[quote]5. since all sides exept vasari have 2 caps with interupt, have the skiranta ability interupt in some way.[/quote] Yeah, Raging Amish has suggested the Scramble Bomber ability be completely scrapped and changed into an anti ship interrupt. I support whole-heartedly. [quote]6. this is a very old suggestion made by someone else so no credit to me, switch gravity warhead with subversion[/quote] The egg has no need of Subversion, it is totally counter to how the Egg works...Subver
Cykur
The problem is not whether it is a diverse fleet or not, the problem is that particular fleet composition is almost un-beatable given equal fleet size and player skill. Therefore, it is not a spam problem, it is a ship/race balance problem, so don't call it a spam problem. There are only a few workhorse ships in Sins -- LRM, HC, and somewhat Carriers ... everything else supports or protects the main damage dealers, so of course people are going to pick their strategy and spam the crap o
[quote]Take away the flak and its still a winning combo, and is still spam.[/quote] What you are describing isn't a spam problem, it is an Illuminator / Repulse problem. And it is riskier to pin your whole advance on one Halcyon, but as we both know, just plain Illuminators is enough to kill many players, who of course will then cry about spam. Stop calling it a spam problem and call it what it is, an Illuminator / Repulse problem.
I got the impression that the majority of the prawns seemed stupid because most of them were a lower worker caste, and they were also alien enough that they just didn't understand human motivations or have a strong sense of communal identity or planning outside of their immediate needs. They might have had certain skillsets, but were waiting for someone to tell them what to do. The "common prawn" was smart in some ways, like using technology, but somewhat child-like in others.
There really is no spam problem in Sins. If someone is beating you with spam, they are better than you, are being fed, or you experienced a hugely disadvantaged start. Even spam Illuminators, powerful as they are, can be countered. I'm not saying things are perfect...Long Range Frigs are obviously the workhorse again, but you still have to build some flak to protect them. The main advantage of spam is it is easier to manage than a diverse fleet. Someone may have nice fleet diversity, b
Yeah, Jam Weapons is NOT channeled. It is handy to thin out enemy strikecraft while they are jammed ... using flak or your own strikecraft, of course. Otherwise, it is like a big umbrella, and you hope your Kortul is high enough level to run it fairly constantly.
[quote]Holy shit people are actually getting upset over a car parked across some handicapped spaces. Of all the things to get pissy over. It is now my mission to find two empty handicapped spaces and park across them, as Brad did, in my not Porshce and post the proof for all to see. Maybe i will rip the space time continuim or cause all left handed people to fall over.......It must cause some catasrophe.[/quote] Tragically, unless you are rich or famous (like Brad), nobody gives a darn
This is obviously a staged picture....no self respecting Porsche owner would allow the nose or the tail of his car to be so close to other vehicles...in the real world, they park right on the line between both spaces.
Dude.....that is NOT how Occam's Razor works. Occam's Razor states that given two explanations for a given phenomena, the simpler one is more favorable. Essentially, don't try to explain the world in a complicated way where a simple explanation will suffice, even if it is a simple explanation you don't like. It might also make sense to fix the game with simple solutions instead of complex ones that require coding or massive design changes, but this doesn't have anything to do with Occam'
[quote]I just wanted to point out that the races should get something to make up for a free 1800 cred. structure. alternatively, it could just be a nod without phase gate, but then, RA isn't all that attractive anyway since the resource cost was introduced, so they'd still have the main benefit of the thing for free.[/quote] As Nerull points out, a phase node is not giving the Vasari any EARLY benefit unless they actually build an Antorak to use it. Yes, it is of benefit when the rest of the
Cap Ships that could take Repulsion: Anima Tempest on a Halcyon -- (good synergy with Halcyon) Vertigo on Rapture (Does anyone use Vertigo??? Makes Rapture more attractive) Guidance on Revelation (Makes Revelation more attractive...Guidance seems like an attractive power, but I have never "needed" it because most Advent abilities cycle pretty fast and are limited by Antimatter)
The key is to just make the Vasari HW a phase node, not give them a free Phase Stabilizer. They should have to build a Phase Stab to use Returning Armada. But yeah, I could see this working quite nicely to make the Marauder viable. N3rull's points are very well laid out.
You'll be waiting for SC2 for a while ...they pushed it back to next year.
[quote]Here is an idea, REMOVE repulse from the gardian and make it a capital ship ability... There are plenty of lame cap abilities that could be done without, and repulse has always seemed to be a capital ship ability to me. It is simply too strong to be a simple frigate ability.[/quote] Yeah, I concur, this is a very good idea. Especially for Advent who are Cap Dependent.
[quote]Honestly, unless the coding of repulse changes to allow units to maintain their momentum, I think capital ships need to be immune to it. Capital ships take forever and a day to get moving, and one nudge with repulse takes away all their momentum. It's often a death sentence even if they're pushing you towards the edge of the gravity well. Capital ships are easy enough to kill late game as it is, repulse is overkill. I don't have a problem with guardian repulse being used to trap
Hey Whip, You have way too much editorializing in this piece demonstrating a specific point of view. You have to keep wikipedia articles really simple and straightforward. Also, by Stardock's own numbers, only 1% of the Sins community plays online....so most of your text is not targetted at 99% of the people who would read the article. Really, you should just be stating genre (RTS), Setting (Space SciFi), and game modes (Single or Multiplayer up to 10 players playable via the inter
You have to be careful lowering the range of Repulsion....it actually is of a pretty good benefit to the Illuminators hiding behind the Repulse shield. At least in some fights the Advent player is accidentally pushing you out of range of his own Illuminators....
[quote]I guess we the sins skilled Community have finaly died out its a sad day [/quote] They ain't dead. They's just smurfin'.
[quote]wouldnt recommend using it against vasari phase missiles. you can restore shields all u want, but eventually the dunovs hulls will buckle. However emp blasts are a good way to drop advent shields.[/quote] Everyone knows you don't Dunov rush Vasari....you Marza Hoho rush them.
This is how threads look right before I start to ignore them..... Go Dunov Rush Go!
[quote]Combo of nothing better to do, and... not much else, really. I just pop in in the middle of doing other stuff if it involves being on a computer and not in a game. [/quote] Awwww.....you need a hobby to get you away from your hobbies.
[quote]As for magnetize works well in theroy again but it practice it a whole lot different. Magnatize doesn't work as well as it is said to be working.[/quote] Agree...Dunov's magnetize is handy, as is the EMP bomb, but at the time you are fighting large Advent fleets with multiple guardians, it is pretty suicidal for the the Dunov to be close enough to the Advent fleet to use its powers. This is especially true of EMP Bomb, because the Dunov has to be facing right into the Advent fleet to
[quote]Is that a self-portrait?[/quote] The better question is how does Kitkun constantly respond to posts minutes after they are posted???
I will love it if you can't feed someone until you have sent a diplomatic ship to them to make the trade deal. No more feed rushing! Woo hoo.
[quote]I'm getting small but noticable differences between what I calculate and the infocard in-game. Such as 16 instead of 14 for Kortul's Wave DPS at level 3. I get farther off as the ship's level goes up.[/quote] I recommend lining up a row of shot glasses and filling them with tequila. Proceed to take a shot, then re-evaluate the numbers. Repeat this simple process until the numbers look right.