Hound

Hound

Joined Member # 3087929
5 Posts 86 Replies 1,516 Reputation

And better than the Skirantra, the Progen can also tank MB with Shield Restore. That's not the point. The point is that no other lvl 6 cap ability comes close to competing with the power of a Missile Barrage. It is about the burden of countering a single ability and keeping that counter alive and ready. No other lvl 6 ability in Sins makes you unable to engage a fleet if you do not have an exact counter.

377 Replies 1,218,198 Views

I've had multiple players quit on me instantly after I have MB'd their fleet. I've found myself forced to completely avoid a fleet with a lvl 6 Marza in it even though otherwise my fleet would have been a match for theirs. No other single capital ship can do that in Sins. The burden to counter a Missile Barrage is just too big. No single ship should ever have the potential of wiping out entire fleets. MB is much worse than the old CB+Malice that required two high level capitals workin

377 Replies 1,218,198 Views

I would much rather have the fighters rebuild very slowly but be tougher for Flak to kill. I just don't like the idea of expendable ships doing suicide runs and rebuilding quickly for free. Even now you can do a fighter suicide run to knock out as many LRF's as you can, dock them for a bit and repeat in the same battle.

72 Replies 135,896 Views

Fleets focus fire though so if it is a mitigation issue it is not that important in actual battles. Frigates don't go 1 on 1 even if you leave them to AI targeting. Interesting find though!

102 Replies 184,292 Views

I would like to see Range circles for targeted AoE's as well such as Subverters and Transcencia's Meteor Storm. And multiple range circles for different Starbase weapons would be nice.

18 Replies 31,497 Views

Was it a vanilla Illuminator or an upgraded one? Does focus fire from multiple ships with Phase Missiles give a more favourable result for the Vas?

102 Replies 184,292 Views

It is commonly agreed that Guardians are very powerful and Subjugators are pretty useless. I'd like to suggest swapping abilities between them - exchange Repulsion and Perseverance. This way the rather overpowered Repulsion would move up to T7 to a ship that is easier to destroy. That alone would balance the ability nicely. Perseverance would move down to T5 and give Advent a more reasonable way to combat Nano Disassembler and Phase Missiles. A heal ability fits the Gu

3 Replies 11,208 Views

Assailants have no problems taking out Guardians with upgraded Phase Missiles. Another idea would be to swap Perseverance and Repulse so that Guardians could heal with T5 tech and Subjugators would Repulse as T7 tech. Subjugators are easier to kill and Repulse is more powerful than Perseverance.

73 Replies 142,865 Views

What if Repulse was a targeted AoE? It would work pretty much like it does now but it would be less powerful. Caps could be uneffected or pushed slower too.

73 Replies 142,865 Views

SC build penalties - I like them. Since carriers rebuild SC for free, you should at least be able to neutralize them for a meaningful amount of time. Rebuilding during combat should have a 100% build penalty. Marza - agree, MB damage is so ridiculously overpowered compared to anything else. No other lvl 6 cap is powerful enough to send a 300 supply fleet running or single handedly destroy it. Repulsion - both Va

73 Replies 142,865 Views

Sins 1.16 / Entrenchment 1.02 I like the Strikecraft build penalties. They make you want to keep your SC alive instead of just sacrificing them to knock out the enemy's LRF's and then retreat carriers and repeat. That said, Flak now kill Fighters so fast you can't really use them at all against someone who can micro his Flak in the right spot. I would like to see the SC build penalties remain but Flak firepower cut down against Fighters, or overall. Marza's Mis

46 Replies 67,250 Views

I'd much rather keep the strikecraft build penalties and lower Flak dps instead. They don't need to be able to destroy other frigates and caps, sentinels especially with upgraded Phase Missiles. Why don't Sentinels use wave cannons anyway, too many Vasari ships use Phase Missiles.

48 Replies 70,735 Views

[quote who="CenturionJixra" reply="8" id="2217589"] Quoting Hound, reply 3But I guess if Ironclad wanted to balance the caps they would have done so long ago. I think the goal of the game's design was to balance out the races as a whole and not necessarily the ships they have in each class of ship. If they were balanced by ship class then there wouldn't be too much difference between the races. If the Egg gets nerfed then I'd probably have to play a different race since

14 Replies 14,386 Views

I was bombarding an enemy HW with Final Judgment. Then I upgraded it to lvl 2 and it stopped firing. Yeah, bugged. Mass Disorientation gets more range at lvl 2. Not sure if Meteor Storm works like that too. I wish they would show range on the infocard. It's weird not seeing what you are actually upgrading.

6 Replies 6,704 Views

I'm sorry but option 1 gives me a headache just reading about it. I remember Master of Magic being a great game without a needlessly complicated economy. The fun stuff is using the magic and micromanaging combat with cool units in it. I'd much rather focus on exploration, spellcasting and combat instead of an endless maze of shipping and production lanes. Option 2 has all the strategic elements that are needed. I just don't see any benefit of shipping stuff all over the map in

565 Replies 1,547,563 Views

Vasari have no problems with Repulse. The weak-hulled Guardians are easily taken down with Assailants and upgraded Phase Missiles since Assailants outrange both Illuminators and Repulse. Advent have a really hard time fighting upgraded Phase Missiles because they effectively counter their main strength and eat caps for breakfast. And the Vasari starbases are incredibly useful all around and they are quite immune to Repulse.

30 Replies 66,598 Views

I find it alarming that there even is a post about "how to run from Nano Disassembler" in the first place. I don't see a similar post about escaping Sova's Missile Battery or Vulkoras' Phase Missile Swarm. Or Revelation's Reverie. The list goes on. And those ships can't colonize or eat planets for huge resource boost. Only the Evacuator and Marza have abilities that bring up topics like this. Both have grossly overpowered abilities. Counterable just like any other cap ability,

14 Replies 14,386 Views

Kodiak rushing in Close encounters is a suicide in itself. It might as well been a disciple spam/rush to win the game above. Some people also seem to think Kodiaks are a good idea against Advent. Any Advent player with some skill will just Repulse them out of range forever. I've fought off many Kodiak spammers in the last few days without losing a single ship from my fleet.

1,090 Replies 1,832,123 Views

Tech all possible hull and armor upgrades. Fight at a friendly planet if possible where you have a spam of Repair Bays and a PJI or two. Perhaps throw in some Subjugators with Perseverance to heal your valuable caps faster if you can micro them. Make sure you have enough fighters to kill any bombers in a timely fashion. Im on the fence about guardians since they have such weak hulls but they can repulse assailants and save your caps. Or just play as TEC, max hull and armor, build Hosh

12 Replies 7,870 Views

The trinity is Radiance - Rapture - Progenitor. Trinity = ability synergy. 1) Radiance uses Animosity to force focus fire on itself 2) Rapture uses Vengeance on Radiance to retaliate the focus fire damage 3) Progenitor uses Malice to propagate retaliated focus fire damage It sounds more effective on paper than it actually is.

12 Replies 7,870 Views