advantage by having a few caps stationed at their target planet to give you some easily gained experience. A few tips when it comes to bid

9 Replies 5,119 Views

Returning Armada does seem to be too powerful when it comes to the late game on the larger maps. Whether or not you want to call RA overpowered or not, it dumps down the experience of the game, awarding players based on their choice of race, not skill. This isn't sour grapes, I've defeated RA several times, but it does seem to prolong games severely, which no other tech is able to do.

144 Replies 52,186 Views

Sounds great, I especially hope that an overhaul of ICO is in the works, as, with all due respect, it's at best sub-par. Another minor thing I'd like to see something done about, is the mad rush there often is when it comes to buying crystal in the very beginning of the game.

187 Replies 159,707 Views

Annatar11, thanks for your reply. It sounds great that something is going to happen with regards to diplomacy & AI. With regards to jump lanes, I can't say that I expected anything else (nor can allow myself to be disappointed), and I do believe the issue can be alleviated quite a bit by simply adding a few more jump lanes to each map to make it harder for players to build those death trap planets. When it comes to the Gauss platforms it isn't a that important matter to me, they jsut se

579 Replies 357,203 Views

First post, so go easy on me. First of all, I enjoy the game and believe it can be a truly great game if a few things are changed/added. I haven't really had a lot of time to search out any lists of known coming improvements or already made suggestions, so prepare for a list which includes stuff already mentioned by others: [B]- Diplomacy[/B]: Galactic Civilizations, need I say more? The diplomacy system as it stands now is utterly useless (other than the black market and bounties, that

579 Replies 357,203 Views