Limz!

Limz!

Joined Member # 3036768
0 Posts 64 Replies 131 Reputation

Too bad we don't have an online ladder or a tracker, well we might have one but I have no clue about it - perhaps blame laziness on my part =(

10 Replies 8,254 Views

[quote] Enough to be frustrated by the frigates inability to keep their forward arcs pointed at an opponent while moving. [/quote] Micro better and you might see better results. Do you want everything to be automated? [quote] And you want your ships to be in the fire arc of the heavy weapons why? Does it not occur to you that your arguments against are actually arguments for this sort of tactical flexibility? [/quote] For the sake of debating pur

294 Replies 307,377 Views

Marshadar, When the tools release do as you please, but don't call it realistic. My arguments are against superfluous movement, as in ships maneuvering themselves without your consent. You have yet to figure that out after reading all my posts. Knowing that, tell me why ships should move on their own with the additional consideration of those points. As for your counter to point number five, you still need to tell me why they sometimes make wide turns

294 Replies 307,377 Views

[quote] I don't know every world war navy movie I have watched the battleships with 1000+ were in constant movement to try and not to get hit. This included the radar guided ships. You stay in constant movement to keep from getting hit. That missile may be guided but if you can move beyond it's fuel range it isn't going to hit you. [/quote] There is a flaw in your assertion: You cannot out run a missile as a capital ship in the navy. Another note: space battles ha

294 Replies 307,377 Views

[quote] Umm. A tank is more analogous to a knight. A APC is more analogous to chariot. A infantry man is more analogous to a... infantry man. The nuclear bomb is not a siege weapon, it doesn't starve out the a fortress. It blows it up and makes the ground uninhabital for extended periods of time. Sun Tzu's Art of War isn't about how to command on the field of battle, its about strategy and useful tips. Modern war is very different on the tactical level, infantry are much more independent and

294 Replies 307,377 Views

[quote] At the distances involved in a planets gravity well, even mass drivers can miss. All it takes is for a ship to slow down, or change course slightly, and they'd miss. For a working analogy, think of your kinetic round as an unguided torpedo, and your target is a destroyer/cruiser some five kilometers out. A lot can happen to turn that hit into a miss, especially if they spot it in time. The same principle applies here. [/quote] Depends on how fast the projectile

294 Replies 307,377 Views

[quote] I think acceleration/deceleration would work a lot better and probably be simple(r) to implement. Basically when a ship gets in range, or maybe just about in range, the ship's engines will cut out and it'll "drift" into position, maybe giving it a slight random yaw and pitch so they arent in the exact direction they were facing, noticeable enough that you notice it, but subtle enough it doesnt really effect firing arcs that much. If you apply this across a fleet, the net effect would

294 Replies 307,377 Views

[quote] for the argument, unless I am mistaling, The Kol capital ship for the TEC cannot shoot it's main weapon emitter at all 360 degres. So there would be a tactical advantage to move outside of that weapon's range. Also, and this might need to be researched, but do all weapon to the same amount of damage? do the turrets behind a capital ship make the same amount of damage as the ones located in the front? If not, there is another reason you would want to move away from the fron of a

294 Replies 307,377 Views

To Eville: [quote] 4) Gunnery drift: recoil would cause substantial drift and may be utilized to shift the vessel rapidly as a defensive or offensive maneuver. (would require multiple vectors of offense and defense to make practical) [/quote] Inertial stabilizers/nullifiers on weapon systems prevents them from moving the ship after firing and beam weapons don't recoil. But your conclusion is fairly accurate, however drifting might make microing even more of a

294 Replies 307,377 Views

[quote] So far as war is concerned, the tank is to the basic infantryman of WWI onwards what the chariot and mounted knight was to the footsoldier of medieval times. The nuclear weapon, the new siege weapon. The constants didn't change. Just the implementation. Aircraft on the other hand, provided a new paradigm. But only in the sense that it opened a new theater from which war could be waged from. Did it change anything about the fundamentals of warfare? [/quote] I do believe t

294 Replies 307,377 Views

[quote] Also, it's tactic #1: you never, EVER stand still in combat. You'd think they would have figure that out in the future. I believe ships aren't moving because it was technically easier for the dev to do so. I hope that with some more time, they will provide us with a patch that will rectify this. I mean, it's not impossible, Homeworld had their ship move, in 3D instead of the 2d plane that we are restricted with in Sins. [/quote] There is massive irony when you w

294 Replies 307,377 Views

mRWaffles, I am surprised you questioned the manipulation of the Z axis since you're senior to myself on the board. Go look in the key bindings and you'll see Z Axis movement that is currently unbound and requires an unique key to access it. I am far too lazy to use it but some times I do just to make enemy ships rotate everywhere to fire at my ships when I think it matters. There are firing arcs, observe the TEC Kol Battleship's beam emitters and see if they fire off or deal damag

294 Replies 307,377 Views

[quote] Nexus: Jupiter Incident. [/quote] How many scientific appraisals has it had? How many units has it sold in comparison to Sins? How many top RTS players even bother with that game? Which scientific community endorses it? As you can see, this supposed example of the paragon of space combat is clearly lacking in so many departments. Why not generate some 'originality' (be it conceptual, scientific, or personal) instead of being lazy and pointing at an obviously

294 Replies 307,377 Views

I don't bother, the AI does it quite frequently but a few defensive/flak frigates will just rip them apart and they take forever to build. The only time where it is acceptable is when you have over fourty squadrons but chances are if you're using that you're facing a rather large fleet with plenty of flak waiting for you. However, that being said you may be able to take out a cap ship or two first before your bombers all get nuked to oblivion by flak the real question is can your carri

53 Replies 28,481 Views

Hawk: You've yet to take anyone's advice on the forum, I think you don't want real answers that being said you're still looking in the wrong area. [quote] So, seriously, for those of you complaining about static battles, try to approach them tactically rather than like a slugfest and see what happens, you just might find exactly what you've been asking for. And who knows, you might even enjoy it [/quote] That's too complex for the average gamer. No sarcasm. And it requ

294 Replies 307,377 Views

[quote] okay time to end it the ships sit still cus in this univers god said if your ships move during combat i will kill the whole universe ps i like the fighters i will let them move but none other [/quote] Your misunderstanding is forgiven. Do try and read the posts, if you have any questions ask for clarifications. [quote] Actually, you can move ships yourself - I've done it. In a recent battle, I had a fleet of 2 capital ships (the Kol and

294 Replies 307,377 Views

[quote] Homeworld 2 vanilla, maybe. Post Point Defense Systems mod application, no. Frigates and destroyers in that mod constantly shifted positions when firing, not just getting in range, but circling their target, bobbing and weaving. All in order to minimize their profile and the chance of being hit. [/quote] And that situation isn't valid in Sins because of the fixed hull mounted weapons having a narrow firing arc coupled by the fact that they cannot out pace the targeting

294 Replies 307,377 Views

Lightzy: [quote] Realistically is not a great word to use, but physics are physics and sense is sense. So if we take into account the technology levels in this game, for example (IE no completely invincible shields that nothing can penetrate ever), ships in combat would be moving constantly. not to mention aiming turrets on the ships. [/quote] You apparently took nothing into account: What do you know of their algorithms for targeting and their computation

294 Replies 307,377 Views

You have all the tactical movement in the game available to you. Ships have firing arcs, your ships can move. Go figure ! *GASP* Think about the wonders, you can actually flank ships but that must've escaped your mind. And to the person who keeps begging for a naval expert: reconsider the issue and think it through carefully, failing that consult a scientist of the appropriate field(s). Right now the game has a lot of movement, carriers of the TEC and the Akkan's both rotate

294 Replies 307,377 Views

The game can last and end faster than 1 hour on a small map, play with a rush style and you'll be having a very intense game from start to finish. You can probably end a game close to the 20 minute marker actually if your opponent is relatively near and it is one system.

243 Replies 294,068 Views

The truth: You need at least one of each (you could skip out on the carrier if you have a large fleet) However, I feel that the Marza is the only capital ship that under performs, its fire power is relatively close (slightly better) to the Kol's but with a lot less survivability and when you're fighting either AI zerg or anything else for that matter living by a good margin is a lot more important than dealing the extra 100-200 damage. If I am going for a cap ship build, it's g

32 Replies 64,207 Views

Sadists all of you, feigning mercy before the vicious kill. :p DoctorJ, it might be more beneficial to you if it ends quickly that way you can get the replay watch it and learn rather than get some half-arsed experience. You know you're new and you know you're scared, go conquer it! :p

10 Replies 11,775 Views

You can request them to attack places and aid you, they have almost the same ambivalence with it too. Generally, I have a fleet stationed at a key planet (one that is linked to two others for easy jump/defending) however, there have been countless times when the Hard AI would assist me when I placed a ping (they would at times drag their fleet from one side of the system to the other). Having their whole fleet show up to aid you in sieging/defending? That's worth it. But yeah, it would

41 Replies 68,852 Views

The purpose they serve is to do exactly what annoys you - make it difficult for a certain player (be it human or AI) to expand. I believe their fleets are scaled by the bounties on a player, even early on it isn't a terrible thing to defeat. As for the immersion thing, well there are other things that break it - you can find plenty, but what is your real beef with the pirates?

218 Replies 217,173 Views