Ke5trel

Ke5trel

Joined Member # 3041813
3 Posts 131 Replies 26,868 Reputation

@ #5 - skill selection is lightweight, true, but a fullscreen tree is quite the distraction. Maybe include at least the option to streamline down to a much smaller menu, icon and level only or something. Once you know your skill icons you will be able to select on the fly...

10 Replies 1,176 Views

This is more a list of things I think the devs have in the works or have already considered and discarded, but might be worth taking a look at again, in addition to feedback culled from the forums that I like. Please feel free to add your own UI ideas below. A - Minimap/Demigod compass - I don't want a big chunky minimap clogging up my HUD. An *extremely* minimalist transparent minimap or even outer screen arrows showing the locations

10 Replies 1,176 Views

hmmm, brn4meplz , sounds like you are actually subscribing to the Gamer's Bill of Entitlements: http://gadgets.boingboing.net/2008/09/01/the-gamers-bill-of-e.html :D

21 Replies 11,578 Views

Sorry been incommunicado for the last few months...My computer fried, which pretty much ruled out posting replays or editing the post (or playing Sins :/). I just bought a shiny new rig though, so once 1.1 comes out I'll post replays as people provide them. If you have new strats for 1.1 or good examples of the above, please feel free to post links here or PM once it goes live. Thanks, and again, sorry for the long silence... PS pretty funny, the multi

88 Replies 330,233 Views

The following is based on *multi-player* experimentation, conversation, and experience only. It doesn't necessarily apply to single-play. TEC Percherons are the weakest cruiser carriers available. Avoid them if possible. Hoshinko's heal ability is useful if you micro it and your ships aren't dying too fast. Endgame with large battles it will only really benefit you if you have a lot of Hoshinkos or you are focus-healing a capital ship. Their demo-bot ability is one of two

17 Replies 10,609 Views

I sort of had the impression that 1.1 would be a conent patch, not just a balance/bug patch. Devs have repeatedly said it would include new content. Do I think that will include stuff as big as new ships and stealth abilities? Not necessarily, and I'll be totally happy without. I was starting us off over-the-top to get the juices flowing, not because I actually think I'm getting my "hero" caps..(Although I'm reserving the right to name mine The Shrike) The thread is more about frami

70 Replies 101,740 Views

Retro - noted. Predictions? O, and there will be a 1.1 Beta..see you there :D Dark_Cloud - what kinds of ships? I'm looking for your ideas of what will be coming up, Sinners. Wishful thinking welcome, but put it in context of what *you* see barreling down the developement boulevard. We aren't gonna get bitter if we don't get our minesweepers or stealth Birds of Prey, it's more of an exercise in extrapolation

70 Replies 101,740 Views

So I've seen all these thread about what we want and what we neeed in the next patch. This is a chance for you to put on your precog caps and tell us what you think we are going to get :D Please don't troll. If you have to be cynical do it somewhere else. We know the Devs are introducing new elements to Sins. What do you think the goodies will be? The person in this thread with the most correct predictions for patch 1.1 will ge

70 Replies 101,740 Views

Well, I don't think anyone has trouble with straight repulsion, since that will drain your Guardian's AM pretty quick. While it's not really spelled out, I'm pretty sure Amirabiri is referring to pulsing or toggling Repulsion. That's definitely what I was referring to :D

9 Replies 5,726 Views

@ Semaz - actually Vasari get neutral extractors with their scouts, which gives them a huge resource advantage over other races :D My endgame Vasari is generally: 40+ enforcers with regen 15-20 subverters 5 overseers 1 Evacuator 1 Marauder -I'll tech up armor every time, wave damage when I have the luxury, and bring in teched skirmishers and flak depending on circumstances Or alternately- 70+ Assailants 30 Subverters (10 using debuff)<

16 Replies 8,211 Views

Momma always told me not to reply to balance threads, but here I am again :/ Astax, that's pretty funny. Some fellow whiners on the subject of Repulsion include HuntingX, JinxofSin, Drexion, and Cykur @ https://forums.sinsofasolarempire.com/308320/. You know those guys, right? :P I take your points - Subverters and Guardians are neat counters to each other and Repulsion works against full RA where nothing else will. The issue is that [B]Repulsion, unlike Distortion Field, has

9 Replies 5,726 Views

Yep, repulsion is broken and annoying. Per previous threads, it should have a set cast-drain on antimatter rather than toggling infinitely, and it shouldn't blow my ships completely out of the gravity well like so many leaves. Basically, repulsion would be a useful, balanced ability if it cost 100-150 antimatter per use and repelled based on a specific area of effect (i.e. enemy ships are kept out of attack range of the casting Guardian for 20-30 seconds, 30-40 second cooldown). You coul

9 Replies 5,726 Views

Quintain - good question. I have a couple of thoughts based on my RA experiences and I'm sure others do as well. 1) First thing, it sounds like you are playing against AI. Even against Unfair, there are a couple advantages here: As Vasari you can grab neutral extractors (located at Space Junk, Asteroid Belts, and Plasma Clouds, usually) with your scouts and AI will not contest them nearly to the extent a good human player will. This is key, as Vasari have poor econ compared to ot

88 Replies 330,233 Views

Just a disclaimer: I would run an Evacuator with bombers up against pretty much anything. This post is similar in spirit to a post made by Drathkar in which he had trouble with a game where two Sovas were beaten by one Progenitor. What we are seeing is that micro as a huge part to play (i.e. were either of you focus firing? Were you focused on his cap or his skirmishers? Did you micro your gauss cannons too or did you just let them fire free? and so on...) Anoth

14 Replies 19,332 Views

Once you have RA up each phase gate will import new ships based on the gate's antimatter, gate's ability cooldown (about five minutes), and fleet capacity. You will not get any ships at all if you have not researched extra fleet capacity. However, within those constraints, RA will import ships...forever...

4 Replies 4,291 Views

Edited main post: Added Scout Rush, Scout Rush Counter... Also, apparently 1.05 doesn't allow 1.04 replays or save games, so I'll be taking down 1.04 replays and replacing them as I get them. Keep this thread in mind if you play a sweet 1.05 game anytime soon :D

88 Replies 330,233 Views

@ Raging Amish...This is good. I could see the counter failing on small pre-made maps like Close Encounters without cutting more corners per Jinx but on anything random or larger it seems like an effective proposition. We'll have to try it. I'll edit the scout rush into the main post today. Meantime, I'll look to catch you as Gamma for replay purposes (I'll be on Saturday morning).

88 Replies 330,233 Views

Emperor1G - I'm sensing some hostility :P Can you give us an example of a game that you are glad you payed the princely sum of $40 for? One that came perfectly balanced and met all possible expectations right out of the box? We'd really like to play that game too, so let us know ASAP. What about one where the prez of the coproduction company responded to your rant (albeit to disagree) within the day? How about one where there were 5 patches within 4 months of release in response to

36 Replies 47,480 Views

the ones Retro didn't worry about: 3. Selecting a group of ships and pressing control + 1 will assign them to the 1 key. 5. No simple answer: sounds like you are playing against the AI mostly so alot of techs that don't get used that often in multiplay can be useful. One that can be fun to try out for the late game is Vasari Returning Armada. I've got a game going right now against 7 hard locked AI that I'm winning pretty handily with that tech. A useful

17 Replies 98,988 Views

My understanding is that all cap ships in a given grav well will get experience evenly for every third-party ship killed (by any thing). This can be pretty devilish if you use it right. If for example you call down pirates on your opponent and peacefully park your cap ship on the edge of his targeted gravwell - your cap will leech experience for every pirate your opponent kills :P

3 Replies 3,125 Views