[quote]Since this set-up gives him as an Advent quite an advantage[/quote]Care to explain?
N3rull
[quote]1st, Dreadnought is spelled Dreadn-O-U-ght. There's no 2nd A[/quote] http://dictionary.reference.com/browse/dreadnaught If one of the biggest online dictionaries acknowledges the existence of the word dreadnaught... I think it is enough to stop picking on people's grammar here and get to the point. My answer to the OP - it depends. Kol is a brick. A big fat tough brick. It's just
I agree the game would use some help in rearranging the view to what it was before you spinned the camera. It is sometimes confusing when you look at your 80-planet blob and you can't figure which one is which, cause you're looking from a different angle. I would prefer something like Relic put in Company of Heroes. You can freely move the camera as you see fit, but double tapping BACKSPACE key immediately restores the default position of the camera (one BACKSPACE restores the an
Getting dischargin missiles on yer flak frigs helps a bit. Its assailant version sucks ass, but sentinel's really works.
I really don't get it. By combining 4 different ships the Advent can make a fleet worth 800 supply that can take on a fleet worth 1400. How can the be bad?
[quote who="RestlessMind" reply="1" id="2307411"]This is a terrifying idea. I don't even wanna think about having to chase down a stupid colony frigate for all eternity. It would go kinda neat with the Vasari's story, tho... [/quote]I don't think the guy wanted anyone to have to chase colony frigs. I think he wanted to change the EXPAND-BUILDUP-CONQUER strategy game Sins are now into something like Sudden Strike, where you get a fleet and then battle with an enemy w
Learn to battleball. Progenitor with shield recharge + guardians with shield projection + a fleet = battleball. The Progenitor's shield recharging is very powerful. It can really mitigate damage done by huge enemy fleet. Also note you have the best strike craft in my opinion. They rebuild fast and their numbers are sickening. Illuminator is the best LRF, apparently. Learn to push them between enemy ships so their side beams can do their job. Advent re
I just wanted to know if you could code spoilers in stardock forums. You know, like a button that you click to reveal a block of text that was not shown earlier. Can't seem to find it and it would make some posts/threads a lot more tidy and readable.
[quote]Subversion isn't the problem imo. They buffed it a long time ago. Starts off ok. Ends up being brutal if you ever get it to level 3. One of the things people don't realize about subversion is how long it lasts (a damn long time). I dunno how you should be asking from the support class. Between the Rapture (I think that's the advent support cap), Marauder, and Dunov, the abilities they bring are all great, but they're not direct.....they're indirect support. The ma
Not sure about the assailants. They need to have the target in their forward hemisphere to fire at it and dis. missiles "nerf" the turning speed. So this may or may not cause trouble. Still, the sentinels are flak frigs and they don't need to face any particular direction to bring their full firepower to bear. The idea of turning discharging missiles ON when sentinels are stationary and on hold position has zero drawbacks
[quote who="Shirley" reply="11" id="2305008"]Chuck Norris does not phase jump. He literally just jumps from one planet to the other. He'll usually get there faster this way.[/quote] Every Phase Lane is a residue of such a jump. The matter along that lane is so scared of facing Chuck Norris again that it dissipates whenever something appears at a distance. This is what makes phase jumping easier.
[quote]QWER are your capital ship ability hotkeys, in order.[/quote] It is worth noting that this works for ALL abilities and actions and buildings and any button that appears in their place. There are two rows of five buttons each in the lower right of your screen. There may be cap abilities, options to build something, planet development options or whatever. Those buttons always have the same hotkeys. QWERT - first row ASDFG - second row.
[quote]This has been done. Homeworld[/quote]What? Homeworld didn't have any directional armor. HW2 featured modules that were targettable, that's all. As for the original idea, I don't think it would be good in Sins. Soase already has a pretty wicked damage-calculation system. Ships sometimes blow up before the finishing salvo of missiles even reach them. Sometimes thy blow up 2 seconds after they are lethally hit. Finally, sometimes weapon animations do not show at al
Light Frigate- Decrease LRF damage bonus to medium armor? - nay. In my belief, LRFs should kill LFs badly, but shouldn't do any awesome damage to what they're not meant to counter. They shouldn't deal such good damage to carriers (nerf vs. heavy by 15-25%). They shouldn't deal such good damage to caps (nerf vs. cap armor by 15-25%). They should deal slightly less to HCs (nerf vs. very heavy by 10-15%) At the same time, LFs should deal slightly more damage ac
[quote]Vasari ships have oddly low DPS and I can't understand why. Imo the Egg is fine except fot its colonise bonus. This should be changed to give 1/2/3 extra constructors[/quote]With all due respect, this is be a f...kin brilliant idea! Make the extra constructors scuttle after 2 minutes so they can put in two turrets, an extractor or something. Great.
Chances are: 1] your game is not patched. This option came with a patch. 2] the map you're trying to play has no pirates. (though I don't know if it affects the presence of the button) Obviously it should show up in "game options" - this button is present at the screen where you select the map and/or your race.
Also, it is my personal request for us all to drop cap ship abilities in this thread. This is an bottomless can of worms, each the size of manhattan. If we are to bring cap ships to where they belong, a third of the abilities now present should be tweaked or completely reworked. This is a topic for a whole new thread (blinks at Deceiver) but starting it here would totally mess the current thread.
[quote]Vasari: Nanite Disassembler, Gravity Bomb, Planet Drain (all on one ship mind you), Volatile Nanites, Desolator Seige abilities (Better than Marza Overall)[/quote] I don't know how you can compare this to Marza. Nanites are the only really badass ability Vasari have. I am not sure how you want to compare these to the Mb though. Except nano, there's nothing anywhere near MB that the Vasari can throw. Grav bomb? Slow down for 15 seconds or stop the enemy from ph
[quote]As Darvin said Neutral extractors are ESSENTIAL to a Vasaris economy. Build a decent group of scouts and grab them as you find them, then hold on to them as best you can.[/quote] Continuing to milk that subject, there are quite a few ideas on what you can do to better use you scouts as Vasari. 1] As you send them to scout, turn OFF the autocasting on detect mines. It REALLY helps them choose their next planet faster. With mine detecting ON, they tend to lag after every
[quote]Think about it, (1) Orgov is 1800 credits and 14 fleet. So to get (10) of them, that's 18,000 credits and 140 fleet. While the Vasari SB is like, 400 for the colony frigate, which is like 2 or 3 fleet, then I think another 2500 credits to build the SB, plus another 1800 for the anti-structure weapon upgrade, so that's only 4700 credits for a moving tank. The downside is that you cant take the Vasari SB out of the grav well.[/quote] Error. 18000 credits worth of Ogrovs d
[quote who="Decim8tor" reply="5" id="2303596"]Chuck Norris can colonize enemy starbases. [/quote] Orkulus Colony Pods were initially Chuck Norris' personal apartments, beefed up with luxurious stuff beyond all sanity just to sway Chuck from kicking the starbase out of the system. Once Chuck said he doesn't need the quarters anymore, the luxuries are slowly being sold in auction houses. That explains the unending credit income.
[quote] I would say the Devastator is a counter, but the anti-antimatter ability on it just doesn't do enough to be considered a counter to MB.[/quote]Someone found out that there's a mistake in the disruptive strikes' entity file. Devs wrote BEAM instead of FLASHBEAM so that disruptive strikes works only on wave shots, not beam shots. When it's fixed (if it really is a bug, i'm not 100% sure but I don't think I ever saw disruptive strikes work on beam hits), dis. stri
You still some cash from a level 1 cap if you scuttle it, but you get zero cash for scuttling a new starbase. So you haven't answered the question, whiskey. I don't know if it's intentional either. I believe at least Vasari should be able to get some money back from starbases themselves. It is because, unlike TEC and Advent, their SBs are mostly offensively deployed and most combat-oriented. Once your starbase is no longer in the frontline, it becomes a useless brick
[quote who="Raging Amish" reply="19" id="2302379"] Give the guy who's getting backstabbed like 2 min to react to it. [/quote]With all due respect, this is why it is called backstabbing. stabbing in the back. Not because the dying guy liked it in the back, but because he had no warning and no time to turn around and defend himself.
[quote]With jump degradation, it's more.....can this ability really be made that good without going OP? I'm sure there's some way to make this ability good, but I just don't know what that is where the game will stay balanced.[/quote] I suggested a way to make it a tactically interesting ability. Maybe you can comment it if you don't have your own ideas?