[quote who="gamerlamb" reply="36" id="3013397"]You are correct sir, I have lamented this same fact. However, timed explosives do make a great suicide blockade runner type of unit to wreck havok with the unprotected rear planets of an enemy empire. I will often build like 20-30 with the jump immunity upgrade and use them to break through the front line worlds to bomb Labs, Trade Ports and Factories in the rear worlds. Its a cheap cost effective way to draw away front line defense fleets.[/quot
Wrath89
[quote who="Coridane" reply="32" id="3013357"]My friend recently told me about an experiment involving 20 scouts with the timed explosive research. He apparently rushed a starbase and the explosives took it out. I find this hard to believe so I may have to conduct my own experiment.[/quote] I've tried this, it doesn't work, not on the Orkulus nor on the stationary starbases. Would make things quite interesting if it did work though...
[quote who="DirtySanchezz" reply="14" id="3013411"]The AI for the game really isn't so bad if you turn off starbases. Unfortunately the only way to really do that is to play Vanilla Sins which means you can't enjoy the Diplomacy additions. However, you could just play without building your own starbases, though the AI will waste its own money building them.[/quote] That's definitely good practice, even for multiplayer to an extent (if you force yourself to rely
Vasari loyalists. Even more overpowered madness with vicious late-game abilities, but this time, with an even greater focus on combat.
I've seen a good number of games where a defensive starbase built by another player (Vasari often) on an ally's front lines can mean the difference between that team's loss and a win. More than one though in an "ally"'s gravity well could be easily considered hostile though.
[quote who="SithLordAJ" reply="25" id="3013474"]So... let's say that there was no Domina and we were designing it. What does advent need in it's other support cruiser?[/quote] It's a pretty open-ended question. Since the Guardian is defensive, the other support cruiser should be offensive (although I rather like the idea of seeing what 2 decent defensive Advent support cruisers would be like) (and the Domina when used is used almost exclusively for its defensive hull repai
[quote who="boshimi336" reply="12" id="3013436"]I know from experience that MANY player reported issues that have been campaigned over have been addressed, in due time. I know this from both personal experience and from what has been done with continued patches. Many anti-strikecraft abilities on capital ships can now target MANY more targets than they could before at each ability level. Flak has been a tricky issue due to the way the game is coded (as it can also damage non-strike craft vess
phpbb is much better IMO.
There is a pause button. :) of course, most manage to play without it... but it's there if you just need a minute.
[quote who="seanw3" reply="8" id="3013390"]If you don't like the balance, change it yourself. My flak works fine. If you are too inept to make this change, try a mod that helps. It sounds like you just don't really like the game. That is okay too! [/quote] The problem is that the change has to come from the top, in an official patch, or 99% of the regulars will continue playing the regular game and there won't be enough people for anyone to get a game going on the (o
[quote who="Yarlen" reply="19" id="3013251"]For everyone's info: Stardock and what was formerly Impulse are not owned by the same company. Former Impulse (now the Gamestop PC Download Store) is owned by Gamestop and the accounts are separate. GPCDS doesn't offer Rebellion. The only way to get it currently is by pre-ordering directly from Stardock. As I pointed out previously, if someone is have a Rebellion pre-order issue, they need to either email
[quote who="trigorin" reply="11" id="3013113"]That's why I can still enjoy playing games. I'm not an expert so I always find challenge in very good games like Sins as a single player [/quote] But you're missing out on like 80% of the strategic depth Sins has to offer if you only play single-player! [e digicons]8|[/e]
I think both flak and LF need at least a slight buff so that we can get away from the all-too-common LRF spam.
While I do think flak should do significantly more damage to bombers so that something can be done about the massed bomber squads, that shouldn't be a dealbreaker.
[quote who="MayallCommunion" reply="23" id="3013072"]Reasonable, either that or remove LRM's im not to 100% sure on this one haha.[/quote] LRM = TEC exclusive LRF LRF = general long-range frigate LRF spam is the problem
[quote who="Zeta1127" reply="21" id="3013049"]The only real "problem" with the Overseer is all of its abilities are active, much like the Kol, so you would think Mobile Phase Detection and/or Jump Degradation should be passive.[/quote] Its Reactive Nanite Armor is powerful enough IMO and the other abilities are expensive and not very useful. Using it simply as a healer makes the most sense, I think. Gameplay-wise, it's fine, but game-design-wise, those extra abilities are in the s
[quote who="MayallCommunion" reply="21" id="3013056"]I suppose I can see your point, in my opinion they need to do something about the LRM situation. But what could be done (perhaps nerfing ALL lrm's potency to the standard frigate(by a small amount?)[/quote] A suggestion I posted a while back was to buff the LF so that it would do a lot more damage to capital ships (70 or 75% or so instead of 50%). Decent anti-cap damage and great speed would mean that a lot more LF would be buil
[quote who="Darvin3" reply="17" id="3013026"]I wouldn't call the Cielo or Overseer so much "weak" as they are overshadowed. The Domina, on the other hand, is just plain weak to begin with.[/quote] The Overseer, "overshadowed"? It's the key ship in the common offensive starbase-based attack. They both have their uses and are extremely extremely useful if handled properly IMO.
[quote who="SithLordAJ" reply="16" id="3013011"]On the other hand, although the Domina is by far the worst, doesnt every race have 1 weak Utility cruiser?[/quote] Not Vasari.
[quote who="Sinperium" reply="12" id="3012996"]FYI--if two or more "event sounds" happen at the same time, one will play over the rest--most have a text prompt at the bottom of the screen as well even when that happens but it's easy to miss.[/quote] That is a problem - I mostly fixed it for my game at least by replacing the event and unit voices with much shorter sped-up versions, while also removing the near-silences at the beginning and end of the .ogg. Now it's very r
[quote who="-Ue_Carbon" reply="16" id="3012971"]The only difference would be really you have to be log in on Steam while playing, vs. not even running Impulse or having installed on your computer to play as it currently is.[/quote] Not even that. Third party games can almost always be run from their location in the Steam folder, I'm pretty sure. I think even the Valve games can be run that way, although if you aren't logged in via Steam you won't be able to connect to secu
[quote who="Darvin3" reply="14" id="3012505"]My suggestion would be to make it combo nicely with a capital ship's ability. Doesnt Advent have one that reduces ability cooldowns? Yup; I've suggested exactly that before. The Guidance ability needs more synergies, and the Domina needs a rework. I've suggested allowing it to channel multiple abilities simultaneously and then removing its requirement to face its target. This would allow it to continue to "g
[quote who="Dazzersyn" reply="22" id="3012926"]If the advent are having trouble dealing with Vasari Starbases around their homeworld. Why not just allow the Advent to use their constructors to quicken the building of their own Starbases? Conversely, they need to sacrifice the constructor but the Starbase builds faster because of it. That way fighters don't just wreck the constructor while it's helping? The problem I foresee with any fix, is that it may lead
[quote who="gamerlamb" reply="6" id="3012886"]Also, while Starbases are somewhat self sufficient, I usually keep a small support force nearby as well; I have found that a few of the respective repair/support cruisers for each race as well as 4-6 Flak Frigates help prolong Starbase life EXPONENTIALLY. Its a very small investment to protect the funds you have sunk into a fully upgraded SB.[/quote] Repair cruisers are almost essential, especially against the higher level AIs. Fla
[quote who="Draakjacht" reply="5" id="3012809"]I've learned from Medieval: Total War something that very much applies here: Keep your front small. It's not just a matter of having enough forces, but also making sure you have manageable numbers. The odds of the enemy skipping a planet on your frontline are pretty slim. So, you're best off keeping the number of frontline planets low. This means that you sometimes have to attack a planet that is less than conveni