Darvin3

Darvin3

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

[quote]That doesn't address the niggling little things like a single carrier cruiser can come in and nibble away minefields and facilities with no opposition if the system isn't equipped with a hangar or carrier.[/quote] Well, [i]any[/i] unit can do this. If anything, the Ogrov is the most dangerous since it can rip through structures extraordinarily quickly, and flak frigates will clean up minefields before you can blink. A single carrier cruiser doesn't have enough dam

716 Replies 1,636,849 Views

[quote]True, there hasn't been pure free market capitalism in the United States in a very long time, but that isn't necessarily a bad thing. Institution/regulation and market forces have their place, but exorbitant bail-outs don't belong.[/quote] Oh, I fully agree. The point I'm making (sorry if it wasn't clear) is that it's wrong to frame this as a "free market" issue, because it's anything but. It's more an issue of simple bad policy. You could definitel

17 Replies 38,479 Views

[quote]TECs late game ability is easily replaceable fleet. Unlimited cash and fast building ships means no amount of special abilities can stop you. Trust me, it works.[/quote] I tend to think that such overwhelming numbers indicate you've already got the game locked down on economic grounds. If Advent or Vasari are keeping step, your numerical advantage will not be so great. Ultimately this is subjective, but we're in agreement that TEC need to maintain an e

716 Replies 1,636,849 Views

[quote]To me it feels like the carrier cruisers and the planetary hangars just don't have enough squads to really be that effective[/quote] I think their squad total is about right. If we gave them more squads, this would make them absolutely brutal in the late-game where swarms of bombers can kill capital ships and even starbases before fighters and flaks have any hope of knocking them out. The real problem is antimatter; carriers run out very quickly and simply cannot

716 Replies 1,636,849 Views

[quote]It isn't the capitalist way to bail out a private company[/quote] To be fair, pure market capitalism is nothing more than abstract concept. It's become the mantra of the right-wing recently, but only when it's convenient for them and their policies. Any [i]viable[/i] economic system is a hybrid of government institutions/regulation and market forces, and the discussion of where to draw the line along this spectrum has no clear-cut answers. The biggest proble

17 Replies 38,479 Views

[quote]I always thought they should introduce a "PT boat" type vessel as a scout and strike craft killer[/quote] So... basically a flak frigate with high move speed and damage, but low hull. Generally speaking, I don't like variant units. Sins has a small enough roster that I'd prefer something entirely new to what's essentially an alternately-statted version of an existing unit.

716 Replies 1,636,849 Views

What's happening in Libya makes Egypt and Tunisia look tame. There were deaths and brutality in both of those cases, but not even close to the scale of Libya. This is fast encroaching all-out civil war. However, as bad as it may seem, this conflict is a short-term regional one. The real cause for concern is actually the forces that are sparking these revolutions: [i]food prices[/i]. In countries with relatively low wages, rapidly rising food costs meant m

17 Replies 38,479 Views

A general buff to fighters would be nice, but we also need to look at the hanger and carrier cruiser. These are completely non-viable in the early-game due to how easily they're destroyed and run out of antimatter, which is why we see pretty much exclusively carrier capital ships. Part of fixing carrier caps is bringing the other classes up to speed, but the other half is also making the cruisers and hangers more competitive early on.

716 Replies 1,636,849 Views

Well, you can always read around the strategy forums for tips and suggestions. If you can't beat hard yet, you'll probably get demolished online. If you're willing to take a few lumps, then go ahead and give it a try. If not, you'll need to work on your game a bit. Here are some specific skills you can work on to improve your game: 1) Manual Scouting: The auto-scout AI is usually insufficient and won't reveal the solar system quickly enough. Manua

6 Replies 3,088 Views

[quote]Reading all these threads, it sounds like TEC is going to be the race to beat. The funny thing is, is that they already were the best race in the last version of the game. I say that, but I would like all of you to bear in mind that I was strictly a Vasari player for a VERY long time.[/quote] This would depend on your range; if Vasari could get past the initial rush on relatively equal footing, then they were in the clear. However, this was very difficult to d

716 Replies 1,636,849 Views

Step 1) Download Impulse ( http://www.impulsedriven.com/download ) Step 2) Register your serial key with Impulse Step 3) Download the patch

7 Replies 3,815 Views

[quote]The only planets our technology reliably allows us to find are massive gas giants, they make up the vast majority of known planets.[/quote] In that respect, the only confirmed peculiarity in Sins is the relative rarity of gas giants. Most randomly generated maps have... one or two tops. Anyways, if you need a justification, there's actually a relatively simple one. Systems with lots of profitable, habital planets are more likely to be fought o

14 Replies 19,451 Views

This sort of data-gathering isn't unprecedented. You can get some pretty in-depth reports regarding the Warcraft III ladder (you'll get flamed to hell on the forums for saying it, but the Death Knight is fricken overpowered ) regarding match lengths, racial win % by map, hero usage, and so on. There's no reason why such a system wouldn't be possible in Sins.

11 Replies 27,638 Views

[quote]Starbase idea seems to just create an impasse - making the game boring once it reaches that stage.[/quote] If both players sink massive sums of money in defenses... yeah, that's going to create an impasse alright. Generally speaking, this is only an issue with the AI and beginner players. Experienced players know that the starbase is a relatively poor investment since it only protects a single gravity well. Pumping that money into frigate-power has [i]much[/i]

25 Replies 24,006 Views

[quote]Maybe do a very quick cursory check of each of them before deletion to see if there's anything significant, but I doubt it.[/quote] Turn them into redirect pages instead of deleting them outright, in case there are any external links pointing at them. [quote]If not then I will request an admin position[/quote] Given your activity level recently, you've certainly earned such a position. I don't think Titan is active anymore; I haven't seen him on the activi

20 Replies 44,658 Views

The AI is generally well and thoroughly beaten before it actually surrenders. The exact "last straw" is therefor very difficult to pin down and usually is something quite arbitrary. Often times the AI surrenders when its fleet gets cornered by a force many times larger. This can feel frustrating if this was the final move in a hour-long game of cat-and-mouse that the AI likes to play when it's on the defensive. Ultimately, the AI's surrender behavior is a tad unpredi

9 Replies 11,876 Views

Pirates are balanced against veteran players; I'd advise keeping them off until you can beat [i]at least[/i] the hard difficulty. Beyond that, the key is to keep pacing and find the right balance of fleet size, expansion, economic investment, and technology. Most beginners tend to over-emphasize tech and economics, and under-emphasize fleet size. A good way to get a feel for early-game combat is to load up a small map (Close Encounters would be perfect) and try executing a

4 Replies 5,632 Views

[quote]Others like yourself see the AI giving up after two battles. This makes it very hard to pinpoint why the AI is behaving like it is. Its not a consistent bug.[/quote] I've actually done experiments on this before. The biggest factor appears to be fleet size. If your fleet is under 250 command, the AI never surrenders. No matter how beaten and broken it is it keeps fighting, even if it has no money, all its units are dead, and its only planet is a dead astero

716 Replies 1,636,849 Views

[quote]Also the Terrans in SC2 have some very powerful and versatile early units (Marine Marauder Medic Shuttle) that allow for them to keep the other side off balance.[/quote] Am I the only one who feels this plays like the LRM/Garda/Hoshiko combo for TEC in Sins? Same strength of coming out early and packing insane cost-effectiveness, same weakness of scaling poorly against late-game units and combos. Also, I get a real "guardian" vibe from the sentry.

29 Replies 24,386 Views

[QUOTE]Well, as expected, you guys know this game far better than I'll ever do. For me, this is a totally alien (pardon the pun) genre. More suited to FPS/Action.[/QUOTE] It takes a lot of time and experience to really get into this genre. It's got a steep learning curve, and I get that it's hard for outsiders to overcome this. With time and patience, though, you'll learn the ropes. Try to think of "time" as a resource in these games. It's somethi

10 Replies 3,508 Views

Generally speaking, for mid-game TEC you want your fleet supply to be 1-3 research levels higher than your capital ship crews. The TEC faction really should be clinging to the notion of fewer higher level capital ships. Now, it would be nice if you told us what is killing your units. How many frigates does the enemy have, and of what type? What defenses is he employing? It does sound to me like a starbase is the culprit; a small fleet like the one you des

10 Replies 3,508 Views

Losing in a 3v1 situation is [i]no shame[/i] whatsoever (unless you were getting crazy feed, which it sounds like you weren't). I've been there myself; it's a moment of triumph when you pull it off, and a noble struggle when you don't. You'll always kick yourself for the little mistakes that made the difference, but in a position like this you just have to take it in stride. The fact that you were able to distract more than half of their team for a time means you were doing

13 Replies 17,623 Views

[quote]Surprised as hell to see any remnants of the muliplayer community here at all (names like Cykur, JohnJames, Darvin, etc). You guys still play?[/quote] I'm working full time now, so my schedule limits me, but yeah I've been playing since the beta patch came out. [quote]At any rate, this game will never be balanced. Period. Are you guys hoping that it will be? It's not gonna happen. [/quote] Oh, it'll never be perfectly balanced, but we can al

716 Replies 1,636,849 Views

[quote]I would advocate the shield projection of the guardian over the domina's perseverance as a means of PM blocking...[/quote] Too much concentrated awesome on a single ability. I agree with the others that perseverence is the way to go if we're going to put PM blocking on any ability. [quote]dominas only affect one target at a time and take too long to select targets, meaning that they would only be useful for capital ships...[/quote] Which would be the most

716 Replies 1,636,849 Views