Darvin3

Darvin3

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

[quote]First, Incendiary Shells...ability simply does not work, the DPS keeps cancelling itself out or something, not real sure...[/quote] This is a bug that also affects some other abilities, including the ability of the Vasari turret. The behavior is supposed to be that the new buff replaces the old buff (this makes sense). But the problem is that the old buff is removed when the volley is fired, but the new buff is only applied once it hits. Because the volley can

109 Replies 182,900 Views

To be honest, I've never seen RTS co-op campaigns done well. They're usually just glorified comp-stomps that aren't much more detailed than what you'd get out of a regular skirmish with a little imagination. Your best bet would probably to look at unofficial fan creations for Starcraft and Warcraft III, which often surpass the qualify of professional products out there.

16 Replies 73,459 Views

Hello, I'm a Vasari Admiral. Let me introduce you to the most powerful weapon in our arsenal: the Kostura Cannon. This interstellar artillery cannon causes all enemies unlucky enough to be within its payload detonation range to take excessive damage and have all their weapons and engines shut down temporarily. If I can aim four or five at the same location, I can vapourize an entire fleet in an instant. Like all Vasari tech, this is a smart weapon and friendly craft wi

7 Replies 36,519 Views

There's no information in-game to say how many people this represents, or if it even represents literal amounts of people or something more abstract. Like much of the game, it's up to the player to interpret it.

8 Replies 11,019 Views

[quote]The battle itself took place on an asteroid I'd colonised.[/quote] Build some repair platforms. These will [i]vastly[/i] increase the longevity of your ships and in the early-game the presence of a repair platform basically makes capital ships invulnerable; they'll heal faster than they take damage. You can defeat AI forces that vastly outnumber you with these simple and inexpensive defensive structures, and even after the battle has moved on they make a great place

12 Replies 5,294 Views

To reiterate, I do not believe invisible mines would be good for the game. This represents a gambit, not a strategy, in that you're hoping the enemy doesn't reveal in the right place at the right time. This would punish carelessness rather than poor strategy or tactics. I quite like that Sins has a relatively low propensity for "blindsides", and feel this is the wrong direction to go.

109 Replies 182,900 Views

[quote]I did mention that at the end of the fourth paragraph...[/quote] Must have missed it. Still, this represents a significant advantage for the Kostura by adding a powerful tactic to the mix.

36 Replies 33,152 Views

[quote]Though Ironclad could please indicate which maps they comsider best for balance, at the moment we have nothing like a 'map pool.'[/quote] I think this one is best left to the player-base. Give us an in-lobby map preview and map transfer system, and we're golden...

54 Replies 132,625 Views

[quote]Is this totaly broken? Or am I missing something?[/quote] Vasari is considered broken in the late-game, but for unrelated reasons. Phase stabilizers are only a small part of their absolutely vicious arsenal of tools. You can actually very quickly destroy the stabilizer with bombers, and so long as the enemy hasn't started their jump yet, this prevents them from arriving. Unfortunately, the Vasari hanger can disable an indefinite number of strike craft for over

11 Replies 4,459 Views

[quote](I'm guessing Impulse keeps it up to date automatically)[/quote] If you installed via Impulse, you were automatically patched to the most recent version during installation. If there are patches in the future, you will be alerted via impulse and can patch from there, but it will not automatically patch without your permission. [quote]I had some newly researched missile frigates being build (JAV I think they're called). 8 of the buggers[/quote] Eight frigat

12 Replies 5,294 Views

[quote]Ultimately, Kosturas are far better than Novaliths or DEs even if they don't affect ships in any way...[/quote] Actually, Seleuceia, you have one major oversight in your argument: the Kostura [i]also[/i] opens up a phase stabilizer back door to invade any enemy world of your chosing. So it's even [i]better[/i] than you make it out to be. Even without ship-damage, the Kostura is still the best superweapon by a considerable margin, so I really see no viable ar

36 Replies 33,152 Views

Are you running a mod? Did you do anything weird or get any other errors? Does restarting the game and reloading help? More info is needed. It looks like the black market is seriously bugged up, as well.

8 Replies 3,990 Views

[quote]If anything, TEC and ESPECIALLY advent need more use of underused string "chance to block phase missiles"... There at least few underused units/abilities we can buff by just adding this perk.[/quote] The TEC have hoshiko healing that kicks in a little earlier since they start taking hull damage right away, which is actually a pretty nifty PM counter-measure. It's Advent more than anything that needs attention here, since this counters several of their best defensive combo

54 Replies 132,625 Views

[quote]The Advent mines can be docked and deployed when needed[/quote] Good point, though still easily killable with a little micro once they deploy. [quote]You can start pushing a fleet back with repulse then deploy the mines behind the enemy. Use a 2nd guardian to push the other fleet into the mines. Ships under repulse have a hard time moving already[/quote] You still have to work for it, and the enemy has a fair opportunity to try to get out of the setup.&nbs

109 Replies 182,900 Views

[quote]This is actually pretty great for Sins! [/quote] Yup; I'll be closely following the patch's development. For those involved on the multiplayer scene, this patch also promises to clean up some of the more egregious tactics. Presently Advent cannot survive a well-played TEC rush, while nothing holds a candle to Vasari's late game combos (Of course, you won't feel that nearly as much in singleplayer). [quote]don't worry about the micro in sins. I

10 Replies 33,083 Views

Yes, there is no "minimum" number of winners. I frequently end up wiping out all the AI's in my comp stomps and winning on my own, even when I have a higher allied victory maximum.

4 Replies 5,887 Views

[quote]Advent can easily deploy mines hidden by the fact the ship that deploys them are carriers. Can use repulse to push enemy into the mines.[/quote] They can be intercepted by fighters (rather easily) though, and you need to pay antimatter and wait for the squad to rebuild between deployments. And you don't have a total-shutdown to prevent the enemy from sniping the mines before they arm. Still achievable, but not even on the same page as the highly convenient Vasari va

109 Replies 182,900 Views

[quote]Increasing capital ship speed is easy to adjust and test.[/quote] We did test this over the summer in the "Project Equilibrium" mod, and I quite liked the results. The speeds we ended up using were: Battleships: 600 Support: 575 Siege: 550 Colony: 550 Carrier: 525 For those unfamiliar with these values, most capital ships have a move speed of 525 currently, while colony capital ships have a move speed of 475.&nbs

39 Replies 26,770 Views

[quote]so if the changes in beta 1.12 are successful will they be ported over to the other entrenchment and vanilla?[/quote] [quote]This is a Diplomacy only-update.[/quote] Seems pretty definitive to me.

188 Replies 331,302 Views

[quote]Should all 4 players be allied with each other to win or is it enough to me to have 4 friends regardless the relations among partners?[/quote] You still must all be allied to win. [quote]And what happens, if only 3 players remain in the game (2 AIs and me), and the others are my allied partners. Do I win the game immediatly or do we have to fight for the last standing player because the limit for allied player was set to 4?[/quote] The way you've phrased th

4 Replies 5,887 Views

[quote]Personally I would want something done about vasari mines being laid in the midst of subverted ships to be dealt with before making them invisible or more powerful. [/quote] Deployment is the biggest problem with the TEC and Advent varieties that leads to them being underused. Vasari, on the other hand, has the exact opposite issue; deployment is [i]SO EASY[/i] that they have some very abusive strategies available. I'd agree we don't want to see mines being used a

109 Replies 182,900 Views