[QUOTE]During my very short games the first encounter happens very early and thus the damage output of the capital ship is important. Just this evening my first battle was begun with a capital ship and two LRMs. Every dps counts here.[/QUOTE] Special abilities still outweigh the DPS of your ships. As Vasari, I'd still pick the Jerrasul Evacuator in these situations despite its low DPS; its nano-disassembler ability is well worth the small price of a little damage. [quote
Darvin3
[quote]I mean it isn't really even as usefull as the zergling in starcraft.[/quote] That's because, costwise, the zergling actually offers [i]by far[/i] the best DPS and hit points of any early game unit. A zergling gives you 5 damage and 35 hit points for 25 minerals. A marine gives you 6 damage 40 hit points for 50 minerals. The marine has range, for sure, but in terms of those raw stats the zergling is going to [i]rip him to shreds[/i] if this comes down to a sh
[quote]1] As you send them to scout, turn OFF the autocasting on detect mines. It REALLY helps them choose their next planet faster. With mine detecting ON, they tend to lag after every jump. Without it, they quickly select another planet to scout.[/quote] Personally I hotkey all my scouts at the start of the game and manually choose their destinations. This is especially true if the pirate base happens to be a key junction, since automated scouts have a nasty habit of trying to
[quote]Mainstream wasn't the word that came to mind to be honest Darvin. I still get mocked by people when I make them[/quote] I still run into people who don't know that they need flaks to counter carriers. Doesn't mean I don't consider a flak/LRF combo mainstream. Some thing goes for LF countering carriers. Sins has a lower player density than other games, so it's understandable it takes a bit longer for strategies (particularly situational ones) to permeate t
I'd agree that Vasari need a second interrupt. I think most people think phase missile swarm is lackluster on the Vulkoras; how about giving it an interrupt effect, ending any channeling abilities on affected units? It would be area of effect, but given its rather short range compared to other interrupts this would probably be acceptable. Personally, my gripe with missile barrage is that there are no comparable abilities among any other capital ships in the
Scout rush is relatively well known and mainstream now. Asking us if we've used some varient of it is a pretty silly question. I frequently use my scouts in combat, either to hunt down colony frigates assigned to neutrals or to harass vulnerable enemies. Great hit and run unit, and the benefit of having lots of scouts running around is invaluable. I actually don't like using scouts in huge masses as my primary combat unit; works against the spammer, but most people k
I actually quite like the idea of making the LRF have poor health. This would mean the LRF would still be by far the better damage-dealing choice, but when it comes to being able to absorb damage (coming from something other than LRF's...) the light frigate has a distinct advantage. Of course, this would probably open up a whole new bag of worms, particularly with HC's tearing up LRF. You'd probably need to lower the damage bonus of fighters and HC's to keep things in line (
[quote]I noticed that apparently the aggressive variant of the AI isn't the most difficult to beat.[/quote] No, the aggressive varient builds half a dozen siege frigates at the start of the game. These units are laughable in combat and essentially hobble its fleet. Moreover, they take up so much fleet supply that it goes higher into upkeep than other AI personalities, crippling its economy. It also doesn't research much in the military tech tree, and has a woefully p
The [i]problem[/i] is that light frigates offer substantially worse performance for the amount you paid for them than long range frigates. While this makes sense to an extent, long range frigates are the [i]hard counter[/i] to light frigates, and effectively wipe them off the board as a result. I don't think there's any reason to add an anti-LRF upgrade. If you have multiple labs, this upgrade is trivial and adds no real strategy to the game; it just becomes an effective p
[quote]You also forget that light frigates require no research and is the de facto swarm ship[/quote] Although the AI loves to do this, in practice it is not the case. The LF offers you by far the worst base stats for money spent of any frigate in the game. The fact that it has an easily accessible (and quite brutal) counter available relatively early makes it nearly useless as a bulk unit. [quote]who gave you that they are a frontline unit?[/quote] The man
[quote]Wrong, this is the best way to play tag.[/quote] Games of Sins -_-
3) the mothership, along with many other capital ships, is a side-shooter. Its weapons are on its sides, so it needs to turn to get a clear shot. Other capital ships, like the Marza, are forward shooters, while others like the Kol have guns on multiple sides.
Phase jump inhibitor. The scuttle option exists to give planets to allies and if a newbie happens to not understand the planet underdevelopment feature and ends up in negative income.
[quote]I don't expand very fast, and a great deal of my economy got funnelled into R&D, so please don't criticize me, as I have only once played with other people, and it was in a comp-stomp[/quote] I'm not criticizing you, I'm well aware that you're primarily a singleplayer gamer. What I'm pointing out is that the economic position you're talking about is exceptionally weak by the 8-hour mark, which is why n3rull said "/cry". You can talk about R&D expendi
Quote: Of COURSE I meant early game planet securing. If I want to clear the rebels I don't use the egg. It's a waste of time. edits: quotes are screwed up While this may have been true without quick-start, in entrenchment you often don't have the time to wait and scout before you pick your capital ship. As a result, it's very [i]very[/i] risky
[quote]The only thing I usually leave on autocast is migrators and colonization.[/quote] Eh, I leave most cruisers to their own devices. I'll toggle autocast to conserve antimatter as necessary, and manually order them around if I need to (the two varieties of subs are notorious for needing babysitting), but I'm not going to go out of my way with ordinary units. [quote]Once all are out I colonize and jump elsewhere. Everybody does that right?[/quote] Depends
Honestly, for an 8 hour game, I'm not surprised you were starbase massing. Fact remains that 30 credits per second is absolutely pathetic for the 8-hour mark, regardless of your upkeep level. By that late in the game, you should have had the time to build dozens of trade ports and build a significantly long chain. Heck, if the map was large enough (I'd be shocked if it wasn't for a game that dragged on for 8 hours) you should have over a hundred trade ports that late. <
He's crying because of this: [quote]I've got a game that's been going for around 8 hrs against 9 AIs, and I've got almost max fleet research, credit income of ~30 net (after fleet tax, which is ~56/65% (it's the 2nd level), and I've got THREE NOVALITHS.[/quote] This is actually very little for eight hours into the game. In my massive game against lots of AI's, I had a 2000 size fleet with 16 capital ships, income over 100 credits per second (net, after my 75% upkeep), an
[quote]a couple minutes during which you can run through them without having enemy forces increasing[/quote] Novas don't affect extractors, refineries, trade ports, or frigate factories. Yes, you'll take out their tax income, but worst-case scenario in the late game is that this is 25% of their total credit income, and you didn't even touch their extractor income or ability to make units.
[quote]Lol, imagine spamming Nova's on a huge map.[/quote] For all intents and purposes building a stronger fleet is a better use of your cash. In any case, novaliths are overrated. If your opponent's economy is anywhere near as strong as your's, then replacing a planet killed by a nova isn't a big deal. If your opponent's economy isn't anywhere near as strong as your's, a conventional fleet will get the job done much sooner anyways.
I was watching both the icons and the squadron %'s (by selecting all the carriers and holding my cursor over their strike craft management button. I could plainly see the %'s of each squad fall down so I knew when they were taking attacks) Yes Dresda, it was one flak per squadron in all cases. I never said one flak per carrier, and if I did it was a typo.
[quote]seeing an EGG autocasting nano on a siege frigate with 13HPs left instead of that goddamn kodiak fifteen metres away.[/quote] As aggravating as that is (and why I don't use autocast at all) it's quite rare.
[quote]*Edit: Why won't my spaces in between paragraphs show up?[/quote] Dunno; makes your wall of text harder to read than usual.
[quote]whenever you call something a flagship it gets blown up.[/quote] Happens all the time in Sins currently. Your highest level capital ship is the most likely to die first. Flagship designation is kind of silly currently. It doesn't actually do anything, and only serves to generate discussion for a feature that doesn't exist :-P
[quote]So, in other words, you get a radiance to level 10, build some other ones, send the level 10 to its doom, and then make an army of level 10 Radiance Battleships. [/quote] Precisely. You can just scuttle that Radiance, if you prefer. You can ressurrect scuttled capitals, as that counts as "destroyed". [quote] 2000 damage to each ship plus malice... You would instantly kill an entire fleet with that.[/quote] You [i]used[/i] to be able to ki