Codan Armada

Codan Armada

Joined Member # 3150901
4 Posts 6 Replies 251 Reputation

To be honest, I am not in the same camp about the KOL. That thing is a beast compared to the Marz in my opinion. Having the Gauss cannons on turrets means the cap doesn't need to change its facing to hit with with them. The Marza has to turn to face the target head on. In that time the KOL will drop two to three shots from the turrets. If you level its DR ability, coupled with the ult, KOL can stand toe to toe with a starbase. Throw a Dunov for the antimatter feed and

16 Replies 16,893 Views

Can someone explain how this Research works. I do not usually pick it since I am not sure what it really does. Are the gravity wells and the inhabitants randomly picked before the scout arrives at the planet, and so this makes it a higher change that it will be a minor faction? Or does this affect the way the scouts choose their next destination because they have some kind of internal calculation (digital ESP) that points them to the right location.

9 Replies 18,168 Views

Hello Devs, I have noticed that certain alerts never, or randomly do not play. Since I started playing the game I have not heard any alerts from my PSIDAR. For TEC in the old days I would hear "COMSTAT detects inbound hostiles!" but I haven't heard it once. (I will hear "Hostiles have arrived!" when the ships appear in the gravity well.) Not sure if its a bug, but we used to get Novalith construction warnings, but no longer do. That could be intended for SINS2. <p

1 Replies 2,749 Views

In the original Sins, when population size was directly responsible for income, I used to take the raze as high as I could get it as it was the fastest way to lower the income of a planet. In Sins2 I still use is as Primary because I am too lazy to build planet bombers. My original post though was really about the level 6 ability, missile swarm. I played a longer game yesterday and once we were in mid game the ability was way less punishing. It would still blow up corvettes and vanill

10 Replies 10,704 Views

Hello All. Loving the game! It's coming along nicely! Keep it up! I have some feedback for the Marza. Long time TEC player here. The Marza's missile barrage is way, way, way too strong to have lost the only counter to it (the Ion cannon from the Akkan). I routinely play against two teamed up computers. To build up a fleet and have the Marza fly up and destroy your entire fleet (minus the capital ship) in one volley with zero counter, feels really bad. I even had flak ships, but it did

10 Replies 10,704 Views

Hello, Wanted to report a bit of strange behavior with the Titan Nova cannon. Seems if you are right up next to a planet when you fire it, the shell just floats off into space and does no damage. I used it from a different gravity well a little later on and it worked normally. There were two instances where it happens, with the second happening pretty close to the very end of the game. I tried to find the time stamps to give save time but the play back doesn't skip to the time in the

2 Replies 5,469 Views

There is something else I do frequently when using fleets. Fleets are important beause it makes sure to keep your support ships close to the rest of the fleet so they are able to use their abilities effectively. For example I play TEC Rebels all the time and Hoshiko's are our bread and butter support cruiser. However if they are not fleeted with the rest of my attack vessels I spend too much time microing them. So I want to make sure they are in a fleet. Then I set this

14 Replies 17,569 Views

It seems to me the simple solution would be to make the Orky only be able to phase jump to friendly gravity wells. They can still jump which is the new thing for them in Rebellion, but would prevent them from using those to take over plants. This way the Vasari really are on the move at all times. Hell I would even be okay with them being able to go a neutral grav well. If you can get to a planet and bomb the crap out of it, drop it to neutral, then jump in an Orky to finish the off the

10 Replies 12,867 Views

My rule of thumb since purchasing rebellion is to never, ever, under any circumstances, ever, ever, ever make your titan the fleet leader. It should always be a cap ship, and preferably the one that you really want to make sure your ships stay near. It should be part of your fleet, just not the leader. As far as it sitting there an not attacking, the only time I could see that happening is from one of two reasons. (1) The auto cast of the attack command was accidentally clicked

4 Replies 3,670 Views

To be honest I would try saving the game at some point and closing the program. Reboot your machine and come back. Back in the Entrenchment days when a friend and I used to play large games we found doing that would clear the lag that built up over the course of a long game. Every couple of hours or so we would just save, reboot, and come back and we were having less dumps and cleaner game play. We would still get slow down during large fleet battles but that is expected.

5 Replies 2,911 Views

I am not sure about what anyone else thinks, but I have a suggestion. When you are creating a game, it would be really helpful if there was a graphic of the shape of the star system or systems. For example if I was to click on Balance of Power in the small map window, below the text description should be an screen shot of what the entire layout looks like. Not the kinds of planets or anything, just the shape of the system including the phase lanes. This way I could determine if the ma

2 Replies 4,304 Views

I remember back when I was playing diplomacy the engine was limited to a single core. I have 6 core processor and was wondering if the new game (since it is a standalone game) will utilize more cores?

1 Replies 3,476 Views

[quote who="Darvin3" reply="2" id="2585589"]and the Akkan has been much improved [/quote] Hey Darvin3, I haven't played since Diplo came out. Did they buff the Akken before the x-pac or after. I always used to use the Akkan as my first Cap....always. It was never the best cap out there but I loved the colonize (I know is better since first level gives you the first extractor free), ion bolt, target uplink (I love the extra range), and Armistice (which if you are skilled

10 Replies 5,382 Views

I don't agree about the Volatile Nanites. I have destroyed many a fleet using that ability. Slap that on the light cruisers which are always in the front middle, get all the HC while you are at it....focus fire several of the LC and watch the light show. By the time you are done the LF are poof, and the HC have been turned golden brown and ready to be served. Granted it does not have the game turning power of MB (unless the enemy has all their ships on tight formation), but you can make

107 Replies 282,692 Views

I am too lazy to read all of the posts in this thread to see if anyone else said this, but the Overseer is far from broken. I am sure at some point you have been trying to take out a CAP and seen how buff these heals are. You can be focus firing the cap and not kill it because of the amount of healing these ships can pump out in a single shot. Remember the other races get their benefit over time meaning you can cast 30 hoshiko repair bots on a Cap ship and you will still only get 20hp

167 Replies 72,629 Views

I think something that few people use LF for is the back door attack. More often than not once you engage your enemies fleet there is almost always an opening to fly ships into the back side of the enemy empire. LF are the second fastest ship next to scouts and since they are cheap and have the second quickest build time you can easily replace lost units and really harass your opponent. I usually play TEC and with the starbase upgrade that allows ships to be produced, I can create a small con

67 Replies 166,547 Views

I wonder if people know that scouts are called scouts not for the job they do, but for the class of ship they are. Small, nimble, and fast. The actual name of each ship varies by race. It is actually the most versatile ship in the game. It can attack LRF and constructor ships, it can attack buildings with appropriate tech, and it can scout out enemy movements, and certain races can nab neutral extractors. It does the primary function the best (scouting) but does each of the other jobs

81 Replies 51,455 Views

I was wondering if anyone knows if there is a way to have SoSE utilize more cores than just the single one atm. Right now when I am playing a big map the computer is abusing the first core of the 2 and the second one just sits there. If there isn't a way is there any plans to update the game to use more cores?

10 Replies 30,263 Views