Deceiver_0

Deceiver_0

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

Plasma storms are not a waste for SB as it prevents its destruction by bombers, one of the number 1 killers of starbases today, especially Orkulus. Magnetic Clouds can offer their own bonuses to starbases, not so much the Advent's as it relies heavily on antimatter abilities, but for Argonevs that can construct fleets are particularly efftive their in that magnetic fields can defend your fleet and your starbase from powerful Cap Ship AM abilities (Missile Barrage anyone?) Also Asteroi

9 Replies 3,880 Views

You may try Large FFA's for longer games in multiplayer, or get two big teams to play on Areolian Sector, those tend to last awhile. I wouldn;t ever call multiplayer leisurely for sure but, if you play a lot of free for alls, you tend to find out what techs are truly worth investing in. However, the longer the game, the wider variety of tactics and strategies people use. I find it more intersting than fighting AI who uses the same strategies over and over. I mean I've never seen a computer bu

12 Replies 25,905 Views

Not sure whats wrong with your Marzas, but I rarely have a problem with the Marza moving, and the times I do its my own dumb fault. But otherwise I just get a good position, hit the button and bye bye enemy frigates. Great against Illums spammers btw, nullifies their illusion ability.

16 Replies 13,857 Views

Chuck Norris uses cleansing brilliance to wash his face. Chuck Norris's planets all have 500% Allegiance. Chuck Norris is why there are dead asteroids. When Chuck Norris leaves a grav well with a starbase, the starbase takes damage. Chuck Norris once sliced a Level 10 Kortul in half with his fingernail, the rest of the fleet scuttled themselves out of fear.\ Chuck Norris took a dump in a wormhole and clogged it.

375 Replies 1,026,607 Views

[quote]A MB user does not need to strategise because if MB gets countered, then he loses nothing. A spammer loses his fleet if he gets countered. Countering MB does not hurt the other player.[/quote] Im not sure how you can argue that MB is OP because its user loses nothing by being countered. That contradicts itself. A user loses the supposed over powered ability if its countered. I don't think that is equivalent to 'nothing'. Not to mention the user then loses an incredibly valuable

28 Replies 13,587 Views

There are three ways to combat declining allegiance: 1: Capital Ships will repel enemy culture (when phase lanes change to the color your opponent is). Station a capital ship or two in the Gravity well around a planet enemy culture is threatening to take over and it will repel the culture. 2: Your Own Culture. Build a Broadcast Center (if you are TEC which I assume you are) at a nearby planet since you can't build one at the pirate base )no logistics capacity),

22 Replies 14,003 Views

[quote]Having so many Marauders is a waste because then you wont have the slots for more useful cap ships available.[/quote] Its not a waste if you're countering an opponents strategy. If you don't need them, don;t use them, but against a couple of Marzas you will need them. [quote]Of course it is OP. The opponent has to strategise, buof Marzas you need them!An opponent does have to strategize if oyu use the counterst the MB user DOES NOT need to do anything other then click a

28 Replies 13,587 Views

[quote]As Vasari, there is very little that you can do. You can get a Marauder, but that is rarely useful and if the TEC player has a couple of Akkans, then its even harder.[/quote] So vasari have 1 less option (Marauder being the only disabler). Doesn't mean they're that much less effective. With the Akkans, it would mean the opponent has 4 or 5 caps, which means you should have 4 or 5 caps, if you don't then its obvious your opponent has an edge. 2 extra Akkans will make it a little

28 Replies 13,587 Views

As advent there are several things you could have done. Mainly overpowered his airforce of 5 carriers with your own, 20 flaks won't cut it against Advent bombers. Other options? Revelation Battlecruiser has a disable ability that is quite powerful even at lvl 1. You could send in a fleet of fake illuminators to draw out the MB. Personally I would have built 2 revelations to disable the Marzas straight away, then you take down his support fleet and bear down on the marza

28 Replies 13,587 Views

I'd like to see cloaking, but there are some serious issues that you can tell IC has been avoiding. I think the main issue is the idea of an 'invulnerable fleet'. Having cloakable ships that you need a "detector" to be able to attack is a bad idea (especially if the detectors are the weakest ships in your fleet, scouts) because that fleet will just attack whatever makes it vulnerable to become invulnerable again. There are no abilities in the game that make ships invulnerable without some sor

52 Replies 39,140 Views

I completely disagree with Kirby. The mothership is a great first cap. Shield regen keeps your ships alive, especially in the beginning when you're taking neutral planets and need to not waste resources building ships to replace the ones that were destroyed, and at level 3 its a great addition to your battle ball, multiplaying the strength of the guardians ability. It's level 6 ability is actually one of the most powerful as well as one of the least usable. Building your progenitor first and

11 Replies 4,862 Views

Pirate bases, active or inactive, are a great place to level your Cap(s). If you need that level 6 ability before you attack your opponent, this is the place to go. Just make sure you don't waste any ships doing so as it would be just an awful waste. Bombers + Support Cruisers should do the trick.

22 Replies 14,003 Views

All good advice. Some additions: Keep a close eye on that bomber fleet, make sure you know where it is at all times. I think one of the best ways to save your SBs is to engage the bombers before they get to that system. Jump ahead with your fighters and start plucking them out of the sky. Send in your cap ship with antistrikecraft abilities after your fighters have engaged. Also keep your fighters away from the enemy Halcyons, their telekinitic push can level your fighters leaving you

4 Replies 2,522 Views

[quote]The one comment I have to make, Deceiver, is that moving directly to trade ports is often foolish on smaller maps.[/quote] Ah yes, well truth is your entire strategy has to change on a small map. And being able to defend yourself goes without saying. In my own experience as Vasari, I find TEC the easiest to take down in the early to early-mid game unless that player has already established trade ports. I'm afraid I don't completely agree with your logic on trade

9 Replies 11,977 Views

Some tips to starting with each race: Vasari: Early game Vasari have a sharp advantage over the other races in that you can quickly build LRF (only needing 1 military lab) and out econ other races in the earliest parts of the game as vasari scouts can capture neutral extractors. Neutral extractors are VERY important to vasari, as they need 3 labs for culture and 4 for trade, making it difficult to get a good economy running without the extractors. Neutral extractors can

9 Replies 11,977 Views

Lets not forget that since vasari scouts can capture neutrals, you can easily out econ other races early game on larger maps. Makes LRM and/or Carrier rush super easy. [quote]Zerging them against enemy fleets isn't the way to win,[/quote] Most the time this is true. You have to get those awesome techs and move them around. With kostura cannon, lvl 6 marauder, an orkulus and/or phase stabilizers, you can literally be anywhere and everywhere. You just have to learn to use that t

32 Replies 130,825 Views

None of the other vessels use fuel, and all three races have been spacefaring for long, long periods of time. Trade ships don't use fuel. Refinery vessels don't use fuel. Perhaps each race has found an efficient energy source small enough to fit in a fighter sized ship, eh? We stuff nuclear power into missiles, is it really that far fetched? he only problem I have with the SC mechanics in SINS is they act too much like Aircraft in their movement. Aircraft are limited

70 Replies 224,652 Views

I used to use subverters religiously in single player, but rarely in MP. I did find use for them a couple of patches back in helping to bust up a LRM spam (80-90 ships) with my carriers, but I think a little better range on distortion field may bring them back to a more common use. Not sure if they've changed them significantly since then, but as I recall they have to sit to cast it, like Missile Barrage, leaving them vulnerable to destruction. Good idea, but maybe balance that out by

58 Replies 13,267 Views

This concept was explored in Homeworld, and was a great aspect of the game. To adapt it to Sins however would take quite a bit of balancing. Here's what i think would make it work: Troop ships would be constructed and purchased (based on resources, not AM) from carriers. That way they could be docked and launched mid battle so they aren't the first thing targeted by an enemy fleet. They should be a little slower than bombers, but still faster than most ships. Th

7 Replies 5,419 Views