Darvin3

Darvin3

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

Even the 4-lab level may only mean antimatter regeneration upgrades. However, the fact remains that once they're at the 3-lab level it is not difficult for them to make the jump to heavy cruisers, and you should be ready to counter such a unit.

6 Replies 5,452 Views

[quote]The extractors tend to even out on most maps of any size[/quote] Neutrals are the big problem; a planet has 2-4 extractors, but a neutral well can have 0-3 extractors. Combined with the fact that these are the most productive resource nodes by a considerable margin and also the rarest, the possibility of one side obtaining a significant advantage is quite large. To illustrate this point, I'll presume the probability of each outcome (0,1,2, or 3 extractors) is equa

21 Replies 6,959 Views

The problem currently with ruthlessness is repulse. Repulse is incredibly overpowered, but if you have heavy cruisers you can't take advantage of the ability to keep enemies out of firing range (after all, if you push them away the destras have to chase right back after them!) I personally think ruthlessness is fine currently. A little on the weak side due to the fact that it [i]needs[/i] malice to be useful, but a perfectly respectable strategy once all those comboes are

8 Replies 20,314 Views

I was thinking of making this same topic myself. Pulse guns are okay, but otherwise Vasari are [i]all[/i] phase missiles. The Vasari weapon upgrades are really messed up; there's only one line that's worth investing into, the others range from mediocre to complete and utter crap. Phase missiles affect the vast majority of Vasari units, are their most cost-effective upgrades, and have the most potential? Is it any wonder that Vasari are one-trick ponies?

51 Replies 101,708 Views

[quote]I think most of the maps are well balanced as it is.[/quote] The maps aren't the problem, it's the inherently random nature of the game. The number of extractors and militia are randomly generated for each planet at the start of the game, and slight variations in the map's layout can greatly affect the balance.

21 Replies 6,959 Views

No, two abilities of the same type do not stack (thankfully). You [i]can[/i] stagger the uses of shield restore, however, to get some semblence of stacking.

3 Replies 4,019 Views

[quote]Marza might beat egg if it has radiation bomb thou, so watch it.[/quote] Only if the egg doesn't have nanos. If it does have nanos (and the AM to use it), egg wins. Period.

12 Replies 8,229 Views

The only way to to lose the game is to lose control of all your planets. My only guess as to what happened to you would be culture (essentially propaganda), which would enable an enemy to cause your planets to revolt without ever having to attack them. If all your planets revolted, you would lose regardless of your military standings. This is exceptionally rare, and once you become experienced you're unlikely to lose a single planet, much less your empire, to culture.

10 Replies 7,130 Views

When forums go boom, leave and come back in a few hours. Seriously, double-posts all over the place [quote]I think Illums might beat all of the HC's[/quote] I don't think so; especially destras with full upgrades are quite amazing. That said, I do agree that LRMs might beat enforcers, but I'd fairly confidence about the other cases not seeing repeats of these amazing results. [quote] No one really has experience with destras cause no one uses them

111 Replies 358,601 Views

I'd personally see a broad LRF nerf than a rollback of the fighter changes. I think they've added additional character to the carrier (even if they've made it weaker), and although they've hurt the balance of the game I think they've improved the mechanics of the game. If LRF are made weaker (and therefor easier to counter) this would improve the utility of fighters as they are more likely to get their job done before going down.

111 Replies 358,601 Views

On the other hand, when you run into a star that has four (or more, in a team game) starbases in it, there's nothing quite so satisfying as building four Orkies and ripping up the stationary TEC and Advent starbases one by one. Takes a while, but once the debris clears you control their star with an iron fist, and if that star is of critical tactical importance it can mean a won game.

167 Replies 73,487 Views

They do have resource counters, as you can plainly see their fleet production come to a grinding halt if you cripple their economy. That said, I have noticed the AI sometimes builds up huge amounts of stockpiled cash for some unknown reason. So yes, your feed will help them in most cases. Mind you, all AI's of hard and higher difficulty cheat for additional resources, and spend them foolishly, so it's probably not the best way to spend that cash.

2 Replies 2,779 Views

[quote]Well you could build trade ports, and get credits and then buy or sell for more.[/quote] Ironically, this is often the most practical course of action.

6 Replies 9,837 Views

[QUOTE]Only reason that worked in SupCom is becuase you can build huge armies, alot of units die fast, and you don't really have alimit on how much resources you can get. Build enough Mass Fabricators and Power Generatiors and you can pump out units as fast as you please.[/QUOTE] Uh, for all intents and purposes there's no distinction with Sins there. If you have enough trade ports, you can effectively have all the money you will ever need in Sins. Resources never deplete

5 Replies 18,329 Views

Jaw dropping; I knew enforcers were kinda cruddy, but this is unreal. Even before their awe-inspiring synergies, illuminators are still beating down their supposed counters. While I'm not going to comment on your exact numbers, I do agree something needs to be done about this. This is why every Vasari player ends up massing carriers in the long run; it's their only unit that actually is competitive with faction counterparts.

8 Replies 15,982 Views

[quote]but invade a planet they cannot afford to lose and (most of the time) the weaker and more costly vasari fleet will not be able to make a substantial dent in an advent fleet[/quote] If the game came down to a straight fight of attrition, Vasari won't survive till late game anyways. The fact that you've made it that far speaks volumes that the game isn't simply a battle of who has the most cost-effective frigates. Advent are extraordinarily powerful in a direct confro

18 Replies 9,739 Views

I don't think this feature would be that useful in practice. One of the huge issues is that you don't earn enough money in Sins to keep all your factories constantly producing. Even one factory could drain you dry if it was set to constantly produce a specific unit type. Some sort of automatic replacement function, where factories replace dead units, but might worthwhile, but this would be somewhat different and still complicated by the fact that you may not have resources

5 Replies 18,329 Views

Refineries can be used to increase the efficiency of your extractors. Increasing the loyalty of your planets (via culture, for instance) will also increase extractor income.

6 Replies 9,837 Views

[quote]holy crap trade income gets high when you have a 32 phase trade route[/quote] Yeah, it's very insane. If you can get a chain of 20 or higher, that's usually sets you up with everything you need for the rest of the game. The rebels you are experiencing are a special ability that enemy TEC players have called insurgency. Once researched, all enemy worlds will be attacked spontaneously by rebels, essentially forcing you to build static defense on

4 Replies 30,755 Views

Should be noted that once they reach the late game Vasari once again become competitive, if only due to phase stabilizers which are a massive bonus.

18 Replies 9,739 Views

[quote]I know that fighters are the biggest microing needed, I'm just saying that TEC requires none and the others require more.[/quote] *shrug* I don't feel any different in micro between the various factions. Guess it's just my Warcraft III background talking. The difference between the factions of Sins just doesn't even register on the scales for me. [quote]And I was talking about late-game. [/quote] Gotta be specific about that; resource focus is

18 Replies 9,739 Views

[quote]@Darvin: I was comparing them to the TEC which requires almost no micro aside from MB.[/quote] As I said, maneuvering your fighters is the biggest micromanagement challenge you have in this game, followed by maneuvering your fleet. This is largely the same for every faction. [quote]Don't get extra fleet supply slots unless you REALLY need them[/quote] Or get that extra fleet supply and [b][i]crush[/i][/b] your enemy beneath your boot.&

18 Replies 9,739 Views

[quote]what i normaly do is just start strong and wait a bit until my resoures are like 50k,3-4k for cash,metal[/quote] You can do that against the AI, because they're idiots, but a player will murder you because they will have turned that cash (even if they're earning less due to upkeep) into units and killed you in the meantime. A better plan is to spend that cash to conquer planets and make your economy stronger, enabling you to raise your fleet capacity.

18 Replies 9,739 Views

[quote]Both the Advent and Vasari require heavy microing to be effective.[/quote] Sorry, but coming from an ex-Warcraft III player, [i]nothing[/i] in Sins requires heavy micro. In fact, fighters are probably the most demanding thing in the game in terms of micro (by a long-shot) and that's faction independent. Advent has the strongest fleets in a straight fight, TEC has the cheapest and most easily replaceable fleets, Vasari is extremely weak overall (both

18 Replies 9,739 Views