[quote]The only area where I can't see Carrier cap spam is with the Vasari. The Skirantra has its amazing Repair Cloud, but you really need only one to support a fleet. And the rest of its abilities aren't exactly fantastic.[/quote] Not necessarily. Multiple Skirantra are awesome -- I think they actually stack better than the other two races. if you manually control repair cloud so they never overlap and waste antimatter, you make your fleet tremendously hard to kill. 
Cykur
The Starbase probably just got upgraded to the next structure / defense level. When that happens their HP starts going up very fast until they add the 3K or so HP that was purchased in the upgrade. This on top of healing probably accounted for the numbers you saw. Look at the replay, did the max HP on the starbase jump from 8K to 12K (for example) while you were fighting it?
[quote]Suppose you have no tech that directly defeats/damages them. Defended a newly-captured planet with: level 7 (colonizer) and level 4 (support) Vasari caps (3 fighter squadrons total), 5 flak frigates, and about 23 LRFs. Versus these attackers: level 3 rapture, 8 drone hosts (25 squadrons total?), 5 siege frigates, and 2-3 LFs. Kept the flak frigates targeted on bombers but they just didn't do a lot. Killed everybody--cap and DHs first, let the planet go
[quote]HCs may be faster than than carriers etc. with a slower acceleration, but they still have to stop to fire. This means that their acceleration is going to keep coming into play whenever you attack a fleeing target. Therefore, I could really care less about their "max speed" as they are never going to reach it during a chase and it wouldn't really matter if they did.[/quote] Carriers accelerate slower than HC's and are slower...carriers are pigs, the main differe
Carrier cruisers with bombers are THE counter to HC's. 6 Advent carriers are equal to 9 of the other race's carriers, so it is plausible with a bomber load out you destroyed the enemy, though I can't really comment on how he didn't even get one kill...I'd have to see the fight. A skilled player would have either gotten some kills or immediately pulled back and built some other ships to fight the carriers. The main purpose of HC's is to shred the smaller frigates and take a
[quote]Other than that they rely on their aircraft (strikecraft) to keep them safe. If anything, it could be said that strikecraft in SINS are underpowered when compared to their realistic equivalents. -Itharus[/quote] Hehe...this is true, but it could also be argued that EVERYTHING in Sins is underpowered compared to real world equivalents. How much damage do you think would be produced by a spinal rail gun on a ship the size of a Kol? Consider how much damage
[quote] I would like to know who's brilliant idea it was to make the Carrier Cruisers unarmed. I mean, what army in their right mind would do something like that? Even just something like giving the Percheron all the hitting power of a Protev would be more realistic- it's not a front-line unit, but it can defend itself! The way they are now, you've got a landing strip attached to an engine, which relies entirely on its strike-craft and allied ships to protect it.[/quote] </p
Skirmishers: * yay for dps increase * nay for command decrease * nay for cost decrease Vas Scouts (though it wasn't asked yet) * nay for dps increase * yay for command decrease * nay for cost decreas
[quote who="Howdidudothat" reply="24" id="2426784"]Has no one mentioned pathing? It seems the pathing of ships got worse after v1.01 entrenchment. If you give a group of ships an order, they all rearrange to jump out in some "musical" chairs sort of way. It's really stupid, annoying, and more micro intensive than it should be to get multiple ships to jump out as quickly as possible.[/quote] Pathing gets me down sometimes. I hate it when I give a move
[quote]It wasn't even good at Embargo rushing before due to the ability being bugged after level 1. But yeah, the current Sova is fantastic. Missile Batteries and Heavy SC are now very powerful abilities, and the ship itself makes a great pair with the Akkan.[/quote] Dunno when the bug got introduced or what, but Embargo rushes were very nasty....but this is WAAAAY back in the day. There were people who really wouldn't play any other game but 1v1 on a 9 planet map and Sova rush
The Egg's value late game isn't really for Nano ...it is for Drain Planet, which can wipe out an non-upgraded planet while giving you an extra income source. If you try to use Nano on an enemy cap late game, it is VERY effective...but there is a good chance that the swarm of angry frigates around the enemy cap will blow up your Egg unless you have a lot of repair handy. Also, don't forget Gravity Bomb, which is great for chasing down fleets that are trying to get away. Gravi
Yep, old Sova was pretty much only good for embargo rushing on small maps. New Sova is pretty respectable. Unless you are fighting flak early, the new Sova is pretty good. It is trickier to use than the battleships because you have to know how to manage your fighters, but you can have pretty good results with it.
Refinery income is based on how many extractors are in the gravwell and all gravwells 1 jump away. Each extractor can feed up to 3 Refineries (4 for neutral extractors). You build your refineries so they have access to as many extractors as possible...a refinery with only 4-5 extractors in range is a bad investment...a refinery with 15 or more extractors in range is a very good investment. Refineries tend to be placed in the middle of crossroads where they can access as many
Vasari & TEC scout spam has a hard time keeping up with Advent scout spam -- nevermind that the Vasari scout is 3 fleet supply, so you just won't be able to make as many ships without crippling yourself by increasing capacity early. The Advent scout is the most bang for the buck for combat while the other scouts have better utility features. This is all a non issue as you get a big enough balanced fleet, but it can be hard to get there when under pressure from Advent scout spa
[quote]Well, it wasnt so much that the game was epic, more the fact that we had that many DS players playing. Besides its what I do take pic an vids ingame. My HD is full of junk like that. Anyhow the logistic slots will be fixed in the next patch. All will be 4 for the time being. I wanted to make them 6 for all races but 4 is easier to fix atm.[/quote] I think 6 slot labs for all races fits very well with the flavor of the mod....but that is just me.
[quote]I had the works, pics, videos clips, the replay. Had being the key word. After I bit the dust, my own fault for sure. Was to busy taking pics and videos and being just excited to see other DS players playing together that in my excitment, I overloaded my RAM and computer. Blue Screen of death. And lost the pics, videos and apparently the replay. So, unless someone else was thinking, Do we even have evidence that this happened LOL? We need to have another game, this time leav
[quote]Consider other RTS games out there with multiple resources. You either have games like Warcraft or Starcraft where each map is hand-designed to ensure that the types of resources are balanced in appropriate proportions, or you have games like Sins where there is some sort of market feature. I think you'd have to hand design every map (down to the extractor level) if you wanted to turn off the black market.[/quote] I'm not suggesting the game get changed for eve
There are a lot of good players now, period. There are also more viable strategies than just spamming Illums. This list is certainly outdated, not that it was ever perfect, but it wasn't my place to say, because it was How's list and he put in the work maintaining it. It is a pain in the butt to do stuff like this on the side, which is why people who said they were going to make their own lists never maintained them. I'd suggest for someone else to maintain their own
I checked it out when it was called Dyson...pretty interesting little game....
[quote]My main concern is if this bug is fixed that the Illum will take a knock out blow of a nerf. I know there's probably no sense in voicing this considering you the devs have showed logic in balancing the game, but still wanted to say it anyway. I can see it coming though. The bug is fixed but Illums get a buff. That'll be ineteresting to explain.[/quote] Yeah, this was my first thought too.... I wonder if this bug has existed for a long time, or if it got introdu
So I see a several people have downloaded the map.....just a little reminder to give me some feedback if you see a problem. I have made a couple small tweaks to it since, including untwisting the Advent starting system a bit. I'm about ready to release the final, just want to give anyone looking at it time to play a game and give some feedback. Thanks
[quote]ive been searching the forum for sometime now, but i still cant find out how the damage output is calculated, so here are my questions:[/quote] There is a stickied thread on combat mechanics...might help you: https://forums.sinsofasolarempire.com/305565 [quote]as for note its seems people doesn't realize there's a constanta for different type of weapons making somewhat misbelief in calculating unit's dps.[/quote] Are you talking about anti
[quote]Weapon WeaponType "Beam" damageEnums AttackType "ANTIMEDIUM" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 53.500000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 27.250000 DamagePerBank:RIGHT 27.250000 Range 5520.000000 PreBuffCooldownTime 6.500000 CanFireAtFigh
[quote]Your idea of having a secure interface for giving resources is solved by the ability to offer other players and AI's missions which is a part of the Diplomacy expansion. You could give a player a mission to give you 500 credits, and reward them with 200 metal, for example.[/quote] This would work nicely! [quote]As for your idea of having a game option to disable the black market: I'm intrigued. We'll definitely look into something like that.[/quote]
Both shields and hull, and no idea ...that is why it looks strange and raises questions. I'm not really worried about unit to unit balance, I accept the races play differently, but I would like to understand why the damage is applied the way it is.....