TheRezonator

TheRezonator

Joined Member # 3421060
32 Posts 1,220 Replies 16,533 Reputation

First off, thanks for being so accepting, lots of forum goers get crazy if you attack their ideas. The Marza uses Radiation bombs, not quite what i was thinking, rather, an actual nuke. For all we know, the Marza Radiation bomb is simply a gamma or neutron bomb? I was talking the million degree, 1000 kiloton bombs we have nowadays. would be cool, uncounterable maybe, and ultimately unusable, but still cool. Do you mean EM fields as in a magnetic field to disrupt proj

67 Replies 244,480 Views

This happened a few times, i had a fleet and told them to fly through a wormhole. The other end was on the other end of the map, but instead of flying through the wormhole, my fleet tried to get there on sublight engines... luckily i caught them before they got too far away but damn.... also, i had a fleet going through two stars to line up for an attack, but when the majority of the fleet got to the second star, it started flying to planetary north (i.e. the top of the sun and b

4 Replies 6,357 Views

With the orbit, something that has been bugging me, the planet rotates, but none of the asteroids or structures in orbit will move. Now there is an inherent problem in Sins that in order for Phase lanes to remain the same and for the map to stay the same, no GW's can orbit around the star (because as we know with our solar system, all planets etc will orbit at a different speed). so because the planets dont orbit the structures cant orbit etc etc. im not saying its impossible, its jus

67 Replies 244,480 Views

im mixed about the starbases too early, on one hand, i agree that to upgrade even one starbase to an acceptable degree of effectiveness early on in the game is really hard, and realistically, it would be good to have more economy beforehand, on the other hand, as Mazuo said, the more powerful/useful upgrades require you to build more labs and research more tech, so it kinda balances out.... i would, however, like fighter and weapons upgrades to be cheaper, and i know alot of peop

17 Replies 34,190 Views

we could say, for some reason, that starbases can only orbit 45 degrees either side of its starting position, that way, it could be moved to intercept enemy forces, or move away... though i dont know why you would want to move away... besides, i was thinking that, considering the size, it wouldnt move very fast, making it simply a tactics thing. im not saying it could or should outrun an Ogrov or Solanus.... im not yet certain about Orkulus Starbases... but it sho

67 Replies 244,480 Views

[quote who="Hack78" reply="9" id="2114652"]He doesn't like carriers as the SC kill his ships and he doesn't know how to kill them as the carriers won't come and sit within range of his static defences. So his stuff gets blown up while the other player (AI?) doesn't lose anything. [/quote] not to be a jerk and state the obvious, but isnt that why we have hangar defenses and defending ships? but i agree, this kiting (its never happened to me... lucky?) thing sounds most irr

70 Replies 224,853 Views

First of all, the audio cue doesnt always work, like, if a ship is built at the same time an enemy invades, or pirates attack, you dont hear the audio cue... at least last time i checked, they may and probably have changed it. nonetheless, i think there should be greater diversity of audio cues. for instance, rather than saying "Our fleet is under attack!!!!!" when a scout or colony ship or even a defending 3 ships is/are attacked, it should say "Scouting party under attack!", or "A C

4 Replies 15,234 Views

[quote who="Hack78" reply="9" id="2114652"]He doesn't like carriers as the SC kill his ships and he doesn't know how to kill them as the carriers won't come and sit within range of his static defences. So his stuff gets blown up while the other player (AI?) doesn't lose anything. [/quote] wow, well done, it all makes sense now...

70 Replies 224,853 Views

[quote who="Sanic_7" reply="7" id="2114458"]Persionally I hate carriers and strike craft, to hard to mirco manage and the carriers themself everyone just runs them away from your static defences and repair facilitys and while you chase them doing less dps their strike craft are super fast moving and have no problems pummeling your running shooting forces to a carrier that running away and has alot of life and shields. Honeslty I hate stike craft and carriers their way to overpowered expecaill

70 Replies 224,853 Views

[quote who="sawakaki" reply="5" id="2114447"] In closing, I too, am fine with the status quo, but i can tell you, that if someone did to me with strikecraft what i do to my enemies, i would be VERY VERY pissed off. LOL. I know I hate being on the recieveing end of a bomber or fighter swarm. They can be countered with lots of flak, but not before they take out at least a couple of caps, which is the whole point, I believe. Just a side note. Th

70 Replies 224,853 Views

does it work on Cap ships? if it does, i would have thought that the answer is obvious? i must say though, its most likely better to steal ships with unique abilities, support cruisers and the like, that way you get buffs that could complement your fleet very well, and will have an advantage over someone without the same abilities

17 Replies 70,789 Views

i would like to put in a seperate post here something i dont think anyone has mentioned yet. Flak frigates and Cap ship abilities aside, if you seriously want to stave off a 50-100+ strong bomber cloud with minimal damage, you are going to need equal or superior amounts of fighters. that said if you focus all your SC capacity on fighters, then you have no room for bombers, and SC become useless, because you have bombers doing no damage, fighters busy tied up with mopping up constantly

70 Replies 224,853 Views

[quote who="-CU-Raptor" reply="2" id="2114314"]Well to end the whole scientufic arguments behind all this. Ships in sins use antimatter to power everything (with exra reseves for abilities) basically antimatter is the best and most efficient sourse of energy there is. And the fact they restore antimatter overtime means they have apperently limittless energy so basically there no reasons from that point of veiw to refuel. That said.Why do SC need to be fixed in the first place? Ther

70 Replies 224,853 Views

okay, maybe im missing something here, and the greater Sins community has found that specialising your fleets is more effective, something like that. what i mean, is that if you build a fleet JUST of close range ships, JUST long range ships, JUST support craft (you get the idea) you think its more ffective? i dont know, my personal playing style is to build large fleets that can tackle ANY situation, so i can have a fleet on either side of the map doing the exact same thing with

70 Replies 224,853 Views

um.... just a simple change here guys, but... what if the starbases could orbit the planet? yes, now they move, the orkulus loses its unique advantage, but not really, by orbit, i mean it can move around the gravity well like a moon, staying at one uniform distance from the planet, but can swivel around? atm i cant decide whether to let it orbit by itself like a moon, or just to give it the ability to change its location in the gravity well along its originally placed orb

67 Replies 244,480 Views

[quote who="chimpspanner" reply="2" id="2113188"]Apparently this is something that's going to be addressed in the upcoming diplomacy expansion. I think they're also going to work on the mission system too - I mean it'd be nice to be able to make demands of weaker AI's. Have them giving me credits and crystal and suchlike [/quote] and id like a hamburger, some fries, 15 Heavy Cruisers and your wife with those crystals please [e digicons]8(|[/e]

15 Replies 27,698 Views

[quote who="Hack78" reply="21" id="2113196"] also, the deathstar was a helluva lot bigger than anything in Sins, (although, if i remember correctly, though dont quote me, there were still point defense guns one the surface of the deathstar that gave the alliance some problems...) The ones on the surface were not the issue as they went under them. The ones in the trench were more so. Off the top of my head, I'd "say about twenty guns, some on the surface, some on the towe

70 Replies 224,853 Views

personally, thats too fast for my taste i usually go quite fast, but i will always have 5 light frigates plus my cap, and by the end of 3 planets or so, i will have 5 Long range frigates, and maybe 5 more light frigates... depending on the type of planets.... i like to play medium to large maps, so i expand to a point where i have a fairly good economy between all my planets, then hunker down and wait till i have the resources to build up my fleet, do research and defend my em

10 Replies 23,578 Views

no, i dont think so, even if you have teams unlocked, AI's wont ally or not with each other. i have noticed this and i dont like it, AI's should be able to ally... though i dont know how Ironclad would code it, but if they could it would be nice... i mean, it'd be great to forge a 3 way alliance half way through the game and take on all comers... but you cant do that if your 2 allies are at each others throats, telling you to betray the other basically, even if you have unlock

15 Replies 27,698 Views

[quote who="batosai33" reply="9" id="2113067"]If you are using a lot of mines it could be a threat prioritizing issue. the ai sees thousands of something so it builds more of the counter to it but i am not a programmer so i dont know if that is even how it works. it does bring me to a small gripe of my own though. Mines make a planet's defences look a lot stronger than they are since 10 mines makes the same amount of ticks on the structures area (when zoomed out) as 10 hangers. [/quote]<

11 Replies 24,356 Views