[quote]They're only good behind the lines, sapping antimatter (has a good range to steal)[/quote] Not true, disciples have a variety of uses as combat units. They're ideal search-and-destroy frigates for hunting down enemy support units. Pursuing kiting carriers is one of their specialties, and their damage isn't half-bad. The antimatter transfer ability is just icing. [quote]My cap ship should be in front smiting the heavy cruisers[/quote] Cap ships
Darvin3
The light-frigate type units are quick and flighty, but generally outclassed by the stronger combat frigates. You can get a lot of mileage out of them, particularly as Advent. However, for strictly trading shots with other ships they're not really optimal.
The AI has very little firepower here compared to your 100 Kodiaks. I don't see how you can be losing this, unless you managed to get [i]all[/i] your Kodiaks disabled by the subverters. You need to spread out a bit and try to pick off the subverters as best you can. Be careful with high-level capital ships. They drop like flies in late-game battles like these, and TEC capital ships are the worst of the bunch in this regard. You need to use the "armistice" abili
[quote]I'd like to hear some suggestions on how we can keep mines in the game without consuming so many resources (and if we can make them more fun that'd be great too). Keep in mind that they need to be racially distinct.[/quote] Wow, glad to hear you're looking at this feature. Mines need love, that's for sure. Currently, players use mines as thickets instead of walls. Because they're so easy to go around, they don't make effective barriers and the way the AI use
[quote]i find overseers pretty annoying to manage, their autocast and autoattack are a bit unpredictable[/quote] Overseers come somewhere down the middle. Their utility in keeping capital ships and starbases alive makes them well worth your effort. Not so much useful for individual frigates, though, especially since Enforcers are not favoured by Vasari.
[quote]There is an issue with Battleships though as they severly underperform compared to carriers[/quote] When we modded the move speed of the Kortul so it could catch kiting carriers, it beat them all in a straight fight at level 1. Battleships hit hard and with the right abilities can plough through the enemies. The Kol and the Radiance both need generic help to bring them to the level of the Kortul, but that has more to do with substandard abilities. Kiting remains the
[quote]That's kinda the point though. Late game, the caps become fodder for mass frigates.[/quote] So then we have an early situation where capital ships are the end-all, and a late situation where they are near useless. This is the worst of both worlds, in my opinion. We need to make them [i]scale better[/i] into the late game. Currently the Kortul is about appropriate as far as early-game power goes, and I wouldn't feel comfortable increasing its combat per
[quote]kols would then make a proper fleet pointless, everyone would just rush to battleships, they are already annoying with their flak burst in numbers and the finest hour buff[/quote] I'm with a110 on this one; if Kols (especially at low levels) outperform frigates in combat then there's no reason to build frigates. Cost-for-cost, frigates [i]must[/i] outperform their respective capital ships otherwise we turn the early-game into a capital ship slug-fest until you can hit a c
[quote]But the other one seems to get impossible economy of 70 + Credits[/quote] 70+ credits per second is actually quite tame. I've personally hit over 300 credits per second when given the opportunity, and I've heard as high as 600 credits per second achieved in only 90 minutes. [quote]He entrench himself with starbases and gravity wells full of mines and after that he starts to Mass build Carriers like 80 , 100 and even more flaks[/quote] Okay... that's actually
The Hoshiko and Cielo are very low-management as far as support cruisers go. Nothing near the effort it takes to effectively use a Domina, and no high-maintenance tactics like you see with the Guardian or Subverter.
[quote]Animosity and GRG are... okay, maybe?[/quote] Okay and maybe are not the words of [i]confidence[/i] we need. Especially given these abilities scale poorly into the late game, they need to have a certain 'oomph' that lets them continue to shine. [quote]I mean, it might work, but it is definitely not the same GRG or animosity...[/quote] At this point, I've given up on the concept that they can be tweaked. A full rework is likely necessary.
[quote]Possibly adding in a second bank of weapons may also help the battleships.[/quote] If you're going to increase battleship DPS, this is the way to do it.
[quote]now, if every battleship was a tough sucker like a level 6+ Kol, that would be intense...[/quote] The problem is not level 6+ capital ships, but level 1-3 capital ships. This is the range at which a capital ship needs to shine, because raising a level 6+ is impractical regardless of how powerful it is once you get there. Now, in that sense, the [I]Kortul[/i] is the "tough sucker" that we should be looking at, since this guy is actually quite competitive from the w
[quote]That's funny, I like a map in a "symetric"-style (best example the map "Grindstone")[/quote] Sins actually plays well in both varieties. Most multiplayer matches are held on random maps, and we just live with the occasional odd creation. Surprisingly, the biggest crap shoot is actually [i]asteroids[/i]. Having lots of roids in the early-game allows you to get an expansive economy operational at a low cost, which can fuel rapid development or a massive fleet to
Given that most capital ships are [i]considerably[/i] weaker than the Carrier capital ships, there's [i]plenty[/i] of room to buff them in this manner and give each class of capital ship its own distinct role. The hardest will be the support capital ships, since they're really defined by their specials. The problem with making battleships have an "overwhelming" combat presence is that they need to be counterable in the early-game. The bigger problem is that in many cases t
[quote]Don't screw up the basic chemistry of the game! Don't try to improve a winning formula and chemistry so much that you destroy it.[/quote] Now, I disagree with this stance. I believe that to become a worthy successor, Sins 2 [i]must[/i] find its own identity that is separate from its predecessor. While I agree that does not mean throwing out everything that makes Sins 1 great, living in its shadow is not an option. [quote]Allow options for up to 10 v 10
... there's an ongoing joke on one of the oldest forums I'm still active on: "Darvin can't go anywhere for 5 minutes without being promoted to moderator" Not exactly true, but in my time I've been heavily active on maybe a total of 12 forums... and of those I've been a moderator on six at one point or another. That's pretty insane when you think about it...
That'd be a nice improvement. Maybe clear up some of the hopelessly outdated stickies.
Personally I disagree with more ship classes per function. While I do believe some overlap in function is good, I do not think we should have multiple ships specialized in the same function. My experience is that usually this results in one going unused completely in favour of the other, and can really reduce your choice as to whether to tech or not to tech. I'd like to see more focus put on the civic technology side. We need more interesting pieces of tech like the
[quote]so I start securing the system waiting for my colonizer to arrive to populate the asteroid allowing me to start production guess what OMG the sent a fleet after me so it was my turn to run lol[/quote] The AI often is very good about regrouping (as far as AI's go), and for your first month in the game this can make for a very rich experience. Once you get into advanced tactics and start applying [i]real[/i] pressure games, the AI has a very hard time coping and it becomes
At this point, I doubt it has anything to do with adopting a more relaxed approach and everything to do with cutting unnecessary server overhead. Fact is, I won't be buying any Ubisoft games while they retain these outright stupid policies.
[quote]Does dark armada ability cost something at all?[/quote] This would probably be it. The returning armada requires resources to call. It's still a small fraction of what those units cost, but it's not free. There is no ability to steal money in this game, and fighters/bombers do not require resources to replace.
[quote] If you have a level 6 sova with rapid manufacturing, it is possible to recover...[/quote] Not capital ship levels, though. High level caps are the linch-pin that holds together the late-game TEC forces. If you lose one or two, you should be okay so long as you're raising new ones to replace them. If your top-level caps get wiped out, it's pretty much over. Advent and Vasari can recover from this since their caps shine even at low-levels, bu
[quote] True, alright the Vasari are out of the equation, who do you would win a ground battle, TEC or Advent? [/quote] The implication I get from the game is that ground combat is essentially super-charged version of trench warfare where the defender [i]always[/i] wins, and the only way to get a foothold is to blast them out with orbital bombardment.
[quote]but in Multiplayer, normaly TEC is forced to be the Economic Dude for your team...[/quote] I love successfully playing front-line TEC into the late-game. It's about constant pressure while maintaining both an economic and military edge enabling you to continually bully and thwart your opponent's attempts to grow to match you. Very tough to play, though, since one bad military defeat in the late-game is usually the end for TEC. Definitely TEC's best strengths