Deceiver_0

Deceiver_0

Joined Member # 3404945
8 Posts 458 Replies 28,272 Reputation

Depends on what your up against, but I will say, If you're going to be using meteors, you dont really need that second weapons upgrade. And you can actually do without the weapons upgrades completely if youve got disorient and a bunch of synergized beam turrets. I would highly recommend using homming mines (build a hangar bay or two to get them) in any front line situation. Theyll soften your opponents fleet considerably for your defenses, or cause heavy damage to fleets trying to bypass them

14 Replies 14,848 Views

Best time to use the culture upgrade: 1, on a starbase protecting inner portions of your empire (like a wormhole for example), 2. If your opponent is technologically inferior (ie doesnt have much culture of his own), then you can use culture to grab his border planets without firing a shot, or prevent him from taking a contested planet. As for bombers/fighters, most of the time its difficult for an opponent to tell what upgrades you have on your SB. If you upgrade its health to full,

14 Replies 14,848 Views

Some fighter bays (with fighters) will make quick work of ogrovs, and dropping some homing mines can do some serious damage to an attacking fleet

14 Replies 14,848 Views

Im afraid I disagree with you N3rull. The only time subverters get annihilated by enemy fleets when they jump and disable is when theres nothing else for them to shoot at once the distortion field falls. If youve got your fleet right there, then there isnt a problem. Distortion field is really a 1 time use thing any way, and if you really have problems keeping them alive for more than one use, then practice stringing them together, ie use 1, 18 seconds alter use another and move the first to

566 Replies 1,290,704 Views

Two things. Tradeships dont show up on the empire window, wouldnt it be possible to give another ship that status. Also isnt it possible to change the icons that show up when zoomed out? Could you make your own that is very very small or invisible?

29 Replies 27,229 Views

[quote]The no feeding option would work as long as a change was added to allow players to designate a new HW for free if they lose theirs. That way someone can get back in the game even if they lose their HW. I kind of like the idea of fleets having to reinforce their allies who are in trouble rather than just instantly sending them buckets of cash. It takes time for someone to plan an attack, and it sucks now that someone can just scream "FEED FOR STARBASE" and throw up a crapload of defense

64 Replies 131,153 Views

[quote]Now, I guess you could create a custom random setup for many small star systems, but I've yet to see anyone do this. All I've seen are annoying ones where you'd have to bypass five or six massively fortified neutral worlds to get to the enemy system, ensuring that you don't even see each other for the first hour, much less fight.[/quote] Probably because most don't bother with the map designer, and dont really know how to use it. There are multistars for smaller games though,

64 Replies 131,153 Views

[quote]Rushing is such a pain these days because you are usually fighting 2 economies, the rusher AND his feeder.[/quote] I agree, and you will probably lose if you dont have a good feeder of your own. Although feeding makes team games interesting in its own way, I'd like to have the option of turning it off. Also I feel like so much of the MP community is stuck in a Single Star Random rut. There are other options. We dont need a "No rush timer". Easiest way to play without th

64 Replies 131,153 Views

[quote]Devs forgot about it.[/quote] I think this is the most likely situation, as shields were only added to structures in Entrenchment, so there was no reason for subverters to be able to target them with shield disruption before then. Designate target has always been able to target structures, so they didnt have to change anything about them when entrenchment came out.

19 Replies 55,928 Views

[quote]abilities ranges aren't long enough to get w/in an SBs range and actually work.[/quote] The range doesnt matter, there are very few things that can outrange a starbase, yet that does not determine whether or not their abilities work on starbases, plus overseers and skirantras can keep subverters "alive". If you applied your range argument to designate target, the same could be said, and yet deesignate target can effect sbs.

19 Replies 55,928 Views

Pawelo is right, shield disruption is very useful, especially in assailant and carrier heavy fleets. Its not a channeled ability. I say if its got shields, subverters should be able to disrupt them.

19 Replies 55,928 Views

[quote]It deals damage to shields when they are active but it should bypass shields, because it is deconstructing hull and take it for repair.[/quote] ah ok, yeah it should definitely be hitting the physical matter of the hull, taking it and applying it to the Vulkoras's.

10 Replies 3,889 Views

[quote who="Raging Amish" reply="5" id="2345475"]Ah rushing. So annoying. I wish Sins had the feature that Rise of Nations had. You could set a timer on how long until aggression could commence. Like, say, just put a 15 minute "all peaceful" mandate on the game. [/quote] Sounds like it could be an interesting Diplomacy feature.

64 Replies 131,153 Views

187.5? thats all it does!? That is way lame for a lvl6 ability. It should be a channeled ability that does serious damage and heals the Vulkoras around 2/3-3/4 of the damage it does while its doing it.

10 Replies 3,889 Views

[quote]Nert the Illums and get ready to see a whole lot more people playing Vasari.[/quote] Either that or you'll actually see the elusive Destra Crusader (gasp!). Yeah sure you'll see more people playing Vasari and TEC, but thats only because Advent won't be as easy to cream people with. There are currently 2 types of Advent Player; the type who really like Advent for their sleek ships, cool synergies and culture pwnage, and the type who were so sick of being obliterated by illum spa

137 Replies 318,111 Views

[quote]TRUE SKILLED WOULD NEVER CRY TO THE DEVELOPERS FOR HELP[/quote] Don't suppose then you'd want to vote on the patch stat changes forum.

49 Replies 37,387 Views

Making Sins more completely 3D would require a huge overhaul of the game and its mechanics, thats out of the question at this point (pray for something like that in Sins 2). More practically there are two easy fixes for this problem. 1) Remove the ability for manual z-axis movement 2) Allow defensive structures and starbases a more vertical firing arc. Being able to move Z-axis manually I think is the best option (since it really does negate so many of the entrenchment

78 Replies 56,006 Views

[quote]TEC found a way to block phase missles, where would the Vasari be if that's all they used?[/quote] Right, TEC were even working on it with the Kols experimental "Adaptive Forcefield".

136 Replies 339,172 Views