Raging Amish

Raging Amish

Joined Member # 3101261
10 Posts 274 Replies 28,632 Reputation

Derek pretty much hit it on the nose. I use scouts primarily when someone buys Illums, Assailants, LRMS, whatev, and doesn't stop building them early. I buy them because they can push them back and push them back hard. I DON'T keep building them once I have them on the run. I will use timed explosives if I'm TEC cause you got the scouts, why not tech their ability that destroys buildings too (aim for frigate factories and military labs, 8 per building ideally should do it, 6 for frigate facto

11 Replies 56,854 Views

Awww, hack, that's so sweet. I miss those days myself too. JJ and Tyr are the guys I fear the most though. They're like squeezing jello. They always pop up somewhere alive and well. There are few times I look at a map, no matter how bad, and say I'm screwed. But if I have that annoying start where I have one phase lane leading to a lava with two extractors, and I see I'm next to one of these two and they have a magic start, my first thought is like you said *CRAP*

14 Replies 17,017 Views

Lol, the scout spam. God I love it. I started the Amish revolution Anyway, the Dunov Idea is a good one, but it only works to an extent. In an online game, getting two, MAYBE three would be ok, but in online games, you need a fleet. Plain and simple. Capital ships don't do as much damage as say 6-10 frigates that you could have made instead. Plus, you have to pay a lot more to get a lot of caps early because of the money you have spend on cap ship slots. Cap ships aren

14 Replies 12,971 Views

Mine's easy. I designed and made the first push for the Scout Rush. I've done some ridiculous stuff with these little suckers. My favorite moment was taking down a fully upped Vasari starbase with 200 Seekers and a mothership. I kept hitting the starbase, backing off to let the mitigation fall down, and then hit it again. Ridiculously fun. My other favorite moment was facing a FULL OUT Illum Rush. 30 Illums coming my way in the first 30 min. Know what I mean? That annoying rush

23 Replies 10,831 Views

What I mean is, phase missiles actually work out to being like an upgrade where you get +5% damage. Phase missiles are especialy good against capital ships because capital ships max out with a higher mitigaiton (75% i think). The higher the mitigation on a target, the more effective phase missiles are. So when you get (+5% phase missile bypass), it's about the same as buying an upgraded that would get (+5% damage done). With 30% mitigation bypass, what happens is when a missil

12 Replies 17,490 Views

Every races scouts can beat back Illums. Not just Advent. I've done it with each race. Even Vasari. TEC scouts were especially fun with their little bomb ability. 40 scouts plus they destroy frigate factories and labs. So much fun. Advent scouts can probably be left alone. TEC scouts could use a little more shields. Vasari scouts are ok. Assailants should be make a little tougher. I'd say make them either cheaper (they are tier 1 devs), or make them tougher by giving them more shields

102 Replies 184,478 Views

It's not so much that I'm gone, but more that I'm on at wierd hours unless it's the weekend. I've been smurfin a lot too. Prefecting the scout rush, figuring out when it will and won't work. Had some major epiphones along the way. Appreciate the kind words on my part, but i've been back for over a month, i've shook off the rust, dusted out the cobwebs, and am back to being the raging amishman on crank. TBH there's only a few guys I fear now. JJ and Tyr are the only guys that I worry a

59 Replies 202,308 Views

The Egg, Progen, and Marza are the best three caps in the game now. I have a hard time conceding the Egg is better, because I love the thing, but the Mothership's bonus brings HUGE econ bonuses to Advent players. I'm sorry, but when you can get -60% off cost in creds & resources, I find this upgrade to be simply unparalleled by any other ability in overall impact in the game. Not to mention the Mothership also brings with it shield regen, the ultimate Illuminator supporter. If mal

102 Replies 184,478 Views

Ok, to understand phase missiles, you have to understand mitigation. Shield mitigation works like this. for every 10 dps a ship takes per second, it goes up 1%. It maxes out at 57%. It starts at 15%. Whatever the % is, that's how much damage will be negated outright. This is before the damage ever even touches the regular shields or the health & armor. So, what phase missile teching does is take a certain % of the damage and makes it bypass shield mitigation and go straigt

12 Replies 17,490 Views

The best fix is to make the Illum more of an advent unit. It should have more shields than health and armor should be low. I get that it's tier three, but because of the MASSIVE bonus it gets with instant hit beams. It starts with over 600 health. Knock that down to at least 500. Also, kill the armor a bit. I'm not sure how much lowering the damage output's gonna do. I'd say -25% ball park is the right amount. Either that or make the thing much more frail. Either way, something does n

102 Replies 184,478 Views

You should be able to left/right click on the race icon (should say random by default) and it will switch. There might be a slight delay, but it'll do it. You can do the same by clicking on the AI difficulty and a spot on the left which will determine the type of AI and let you close or open slots. If that doesn't work, sins doesn't like ur comp, or your mouse doesn't like sins. I'd reinstall it to see if it would help.

1 Replies 806 Views

This is very dependent in multiplayer games. I tend to hold off on building them purely because I want to scout enough early (I get 5 and have them all scout, except as Vasari I get three). You need to know what you're dealing with before you do anything. If your opponent's asteroid or homeworld (Which ever is closer) is 2 jumps or less, get military labs and rush him because in multiplayer he will almost certainly be rushing you. If he's 3 jumps away, that's the iffy territor

8 Replies 3,891 Views

Ummm.....there's something worth mentioning. If someone actually surrenders instead of quitting, his ships will do nothing. They won't move. He's just there to be killed. Could that be what you're seeing?

89 Replies 22,836 Views

Ah, Ok. First, since you're new. Go read my unit guide in the Strategy Section. It's not too far down the list. I call it UNIT FAQ [Completed]. It has a full list of counters and a lot of info for how units should be used. Don't worry about the disconnects. They happen all the time with ICO. Best advice is to restart sins after every online game. It's the only thing I've seen that works. Restarting your comp helps too with the RAM. You get rid of any clutter programs running the backg

11 Replies 56,854 Views

I'm throwing in my two cents. There's something key here. The Assailant naturally kills quicker than an Illum one on one. What you're seeing imo is the effects of shield mitigation. The Assailant is undoutably doing more damage because ALL of it's damage is in the phase missile. The Illuminator is doing less damage because only roughly 60% of the damage is in the front beam, so the shield mitigation won't go up as fast, meaning less of the beam's damage is negated. The phase m

102 Replies 184,478 Views

Aaaah, ok, I think I can follow a bit more now. Here goes my best shot at explaining my opinion. Maybe you'll agree, maybe you won't. From what I've seen, each of the LRF's are different enough that they each have distinct fighting flavors compared to the others. They're so different, that each has its thing that it best accels at. - The LRM is a unit meant to come out in VERY large numbers. It only takes 4 ship slots, the lowest possible for a non-scout ship. The idea is to c

48 Replies 70,839 Views

Hey devs. I hope I'm not out of place asking for this. Please sticky this. I put a lot of work into this, and it's gotta be the most complete non-published guide out there. (I dunno if there's a published guide). Anyway, if there are changes you'd like me to make I'll gladly do it, but considering the amount of info here, I'd really like to have this stickied. Great game by the way. When i soudn critical, take it as the kid who got a 99% on the test and the teacher is

86 Replies 311,366 Views

The reason lf's aren't used that much is because everyone and I mean everyone goes straight to long range frigates. Light frigates are rarely the best option because the counter to them is the best early game ship out there. I will say this. Light frigates become useful when you finally play the counter game. He makes lrf's. You mass scouts and carriers to counter, so he makes lf's and flak, so you make lf's and long range frigates, he makes lrf's and scouts. The chain finally gets br

14 Replies 5,385 Views

I'm tier 2? Thanks for fightin for me How. The cobwebs are gone. I've perfected the scout rush once again (even threw in a few new wrenches for my opponents). I finished the unit guide too. Doubt after writing that thing if anyone else can site back as much info about this game as I can. Not bragging, stating truth. Fun stuff. Guess I'll just have to prove it then aye?

123 Replies 199,398 Views

Your CD should have a paper with your CD key. It looks like X875-RESQ-87YU.....something like that. If you do not have a number like that, you have to buy a key, and I recommend buying the game online. Ironclad Games has a program called Impulse. Impulse is what you need to buy the game. Look for Sins on Impulse if you don't have the key.

3 Replies 3,253 Views

Join a fleet? I will admit I didn't read the whole post. I got halfway down and got sick of reading "no counter". I would say the only impractical thing is to make them auto-attack. Countering lrf spams is like countering any other spam. Watch him to see if he's making it, and during the time it takes for him to get to you with decent numbers (and trust me, it will take some time) make scouts with two frig factories and bam, problem solved. He'll be screwed.

48 Replies 70,839 Views

Wow, no one ever listens to me. EVER. Scouts will beat long range frigates and they'll beat them HARD. Why is it that no one ever listens to this? The problem most people get is that they don't understand that you need 3 scouts (or 2 if you're vasari) for every illuminator. You need to match him ship slot for ship slot, not ship for ship (1 seeker loses to 1 Illum, but 3 Seekers CRUSH 1 Illuminator) Seriously. IT'S THE COUNTER. The <span s

48 Replies 70,839 Views