Glad to know I am not crazy! After my encounter with 31 Advent Seeker Vessel, I was wondering if I might have played just a bit too much Sins. Good to know its not me. But DAMN!!!, 73 scouts, thats just priceless. Do you have screenshots of this? Mines: The AI does not use mines that often, I mostly see SMALL Vasari/TEC minefields and even less Advent.
Dargoon999
[quote who="JuleTron" reply="15" id="2111965"]Ogrovs and Starfish have light armour and so are countered by fighters which is bad. They should have heavy or very heavy armour so that planet defenses hav a harder time destroying them. [/quote] Changing the armor from light to very heavy is not a good idea because bombers would to 100% damage vs them instead of 50% damage. But changing the armor from light to heavy might just do the trick. Light Frigates would do
Bobucles is right, you had 3/8 anfd when to 2/8. You only had 2 spots remaining on your starbase. A starbase with NO upgrades on it will read: 8/8. A fully upgraded starbase will have: 0/8.
I really dont understand the point of this thread. So you took your sweet time to finish the game, SO WHAT? If you're bored, go play MP. This got to be one of the most pointless thread I have seen on this forum.
I personnaly would not be against a slight nerf to fighters. They are "free" to a certain degree. They are the fastest ships in the game (2700 if my memory serves me correctly). They can easily SWARM any target, anywhere in the gravity well. They are only countered by Anti-Strikeraft Frigates, other Fighters & some Capital Ship abilities. They are immune to all
I know you are angry and I dont want to put oil on the fire. With that said, I dont think the other guy cheated. I looked carefully at your screenshots and by the time your egg jumped, you were already down to 16 assailants. The other guy had 1 Mothership + 14 Illuminators + 13 Fighter Squadrons. Thats a lot of firepower. Illuminators are good vs. Light armor ( 100% damage ) and fighters are very good vs. light armor ( 200% damage</st
[quote who="GoaFan77" reply="25" id="2105601"]Well, a cobalt light frigate won't beat an upgraded cobalt alone either, whats the point? [/quote] If I wanted to destroy your cobalt, I would use a Javelis, not another Cobalt. Its not about a cobalt vs. another cobalt, its about using the right counter to destroy the enemy, right now the Vasari have no anti-structure cruiser. The devs want you to use tha Vasari starbase to destroy the other s
[quote who="MadCowKing" reply="22" id="2105585"]If the Vasari are supposed to use their starbase to take down enemy starbases, wouldn't they be screwed if they were fighting against a Vasari opponent? The Orkulus may be designed to fight against enough defenses but it won't fair very well against another Orkulus that has more upgrades. [/quote] Thank You!, Thank You!, Thank You! That's EXACTLY what I was trying to say for the past month! Vasari starbases are not the answe
[quote who="transitive" reply="14" id="2101689"]i support your idea for the food resource under one condition: Vasari must be able to eat their enemies. nothing says evil empire of galactic slavers than eating your captives. [/quote] lol, not a good idea, your gonna run out of slaves, unless you clone them. I like VeryBad's idea of adding a fourth ressource; antimatter. This would make trading a little bit more interesting and make the game a bit more complex. Addin
[quote who="JuleTron" reply="1" id="2105549"]Like you said, SBs really should get noticeable differences in appearance when you upgrade them. SB should also spawn rubble when destroyed. Labs don't need guns, but I would like to see more customizable cap ships. I've heard that the next expansion will include this. [/quote] I agree, everytime you upgrade a starbase with a different tech, it should be visible on the starbase (just like TEC trading ports). Giving l
[quote who="gotyaoi" reply="3" id="2105562"]I'm not sure if I'm clear on what you're suggesting. How would a planet recieve mitigation from bombardment? What would justify such a thing? Don't the planet defense upgrades already handle this. I'm not sure what you're suggesting. Please elaborate. [/quote] If i understand correctly, planetary mitigation would be like Shield Mitigation. It would be more beneficial to attack multiple worlds then to focus fire on 1 planet. (
Absolutly not, like JuleTron said, Siege Frigates are in need of a buff already. If planetary bombardment becomes harder, then Siege Frigates are gonna require a MAJOR buff.
[quote who="Tridus" reply="10" id="2103757"]What does Auxiliary Government do now? Is "as intended" what we thought it would do in beta (prevent the planet from being wiped out), or what it did (allow it to be wiped out but prevent it from being colonized by an enemy)? [/quote] I was wondering the same thing, I hope it prevents planetary bombardment. I am a little disapointed, I was really hoping they would drop the supply points for Siege Frigates from 14 to 12.
Mines are suppose to be a pain in the butt. They are not that powerful, LARGE mine fields cost a LOT of ressources, they can be easily avoided and are easy to take down with the right fleet. Anyway IC will be releasing a new patch for Entrenchment soon; Mine detection ranges increased from 4000 to 5000 for all race's scout frigates. Weapon ranges of scout frigates increased to match mine detection range. Advent Homing Mines: Target acquisition range re
I also agree that we dont need new ship classes, but if one were to be created, I would prefer a Raider for all three factions. NomadWarriorSoul, I DO know about the Arcova's Time Explosives, but the timed explosive ability does not turn the Arcova into a good raider. A good Raider can destroy structures and/or bombard planets to make a profit and destabilize the enemy. Arcova's can't do that, you'd be lucky if you succeeded in destroying 2 structures with your 10 scouts. Th
[quote who="unkn0wnx" reply="12" id="2101676"]What level is activate brains? LOL. [/quote] The Activate Brain tech requires 10 Temples of Harmony to research but its a very powerfull ability when use correctly. When research is completed, I recommand setting it on autocast for better results.
IvoSagres have you ever played Master of Orion II, that game had NO campaign, but it is still the best TBS out there (along with Heroes of M&M III). Sins is no different, it is one of the best RTS on the market today. Anyway I really believe that the 3rd expansion will focus on a campaign (but don't take my word for it). I for one, recommand this game to everyone I know, if you like RTS + SCIFI + Space Battles + Empire Building, dont disregard this game because o
[quote who="unkn0wnx" reply="3" id="2101641"]We already have siege frigates, but they suck. [/quote] True, but all that is needed to make them good is: +10% hull & shields for a little more survivability, +10% increase in planetary bombing damage a drop from 14 to 12 supply points and maybe a new upgrade/ability for each faction's sisge frigates, for example, Vasari Destructors could be equipped with Reintegration, TEC could come fully equipped
Unless those cruisers have the ability to jump to any explored gravity well in the same star system without the need to follow phase lanes, I'm gonna have to say NO, because what would be the point of having this mega-cruiser, what role would it fill, what would be its purpose. I really hate when ships piggyback on one another. We already have: Colony Frigate, Scout Frigate, Light Frigate, Long Range Frigate, Flak Frigate, Siege Frigate Defensive Support Cruiser, Offensiv
[quote who="GoaFan77" reply="4" id="2096316"] Quoting Dargoon999, reply 3 If playing TEC, try building Trade Ports on most of your worlds, If playing Advent, do the same as TEC but with broadcast centers (they increase the alligeance % level, giving you more tax income), For Vasari, matter processors are the answer (you can have more credits by selling your metal/crystal). How do you play advent? Unless the g
If playing TEC, try building Trade Ports on most of your worlds, If playing Advent, do the same as TEC but with broadcast centers (they increase the alligeance % level, giving you more tax income), For Vasari, matter processors are the answer (you can have more credits by selling your metal/crystal).
I dont understand why they couldn't make a few tutorials for Entrechment, many newcomers want to know how to deploy starbases & mines. What are the new ships and how to use them. The tutorial for Vanilla Sins was very poor, this is something the Devs should have thought about before releasing the game. Many people playing Sins are not regulars, they just enjoy a game here and there. I have no need for a tutorial right now, but I remember my first few games, I was
[quote who="Valkya" reply="14" id="2095814"] Quoting Annatar11, reply 9 Starbase upgrades are not meant to be the jacks of all trades. They are designed to allow you to specialize your starbase how you see fit and to maintain racial diversity. Not every single one is there to make you "win", and you cannot compare their super-abilities with the more mundane upgrades and say it's imbalanced. The main point of my original post plays to thi
[quote who="Exterm123" reply="10" id="2095526"]Would it be better if Aux Gov't were to move all tax revenue creation to the SB until it is destroyed? [/quote] Well, its not a bad idea, but to have tax revenue, you need population... Vasari already have this with the Colony Pods, so it's not gonna work. Maybe the answer to the Auxiliary Government should be different for all races; TEC: bombardment damage reduced by 50%. This would "forced" players to a
I agree on most of what you say Valkya, [quote quoting="post"]I recently purchased entrenchment and after having played a few games I've noticed that the Starbase upgrades don't seem too well balanced, particularly when you consider that many of them need to be researched in addition to being built against the 8 slot limit available to a starbase. In particular certain abilities stand out as being pretty weak and noth with the research time/development cos