Um...If I ever let you get that far advanced that you would have that much of a fleet, I messed up and I would give you the win; I would probably let you have the epic battle that you wanted, but would then quickly surrender not to drag it out. I usually scout and get the phase detection leveled up to 2 jumps away. That way I know what is coming. I have NEVER seen an MP game with a balanced fleet (although the AI does it very well). If I saw a balanced fleet, I
Howdidudothat
Sweet, This is going to be awesome. I'll let the other DT's know.
Oh, and personally, I think you should get 1 repair bay at your HW and only 1. If it gets destroyed, you can build a new one, but it must be at your HW. That's my thought though, I don't know if the community would agree. I suppose you can keep it at 50; everyone will be stuck in the same economic sink hole.
Thanks man, now I know why you have so much Karma. Those are the only rules. I think replacing the Frigate Factory with the Capship Factory would be fine. I think the way you proposed the research rank would be fine (this would also mean you start out with 2 cap slots), and maybe reducing the ship slots from 50 to 30 would also be nice (playing this way kills your economy). For xp to level, I think a 50% reduction would also be in order. Without
BUMP. Devs, is there any chance of fixing the random map generator for v1.1? Thanks, Addicted Sins Player
And here's why I might as well stop giving my advice on these forums. ^^ People not being able to read and not being able to take advice from a guy who has played more than 600 games of Sins online.
Bump. Dear Stardock, please read this forum thread and implement the ideas, especially reply #31. Send any negative feedback else where. Sincerely, Addicted Sins Player
Yeah, this was an awesome game. The first one we played as all TEC, the next one was Vasari. I believe a 3rd was played where the player could choose their race, but it was getting pretty late by then. @Kitkun - We don't plan on playing with the AI, but as minidumps happen, the AI eventually takes over. Perhaps the better fix would be to fix the minidump issue. [e digicons]:waaaa:[/e] --------------------------------------------------Gotta love the new
TEC has a better economy than Vasari? Did I miss something? Vasari get a huge resource boost, and their economy research dwarfs TECs. If you ever let a TEC player reach a point where he is outproducing you, you made a serious error somewhere down the line. Besides all of the above, my whole point was that sure, it would be great to outspend your opponent, but the way to win this game is to be smarter than your opponent by building counters to what he is building.</
Since I uninstalled the beta, I can't confirm this, but I didn't find that it was fixed in the change log. Anyway, in version v1.05, to dock the strike craft you have selected, the button is in the "g" key position, however it says it is mapped to "f". If you press "g", nothing happens, and if you press "f", you get the fleet management submenu.
Since the server is the host (or your computer on SP), if you do take down the server, you are going to upset someone. Believe it or not, scouts (especially for Advent) can be quite effective against LRFs. Just be carefull, because they get owned by any other ship type (although they can retreat really fast). Besides, scouts require no mil labs to build. Also, scout rushing Advent so they can't build their 3 mil labs is a very effective strategy. Just make su
The point of v1.1 is o make sure that each ship type now has a role. The carriers are good now and so are the LFs because they counter carriers. @KingofThailand The whole point of this game is to not out spend your opponent, but build the counters to what he is producing. Therefore, if you see a fleet of carriers, build LFs, HCs, some carriers with fighters, and flak if the flak ever get fixed.
It just takes out the planet HP and population. The damage is 2500 per shot. So any upgraded planet is "uncolonized" instantly with one hit. 2 Hits will take out pretty much any planet. Fleets and orbital structures remain intact. Interestingly, the Kortul Cannon for the Vasari does do structure damage (not sure about the orbiting fleet) but doesn't do damage to the planet itself. It also disables the structures for a period of time beside damaging them.<
Kyro, Since I saw you respond, I want to let you know that I do support keeping these forums polite. However, I do have to agree with the one point that as the identified bugs get fixed, it would be good to get them back out to the community. I stopped playing the beta for the specific reason that the SC bug completely ruins the balance of the game, and I thought that was half the reason we were supposed to be beta testing, to make sure the game is balanced.
It's been 3 days, and we haven't seen 1 of the ADT members post bashes on this post. Are they still alive? Anyway, thank you for posting it so I could see what I did wrong. I did AWFUL that game.
To those of you who think the TEC players asked for the nerf, I will note that I have played primarily as Vasari for the past few hundred games. My thing about instant ships was that you could buy 45-90 fleet supply instantly. I still think RA is a good deal, you just aren't going to tech rush it.
You guys have no idea how to play without using game exploits do you? Free ships for life is not balanced with any other race. CptSiddy and I already told you all, you need an economy. Phase gates are awesome even with RA up and Running. However, if you realize you are in serious trouble, all you need to do is pay and activate RA, and BOOM, you have instant ships. Its like having frigate factories that don't take up logistics slots.
I'll mention RA and the Space Egg of Doom. Of course, RA for v1.1 won't be a decisive win any longer. Subverters are great for the illum spammers. If they have Gaurdians, they still work, but you need to subvert them before they repulse you. The biggest advantage that Vasari have early game is that you get LRFs with one lab. They are a great rush race. They are also a good end game race. However, be careful mid-game, because that is when they are we
Late game, TEC have little chance of betting Advent - in multiplayer. Since you are playing against AI, I think you just shouldn't have let the computer get that far advanced. My personal opinion is that Vasari (or Advent) is the best race to beat Advent. For Vasari, getting phase missles upgraded helps a lot since Advent are shield dependant. I would also get subverters, which will lock down all of the ships you just mentioned, minus the caps. As
The same thing happens with the Space Egg. I suggest no fixes and just turn off auto-cast; I like my egging getting the extra resources.
I haven't given the Monk any karma yet, so I'll even it out. There, it's a tie now. [e digicons]B)[/e] EDIT: Maybe once the Monk reaches 100 karma, he'll be able to play the game again.
All it provides is a better tool for those people who like to turtle. I definately won't buy this to ensure the MP games I play will be fluid.
Generally, the DT clan is on in the evenings. You will see me around about 7-9pm EST, although today I might start earlier (I'm [DT]Howthe?). Tyr222 is also a DT member. Anyway, we would welcome a game with experienced people; we share your sentitment that noob bashes just aren't that much fun or much of a challenge, even if it's 3v5.
Additionally, make sure you have a Capital (HW) planet. If you lost it, all of your colonies will be 25%, 35% with broadcast centers.
Each cap has it's uses. I am particulary fond of playing Vasari, so my favorite is the egg. However, there are other caps with abilities that also rock. If you are a good vasari player, you will know what a good lvl 6 Maruder can do if you like to go on raids.