Bump and confirm. Reply count doesn't work.
N3rull
No Soase for you, then. Boxed version of original game is around, but all its patches and expansions are going to be coming out on Impulse. Whatever your reason. That's all. Hard luck for you.
AFAIK, space ponies were those people who most relentlessly beta tested the original Soase.
I agree, LFs need turn rate increase, but mainly because that would allow them to hunt fleeing carriers better. PS. BTW turning speeds. A turn rate increase should also be implemented to the Distort Gravity ability of Marauder IMO. 60% of the ability's duration expires before your fleet turns and starts accelerating (and you can't fire it later, because ordering your fleet to move backwards causes it to spread over half of the gravwell). Also, maneuvering before phase jump (to ma
The idea is nice. How about: Derelict Supercapital - a very biggy alien ship, the size of a large asteroid, that has its own gravwell. It would look very badly beaten, incapable of moving, but with some of its generators and defenses still operational. It would be treated as a planet (can be bombarded to zero hit points with planetary bombardment and then colonized, never destroyed completely), with the following exceptions: <li
[quote who="Tkins" reply="6" id="2235768"]Also, caps would be a little better in my opinion if they were solely geared to fleet affecting. Leave the one on one to the frigs and cruisers and have the cap ships focus on affecting entire fleets. Whether this be like the Akan's increased range and chance to hit, or the Marza's missile barrage, I think all caps abilities should be designed in this way.[/quote]QFT. I believe half of the Caps should be almost completely revised in
A wise man said: " making use of other's good ideas that you can put to good use is a good idea itself; unless they're patent " Well, ok, nobody said anything like that. But it still makes sense, doesn't it? My suggestion is that a small new feature is coded into the Forums that would inform users of where they can find replies of SD/IC employees. That feature is present on Blizz forums and it tremendously helps in filtering endless spam
Haven't built too many Argons, but in case of the Orkulus the "great increase in range" is in fact an increase of about 10%. Is there any chance you simply didn't notice the effect, because you expected something lmawesome?
@ Blair - [e digicons]:thumbsup:[/e] @ rezonator - I disagree [e digicons]XO[/e] . Wait. No I don't. Ah to hell. Have a nice day.
My 2/3 cents are (in Entrenchment 1.02 ofc) 1) LFs are too expensive in both resources and fleet supply when compared with LRFs in terms of how many uses the unit has. } >>> Slight reduction to their supply point requirement would be cool. 2) MB - I still think that it is not balanced, being the only thing in the game that can win it for you with one click , while cou
[quote who="TheRezonator" reply="25" id="2229529"]complete as in ready? so where are they? (...) this was said a very long time ago in a thread by mooster... still waiting for that soon.[/quote]Releasing stuff takes time. It ain't just a make & upload business. Patch has to be tested (so every next update doesn't f**k the game up like relic does with COH recently), sent to the publisher for further testing (they're paying the devs for their job, so they want to know if
[quote who="Blair Fraser" reply="15" id="2226714"](and yes, we mentionned multiple times what was going on).[/quote]Suggestion - make a thread in "Sins News" forum named like... "Sins News" ?... and post it there. I'm not sure if forcding players to read every single topic on the boards to dig out your news is the best way of keeping the community informed. [quote who="Blair Fraser" reply="15" id="2226714"]Given the sheer number of patches we've issued over the last yea
Keeping the community updated is the best way to keep the game alive. Developers should inform their players of what they're messing with or trying out. Let us know you're alive. Feed our imagination, anticipation a little. I would rather be informed every 2-5 days on what the devs are doing about one of my favorite games than have the next patch out 2-5 days earlier. Seriously, if you're spending 6, 8, 12 hours a day on coding, jump on the forums once a week and throw
Don't ask Blair for thoughts. This bug has been around for YEARZ. It's may pop up everywhere and anywhere there are two phase gates involved, regardless of whether these are just built or old as the hills (stars), made by starbase, Marauder or Kostura. It's deep in the ass of the phase stabilizer mechanics, somewhere, and so far they couldn't dig it out. There were already five threads about it that I can recall, so don't let your hopes fly.
You can not order your ships to scuttle when you see Chuck Norris join the battle. They already did.
[quote quoting="post"]Any suggestions?[/quote]Cry and hope it finally gets fixed, as I am doing. In the meantime, try to jump from another planet.
frigs get 60% , caps 65% + 1,1111...% per level (starting at 2nd), which gives 75% max mitigation at lvl 10. Dunno about starbases. also, Advent has means of boosting max shield mitigation on its ships.
[quote who="Deceiver_0" reply="19" id="2170501"]Chuck Norris's balls have their own gravwells [/quote]So far, this is THE thing ;p. Short and epic.
Chuck Norris completed Go Big or Go Home , Fear of Icebergs, No Exhaust Port Found and Best Defense is Good Offense achievements... ... in one game.
Kamikaze ships would be a good reflection of how 'desperate' Vasari are in their runaway from the unknown menace.
Not quite. Mines are fine you just plant them around the phase lane exit, so the enemy jumps into them as he attacks. He has to slow down, clear the mines or else his attack is gonna blow up on it. It takes a little time and effort to work around that. When used it defense, the 30 sec activation time or the slow pace of laying minefields is a tiny drawback. The ruiner's low speed and maneuverability doesn't hurt all that much. And there is a limited area th
[quote who="Agent of Kharma" reply="2" id="2145079"]More to the point, ruiners are plenty effective and useful. One use I've seen JohnJames and other "pros" put them to is forming a "beachhead" at the enemy world. You jump in with your fleet and then lay mines to protect your fleet. There are several ways to do this. Perhaps you lay a cluster of mines to stick your carriers in so that can't be killed by LF. Perhaps you lay a "wall of mines to guard a flank.
[quote who="Osiriszyos" reply="25" id="2144467"]I managed to kill a heavily upgraded starbase by planthing a string of gravity mines directly in line with where I was building my own star base. The enemy starbase took about 5 minutes getting to me with the -700% acceleration and max speed inhibition. It gave me enough time to upgrade my starbase to level 3 guns and reintegration with 1 upgrade in armor. 30 skavaros enforcers also. [/quote] You are fully aware that one
Hi, Just wanted to ask - which Space game (RTS, maybe other?), in your opinion, had the coolest ship designs? The ones that really caught your eye most. My all time favourite is the Hiigaran fleet from Homeworld2. It was made of monolithic and well designed ships that were clearly made for war, but not to show off. They had no fancy gadgets, no unnecessary additions, but they still looked like they meant business. Sins also feature quite a few nice looking ships, the
[quote who="leejaywu" reply="22" id="2144258"]No; we can apparently expect any N3rull to turn any Vasari-Vasari thread into another duplicate of his previous rantings while he presumes that Vasari should ignore its strategic advantage of mobility and instead attempt to duplicate other faction's strengths into bludgeoning choke points.[/quote]I'm tired of repeating myself. - this thread is about destroying Vasari starbases as Vasari. What I said was perfectly on topic. If anything here is