[quote]Situational, depends on what they are doing and how far away they are. Scout them, if they are going military you have to too, if they are going eco and have some neutrals around or a nice thick curtain of militia around, eco is a must or they will roll over you in about half an hour.[/quote] I notice an inconsistency here. If enemy goes war you have to go war as well, otherwise you lose. If he goes econ you have to go econ, otherwise you lose as well. Question
N3rull
I am going to be disappointed if Diplomacy has only a new diplomacy screen and a diplomacy tech tree, particularly after waiting for over half a year without any news. And I am going to be HORRIDLY disappointed if there is no balance patch seriously on the way after that much time! Half a year of SD/IC employees popping up in various threads, always sounding like they're keeping a whole deck of Aces in their sleeves, yet never giving out any info.
One may be fooled by what he thinks is experience. If you use something but don't pay attention to how it exactly worked, you may not notice that it worked worse than you think. If you use it a hundred times over and never check the details, you may think the ship or ability is good based on experience .
Keep dreaming [e digicons]|-)[/e]
The problem with your support cap theory is that Dunov and Rapture are both decent first choices. Yes they're overshadowed by Marza/Progen, but they work. As soon as you get any frigates, they can help a lot. EMP bomb can help you wipe neutrals cause it does more damage than Vulkoras' PMS (by wiping out shields). Shield restore help you keep your frigs alive. Vengeance can wipe a pack of neutral ships by itself. Again - yes they aren't as direct as Marza/Kol/whatever , bu
[quote]Power Surge: I think you are over buffing this, the Kortul already makes a fairly decent tank, I don't agree with the increased shield recharge[/quote]You do understand that a Kortul at level 10 with 3/3 power surge with all shield upgrades done receives only slightly above 18 shields per second while Power Surge is active? A level 1/3 Power Surge on a lvl 1 Kortul gives you => less than three shield points per s
[quote]I gotta agree with an interrupt, but I don't have any rough ideas as to where or how to implement it. [/quote]I still think Disruptive Strikes is a very good interrupt, even if it doesn't interrupt at all. PS + DS (if fixed) = the enemy cap is drained dry of antimatter and kept at zero forever. He has to use its abilities immediately or lose the chance to use them at all. Taking away the time to position himself properly and catch the right moment to use MB for exa
I think a player could start with 2 capital ship crews available. Fist cap should be free, as it is. Second should require construction costs only. Third should require additional research. That way building a second cap is not excessively expensive, and would encourage doing it if someone is not doing econ. Mind that you still need the first fleet supply upgrade done to build the second cap, unless you scuttle all your frigates (no scouts/colony frigs to captur
Just as a note, I didn't mention the two options cause I want the caps to be researched. I wrote what I did to explain why ALL caps must be viable from the start. So you all agree that there is no place for caps that "might help someday.. or not". When you build your first cap, you want to build your fleet and expansion around its abilities, not gamble on whether you will ever be able to use any of its abilities. This just explains why the buffs up there, ra
Multiplayer is tightly connected to singleplayer experience. Whatever people do in multiplayer is simply overgrown, abused and exploited version of what people do in single player. If something is OP/UP in multi, it is the same in Singleplayer, only not so brightly. Sins balanced with MP in mind will lead to a better SP experience as well. If all caps are useful in multi, they will be useful in SP. If egg stops being the only cap that makes sense for Vasari in MP,
WC3 heroes were balanced. One was a melee badass, second was a ranged killah, third was a buff caster (more or less). They were different but all worked fine. In sins we got two caps that make sense at the start, one that hardly does and two that just do not make any sense to start with. Vasari have EGG, Vulk and crap. I say that these ships should either ALL be usable from the start (hence mad buffing required) or should be available later in a more specialized form. For example
I came to realize that the biggest screwup about the capital ships is that the devs wanted some caps to be specialized didn't want all caps to have straight combat purpose, and at the same time made all caps available at start This makes for a very unpleasant situation - you are given the option but it's useless until some distant future. Compare this to other RTS games. In most strategy games you get one/two units to start with. Both
[quote]The starbase rush is an Illum counter on smaller maps. Basically, the idea is to get a starbase to THE critical planet that two people would be fighting over early. Get the starbase up quick and early, and you just took away a huge planet from your opponent. Outside of scout spamming against a PURE illum spammer, this is probably the best option ya got. And it only works for Vasari and their mobile starbase.[/quote]DUDE, to set up that starbase in time you have to aim for it before you
So it's not the Starbase that's an Illum Spam counter. It's a Starbase Rush that in not swiftly countered by illum spam. I find it a difference.
If the defender hasn't upgraded his starbase, Illums will chew it up if they got a mothership. If that starbase is upgraded, that's a ton of cash dumped there. You can safely jump out, regenerate some and go the other way, or even go straight through. You aren't likely to meet an adequate force, cause you paid for a fleet and he paid for that brick you left behind. I can't believe you so called pros are trying to convince me that turtling with starbases is a good counter
[quote]Whether you like it or not, it is a counter to illums or any lrf. Any SB counters lrf pretty well with the right upgrades. It takes a lot of LRF to take down a SB without losing a sizeable chunk of the fleet. The vasari can repair itself with destroyed ships, can block forward damage and is just a beast to take down even in good conditions. The advent can meteor LRF to death and prevent a percentage of damage by mass disorientation turning. TEC have the button. Personally I am very hes
https://www.sinsofasolarempire.wikia.com/wiki/Culture https://www.sinsofasolarempire.wikia.com/wiki/Allegiance
[quote]Personally I dislike the whole idea of racial homeworlds. It doesn't seem worth the headache of balancing it out when nothing is broken.[/quote]Back to the roots, I think phase stabilizing (particularly the Marauder ability) is a little bit broken . For explanation - read my ~five previous posts (from reply #104). That's where my idea of having a Vasari homeworld "phase stabilized" by default originated, and that's why people caught the idea of making different homeworlds.
First, build a lab. To do any research, you need to press F2 (quite obvious, but I suppose I should mention). When, for example, five labs are completed, the background behind first five rows of research options is highlighted. (if it's not, you're either looking on the wrong research tree or you've build a wrong structure or the structure is offline (planet lost, phasic barrier active etc..)). When you have enough resources to conduct a research, the research
Whatever floats your boat ^^'.
[quote]just 'cause your head is too far up your ass to learn and experiment doesn't mean that they're abusing it. [/quote]Learning and experimenting is what we're ALL doing. Using the Z-axis to attack a STARBASE that for some IDIOTIC reason can't shoot UP is ABUSING.
[quote]regen bay nanites and skirantra nanites work while the cap is phased out. sure reactive nanites plops a 250 + health down. which gets blasted in seconds. i can heal my cap while you cant touch it. thats a good enough reason for me.[/quote] a full ten seconds of both 3/3 skirantra's cloud and regen bay's repair will do (30+15)*10 = 450 hull points. That's less than two overseers can do, instantly, every four seconds, for less antimatter, and requiring two otherwise shitty cap
[quote]scramble bombers[/quote]as kitkun wrote - KILL THIS ABILITY.
[quote] making things bigger just slows the game down by heaps..[/quote]I don't want the ships to be bigger. You can make small things feel like they're big just with having the model and textures done RIGHT. If frigates looked like shrinked akkans or dunovs, not like boats or scooters, they would really feel big. All you need is a proper model with a generally bulky look and a number of tiny details that a person will think "hmm.. okay, if this tiny little
[quote]n3rull, please point out where your 'friend' registered on the developer's boards and answered the survey. If he didn't, your criticism is as inaccurate as your calling me a "nazi" is.[/quote]And you point out a person, who answered or maybe will answer this poll, and who you know is a software pirate. You know nothing about any of those people, so bite your tongue before you call someone a thief. some moderator please purge this thread