Grid hotkey system like SC2 for some of the controls would be appreciated majorly.
Joppsta
Are there any good optimisation mods that work with current version of sins rebellion on MP? Long story short, playing several AI with three friends and myself .. the game just chugs in later stages of the game even with respectable hardware in all machines. Cheers, - Joppsta
Hello, my name is Joppsta and I am a YouTuber... and in my YouTubiness I have came to play an old favourite with a new paint job... of course, Sins Rebellion! :D [video]https://www.youtube.com/watch?v=JpJwyVRWl5Q&list=PL4A1F9230B05419F6&index=1&feature=plpp_video[/video] I am by no means a pro Sins player but perhaps you could teach an old noob new tricks and learn a thing or two from me... or maybe learn from all my mistakes. This is a singleplayer playthrough as
[quote who="Pbhead" reply="3" id="3121359"]btw. no, you dont get the most reward for tl;dr. You should see some of my old posts on Shield mitigation and armor and phase missles.[/quote] Good to know ;) You should link me if it's informative, I'm interested in learning more of the "in depth" of Sins so I can spread the knowledge through the media of video... whilst simultaneously killing things!
Was rather interesting using the Ragnarov's special ability to absolutely demolish opposition ships although this wasn't much of a challenge at all. After episode 10 I intend to "reboot" as it were and start over as Advent perhaps upping the difficulty level since Normal AI is pretty "meh" most of the time I think (not attacking enough, too eager to retreat) but one thing to note and this is my excuse for sucking more than normal: I have never played anything ot
I'm intending on doing Advent after I finish my playthrough on my channel as Rebel TEC (10 Episodes long, 30-50 minutes a piece). I just need to do episode 10 and then I can get onto the Advent side of things [e digicons]B)[/e]
Personally I find the planetary bombardment animations to be somewhat "meh" mainly because the bombs travel so slowly and mainly because they don't cover the planet. Change bombs to missiles that randomly strike the planet all over and we have a deal because that would be much more interesting to watch and pleasing on the eye. Distant Stars mod for trinity had a good idea with the cluster bombing of planets but it still didn't "cover" the planet so it seemed lik
Titan AI and AI in general needs some tweakage, I think adding more user based controls would be better so we can choose target priotisation and orientation for example: Ragnarov, I would prefer it if the thing tracked it's target with the big rail gun pointing at the enemy rather than broadsiding most of the time, so giving the option would solve my problem. Admittedly I don't think this would be a massive problem with other nation's Titans but still, it should be a point
I think the problem lies in the main thing being added is Titans more or less and 2 caps per race. Personally I would have rather seen 2 Titans per race, 1 universal to both and the "specific Titan" ie the Loyalist/Rebel version of their idea of a Titan. I hope that there is more Titans added with patching personally and maybe a release of that pesky 1 Titan lock so the chaos can ensue but of course I think in competitive MP to maintain balance there should be a 1 Titan per pers
To be fair though this makes sense since we're testing, I hope they make it so you can have several in the full game though since... well... Titan vs Titan combat would be rather insane with more than 1 Titan although rather unbalanced too. It would become a game of "who has more Titans" rather than "who's better at fighting" in a way.
Just uploaded episode 8, I think this "section" shall be a 10 parter since the new faction got added so I will play that after I rap this one up, might up the stakes and have a higher difficulty as well as a not-so-noob friendly environment for myself :P [video]http://www.youtube.com/watch?v=_fO1oBc9Myg[/video]
This is a bit of an "early taster" of what's to come, I do other things on my channel but ... I have a soft spot for Sins so this is actually the first RTS I have played on my channel as far as I can remember. If there's anything you want to say, best place to say it will be here or on the videos themselves ^^ With that out of the way, who am I? Maybe I should have said that first eh? Well I'm Joppsta, naturally, and I play games and ma
I mailed them about it and they are looking at speeding up the end game screen issues :)
Can't wait to see what modders do when this releases, honestly I can't. After seeing the makeover distant stars gives to Trinity... the future is bright for this franchise and it's about damn time there was some sort of continuation! :)
Oh sorry, I didn't really follow this topic as well as I should maybe have. Anyway, I'll PM you a link I think I made a thread on the forum for the series too but I can't remember, I'm actually kind of ... "out of it" at the moment when it comes to Sins. It's mesmerizing watching a Titan do it's work... :P
I find the "endgame" weapons in Sins very underwhelming. I don't know about you guys but .... I find them to be one of those "Oh, I'll build them for teh lulz" more than "I'll build them because I need them" I might be doing it wrong but IMO the endgame tech needs something better than what's on offer currently. To be perfectly honest, the Nova cannon and it's cohorts should have just been Titans in the first place, since Titans are wayyyyyy more int
This would be kinda useful for using abilities too, if you had many ships of the same type and you wanted them all to whack one target too... by holding for example shift when you click on the unit to be targeted. Personally one of my biggest beefs with Sins is the organisation of fleets and issuing commands to individual parts and before you say it, yes, I know, I can just make them into a control group but I feel total war's way of displaying units in battle "might" be a good wa
From socket 1155 to 1156, from i3-550 to i7 2600K. From radeon HD5450 to GTX 460. From 4GB RAM to 8GB RAM. I don't think it's a hardware issue mate, I think it's a game issue. The same 7200RPM drive is being used as was used in the previous system. In fact no, I lie. I was using SATA II drive on the previous, now a SATA III same RPM. I can't think of anything else that it could possibly be, if/when I upgrade to SSD and if the issue persists then we kind of know
What could work is balancing titans like how they are in EVE, anything below capital class ... would have modifiers against titans ("inaccuracy" because of the amount of guns if you like) to nerf their effectiveness against smaller targets and make them dedicated Cap/Titan/Starbase/Structure killers
I have the same issues. 7200RPM HDD 1TB Win7 64bit with 8GB RAM i7-2600K @3.4GHz GTX 460 card if it matters
I believe it's good practice to PM developers of games where possible anyway which is what I try to do. Some are easier to contact than others (namely small time indie games are easier than big companies, ironically).
How does one go about getting express permission so as to ensure they don't get a boot in the ass from YouTube? ^^
Does anybody know if there's anything in place that doesn't allow creation of YouTube videos... for entertainment value or "Let's Playing" currently? I mean, an NDA or anything like that? I can understand since it's the beta product they may not want it publicised thoroughly like that.
A more complex fleet command system would be pretty sweet, with formations and whatnot. I always disliked the way sins handled fleets since ... it's not really very "advanced" for the game that it is. The Titans should be slowed down when in "battle mode" which is when they have most firepower brought to bear.. or maybe, if you like, they are diverting power from thrusters to fire all weapons. I think "battle mode" and "mobility mode" would be quite nice add