Darvin3

Darvin3

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

[quote]see, captial ships on average have one useless ability... these dont seem to have any.[/quote] My "golden standard" is the Halcyon-Class Carrier. Three very useful abilities, powerful both in the early-game and late-game, applicable and relevant to practical fleets, but not overpowering in every aspect. That said, a lot of these are rough numbers I was tossing off the top of my head that could indeed be too good.

181 Replies 541,274 Views

I decided to throw together some capital ship concepts and went overboard. I'm posting them here for all to enjoy: TEC Krishka Class Battlecruiser Years of warfare has taught the TEC that simply possessing the most firepower is not necessarily a guarantee of victory. Developing special weapons to support the g

181 Replies 541,274 Views

[quote]They are too big to be considered to be fighters, but too small to be considered true capital ships .[/quote] In the Sins universe, that places them squarely as frigates. Escourt units for capital ships are definitely needed, particularly as fleets grow larger. Either suppressing LRF (a possible role that's been mentioned already) and bombers or protecting capit

181 Replies 541,274 Views

The way the Corvette is described... it really sounds like how scouts played in 1.181. We'll have to wait and see; the description is much too vague to say what their role will be. All we know is that they'll be relatively fast (probably 600-700) and relatively small units (probably in the 2-5 command range).

181 Replies 541,274 Views

[quote]Is thier any good advanced tips to build up thier culture[/quote] Advent culture isn't really any better than TEC or Vasari culture, it just becomes available with fewer labs. Once maxed out, their +6% mitigation bonus from culture is [i]very[/i] nice, but the amount of investment in the harmony tech tree necessary to make this a reality is impractical if what you're looking for is a military edge. [quote]ive been experimenting with culture recently and havent bee

15 Replies 18,339 Views

Considering that the current radar tech is rarely used, something that requires you to invest valuable tactical slots just to get the benefit on a single planet probably would never be used.

1 Replies 5,297 Views

[quote]My only problem with this is that it's the current pirate bidding... on steroids.[/quote] Unlike the pirate bidding system, this one's count-down would reset if the top bid changed, and wouldn't get whittled away by bounty payouts. [QUote]Don't Vasari lean on phase missiles enough?[/quote] I meant to say [i]instead[/i] of another unit. So one of assailants, flaks, bombers, or fighters would get swapped to pulse to compensate.

181 Replies 541,274 Views

[quote]"Additional capital ship ability levels, for greater strategic choice."[/quote] Hmmm, missed that one. I honestly don't think too much of it. You'd need to be level 7 before any new level becomes available, and level 7 is a pretty rare achievement for capital ships. I can see the motivation to add choice to level 7+, but I suspect it will be an empty choice where you'll continue to ignore one ability and instead pump points into your primary abilities.

447 Replies 1,483,505 Views

This thread is for speculating and suggesting ideas for [i]confirmed[/i] features. At present, this is the list: [quote] New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants. New Titan-class ships: Massi

181 Replies 541,274 Views

[quote]...Which begs the question, if it is balanced properly, why build immobile starbases when you can build phase jumping Titans?[/quote] Titans are going to be a b!tch to balance for this very reason. It remains to be seen how they'll be handled. The one thing that gives me pause is that this may be [i]yet another[/i] thing that is countered best by bombers... I DO NOT want to see that...

447 Replies 1,483,505 Views

[quote]Auto-scouting is useful on a small map.[/quote] Always manual-scout until you've found your enemy. This is [i]critical[/i] for knowing if a rush is coming and how to pace your colonization and fleet-building.

6 Replies 3,091 Views

The slow-down isn't that noticable in multiplayer, where human opponents will simply ignore starbases and attack other targets. Things are already faster paced than most people realize, so stopping to starbase all your front-line worlds really isn't viable. To give you an idea of how starbases are used in Entrenchment, I'll describe a match I had some time ago with DirtySanchez (that one goes down in my all-time favourites, despite having an anticlamtic ending). The map wa

25 Replies 24,011 Views

[quote]I guess the trick is how to buff them without making them OP?[/quote] I'd like to see some more durability on these things. For their cost, they just vapourize if there's any enemy firepower at all. Perhaps at one time their harass capabilities made this nerf justified, but with scouts more than capable of running them down for a fraction of their cost, that really doesn't hold anymore. Especially when you look at what the Vulkoras rush can do, you'd have to b

716 Replies 1,636,998 Views

[quote]I love that idea Darvin, I really hope the devs take notice of that one.[/quote] I've brought it up a few times before, but never gotten a dev response on the matter. I suspect such a change is infeasible at this point. [quote]but when the bounty is zero???? who attacks for free???[/quote] The pirates [i]have[/i] to be operating at a substantial loss to begin with. They're losing dozens of frigates on each sortie. Even presuming pirate un

21 Replies 10,595 Views

Most people here are of the opinion that TEC is the "cheap spammers of horde units" faction, Advent is the "graceful synergy and combo" faction and Vasari is the "fight dirty" faction. This fits the canon well, and although there's room for some interpretation this is how the factions actually play in-game. I'm not sure what the manual states (I'd have to go reread it), but the TEC very much comes across as leaning on their industrial efficiency as their sole outstanding strengt

17 Replies 31,422 Views

That's, unfortunately, the way the pirates work. They will go after people who have miniscule or zero bounty, and the only way to redirect them is to make someone else have [i]slightly more[/i] bounty. I requested long ago a system where pirate raids are sporadic rather than periodic, and their attacks are entirely based on current bounty (ie, will not attack unless bounty reaches a minimum threshold, but will gladly attack multiple players if both satisfy).

21 Replies 10,595 Views

First of all, ensure you declare that you're a beginner. That way it's not a surprise after the game starts, and we can redistribute the teams accordingly. At the start of the game, you want to evaluate your position and respond accordingly. If you have allies defending your flanks, go for economy and get a trade network operational quickly. If an ally's got your back and you're in attacking range of an enemy, get a fleet to challenge him. If you're deep in ene

3 Replies 3,767 Views

[quote]The pirates are crazy powerful though, aren't they?[/quote] The strength of pirates were balanced against veteran players... who generally eat [i]unfair[/i] difficulty for breakfast. This has made pirates totally overwhelming against lower difficulty AI's and new players. I recommend turning the feature off while you learn.

25 Replies 24,011 Views

Turrets will not protect you from Ogrovs, nor will they protect you from LRM's or assailants. For that matter, their range is pretty wimpy so if you have more than one structure to defend one turret is insufficient. Furthermore, you can always attack the constructor before it finishes the job. All things considered, I find turrets quite underpowered and the list of advantaged units large enough that I don't find strike craft immunity a compelling argument at all. As

716 Replies 1,636,998 Views