Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,842 Replies 1,395 Reputation

I think for most people, guidance jumps out as the obvious top candidate for swapping with repulse. Guidance is weak enough to be a cruiser ability, while the Revelation is in need of a buff to add more utility. Personally I dislike the whole idea of racial homeworlds. It doesn't seem worth the headache of balancing it out when [i]nothing is broken[/i]. The races have [i]exactly[/i] the same economic needs, their ideal resource balances are rough

189 Replies 264,878 Views

In a pure sense, no, there is no way to simply "win" with money alone. In a practical sense, if you have a substantial economic advantage your victory in the long-run is assured anyways. You could pull off superweapon spam with sufficient economic advantage, and in a battle of attrition you're going to crush the enemy anyways. Certainly in team games online it's very difficult to lose if you have one player with a super-massive economy that's fuelling the others.

12 Replies 26,471 Views

Units "forgetting" their orders is pretty annoying and happens under far too many circumstances. The most annoying situation is when you give a move order to another gravity well, but for some reason the computer decides that your order was to follow some random unit in the target gravity well.

12 Replies 10,489 Views

[quote]And as for that, do most people use Flaks rather than LFs? I mainly play with friends due to the fact I dislike rushing because I'm more into seeing huge, massive, intense battles. Not 30 minute shootouts. So I don't have a TON of experience when it comes to MP.[/quote] Definitely; flaks are one of the game's best units, offering incredible health and a steady stream of damage at a very reasonable cost. Light frigates, on the other hand, are countered very easily by long

64 Replies 131,334 Views

Losing because you lost is one thing, losing because of something silly like that is another. Eats you up inside. Two things worth consideration: If you know you can take on the pirates, it's often better just to fight them and not spend money on bounty. Pirates give great experience to your capital ships, and aren't really that dangerous anyways. Secondly, try moving towards long range frigates (LRM's for TEC) sooner. The LRM will absolutely murder c

8 Replies 6,869 Views

[quote]Sorry if what I'm about to say comes off as off-topic, but you just triggered my repulse speech.[/quote] I brought it up, not like you're the one who opened the discussion. And yes, we know how you feel about repulse. You're not the only who feels that way. I'm not suggesting changing it radically at all, just putting it (more or less as is) on a capital ship in place of one of the relatively useless abilities. As it is right now repulse sticks out lik

189 Replies 264,878 Views

The AI picks its capital ships randomly (unless you've got a mod that makes it do otherwise), so it's only got a 1 in 5 chance of picking the mothership. Ironically the best way to beat an AI mothership (presuming you can't simply kill/disable it) is to allow it to level up a bit so it learns malice. It will then waste all its AM on malice leaving none for the more powerful shield restore.

69 Replies 52,383 Views

There is another thread in the strategy section that suggested that the "repulse" ability be moved to a capital ship. Perhaps that's worth discussion here? The guidance ability on the Revelation is probably the best candidate to be replaced by repulse.

189 Replies 264,878 Views

Indeed; there is no way to tell an AI to scuttle his structures and no way to "team kill" them in a locked teams situation (though that is probably for the best for obvious reasons...). You will have to live with the fact that your ally is using some of your logistical slots. That's not necessarily a bad thing if you don't [i]need[/i] those slots yourself.

10 Replies 20,967 Views

Anyone who has ever seen "overlapping" planets in random maps can confirm that you can't move directly from one gravity well to another. In these rare cases, two gravity wells actually take up the same XY coordinates in the game, and units may appear to be right next to each other, but cannot attack other targets because they're in a different gravity well. Visually it's extremely confusing to figure out what's going on in these circumstances.

4 Replies 13,992 Views

Actually, I am [i][b]100%[/b][/i] in agreement that repulse should be made into a capital ship ability. It does beg the question of what ability will be replaced, and what ability the guardian will get in return (it does need a second ability), but overall I don't think we'll ever get repulse balanced right on a cruiser. Better to put it on a capital ship so we can actually justify it as a highly limited ability. [quote]Cap Ships that could take Repulsion: An

69 Replies 52,383 Views

Given how weak the ability is (weak enough that it's still sub-par by the measure of non-ultimate abilities) I'm willing to say oversight. It needs to be buffed. As a single-target damage ability that is also channeling, not to mention a large cooldown and antimatter cost, AND is an ultimate, it should at least have a DPS better than nanos.

10 Replies 3,910 Views

Honestly, unless the coding of repulse changes to allow units to maintain their momentum, I think capital ships need to be [i]immune[/i] to it. Capital ships take forever and a day to get moving, and one nudge with repulse takes away all their momentum. It's often a death sentence even if they're pushing you towards the edge of the gravity well. Capital ships are easy enough to kill late game as it is, repulse is overkill. I don't have a problem with guardian repulse

69 Replies 52,383 Views

Repulse is the #1 issue with Advent, no question about that. As I said, I've bounced around on the issue of illums, but I do agree that their stats are out of line with their cost currently. So long as LRF are [i]the[/i] bread and butter unit, illums are too strong. If LRF become a less-used unit like the light frigate, then that would be another matter entirely. Beyond that, I think the other two biggies are telekinetic push and shield restore. So long as you

69 Replies 52,383 Views

I'm totally with N3rull here. The streamlined nature of Sin's economy keeps much of the choice of other systems without the babysitting that takes away from other aspects of the game. In Supreme Commander you may spend up to half your time juggling engineer assignments to balance resource usage rates against income while maximizing the production speed of high priority items. Interesting stuff, but it takes away from the military strategy aspect of the game. In Sins

20 Replies 33,760 Views

Shield restore is at its strongest against starbases, because they attack multiple targets. Usually when you use SR there are many targets that are at or near full shield capacity that won't benefit from it, but against a SB virtually everything gets healed. Combined with guardians and enough antimatter, you can tank your way through a fully upgraded starbase with ease. If you have multiple motherships, the Vasari starbase is virtually helpless because you'll be restoring sh

69 Replies 52,383 Views

1) yes 2) yes 3) 100% entrenchment 4) usually 1 (less than 1 game per day) 7) no 10) yes (entrenchment) 11) rarely 12) those recommended by friends (to join mod games) 13) very likely 14) yes (you probably could have been more concise with all the mod-related questions)

39 Replies 124,035 Views

The [i]problem[/i] with the Antorak as a disrupting capital ship is that it's best used with a small harass force, not to accompany your main fleet. Disruption effects don't fit with its other attributes, and on its own phase out hull is probably the least impressive disrupt in the game.

64 Replies 131,334 Views

[quote] It is the other two races that are crapped [/quote] Being too strong and everyone else being too weak is the same thing. I certainly agree that TEC and Vasari need their fair share of buffs (as well as a couple nerfs), and an ideal patch would be a combination of buffs a

69 Replies 52,383 Views

Huge swarms of bombers are absolutely deadly! Certainly given some time fighters will chew them up, but the bombers could do some serious damage before then. The biggest danger to your bombers is probably the Kol, Kortul, and Halcyon capital ships. These capital ships have special abilities that disable or destroy strike craft, which will either buy the time for fighters to destroy your bombers or else speed up the process (or both in the case of the deadly Halcyon carrier). Against the

12 Replies 8,451 Views