[quote]TECs late game ability is easily replaceable fleet. Unlimited cash and fast building ships means no amount of special abilities can stop you. Trust me, it works. I tend to think that such overwhelming numbers indicate you've already got the game locked down on economic grounds. If Advent or Vasari are keeping step, your numerical advantage will not be so great. Ultimately this is subjective, but we're in agreement that TEC need to maintain an economic and numer
Cykur
[quote]I've been thinking on this for the past few days, and I think the final shield upgrade for Advent (the one that offers +2/+2 mitigation) should also offer phase missile block chance. At this point in the game, PM's are hitting Advent easily for twice as much damage as they are TEC, if not far more. We'll never get late-game Advent in-line against both factions under these circumstances, so making this upgrade effective in all matchups by making it reduce PM effectiveness would be a g
[quote]PS: If you need 8-9 kosturas to accomplish something then you cannot even include it on a list of awesomeness. The only true strength of a Kostura is the opening of a temporary phase lane to the target - and even then - you need a level 6+ Marauder to really make the best use of it, or your fleet just gets stranded and forced to fight it's way through everything or take a nasty hit phasing away from a star base (or three). Or you can have fun abandoning a baby Orkulus on your enemy's d
I made a map of our own solar system one time using colonizable asteroids for the mid sized moons and ice planets for some of the bigger moons orbiting the gas giants. Guess what, our own solar system has a ton of gravwells when made into a Sins map. Some solar systems may have almost no planets, some probably have hundreds, counting large moons. You can also make maps with many star systems if you choose, the custom map generator lets you do that.
[quote]True you can disable but that effect wears down very quick and if you have proper defenses it doesn't really make a difference.[/quote] It wears off very quickly on ships and starbases, but it disables structures for a while, something like 3 minutes I think. I will take 1 Kostura any day. When you coincide a Kostura strike with a fleet attack, you disable all of the enemy turrets, repair bays, and hangars, not to mention local factories. Havin
[quote]1 kosutra per planet warhead other than opening phase line has no real effect and it's useless. [/quote] Not true, using a Kostura before you attack a gravwell is huge since it shuts down all the orbital structures. (excluding starbases) You can also use it to disable factories & cannons in other gravwells. Very useful.
Not to interject myself too much in the rampant flaming, but I just want to clarify on the Kostura "scuttling" defense: the situation where this is useful is when the Vasari player is running you ragged with 5-6 Kosturas trying to whack-a-mole your fleet to death so you can't mass it to fight. The Vasari goal is to kill, split up, or seriously damage your fleet at which point the Vasari fleet will sally forth from a fortified world to finish the job. In this situation, you c
[quote]Neither include pink ponies. Thus, they are both wanting.[/quote] Back from Happy Hour already????
And a comment on the world scuttling. You don't really want to scuttle one of your core worlds, but your fleet should be on the periphery anyhow. The economic value of a periphery world is negligible compared to the value of your fleet.
[quote]As long as that trade disrupt duration isnt too long, I believe the Novalith is pretty in line with the Kostura now (which can still freeze star bases and allow for travel to any planet in a star system). [/quote] The Kostura can't freeze starbases.
Just to reiterate, I think the Kostura nerf is good. I am a bit concerned about the Novalith buff...how long does the trade disruption last? I think the Advent Supercannon needs a bit of love too. I think trade disruption or maybe even stealing a % of trade income would be more appropriate for the Advent cannon and give TEC something else. Just my thoughts.
It is true most people defer first pick because they don't want the worst player on their team. The other reason people defer is because when you are doing organized smurfing where all the smurfs are on vent, it allows a pretty good chance for the smurfing team to grab the players they want because the guy with first pick will go for known players. The guy with 2nd pick can grab known smurfs in his first round and then grab the unknown smurfs in the last round leaving the known wo
I have always described DW as a Strategy / Sim. Depending on how you play, it can be more strategy or sim. Based on your review, I think you are more of a strategy guy, because some of your points are subjective. I love strategy games, but I also love sandbox style sims, so the private sector didn't bother me at all. I also have no problems with the graphics. The graphics are perfectly adequate for gameplay, which is fairly unique. Better graphics would hav
Overall, interesting changes and I think a step in the right direction without changing the game too radically. The Skirantra nerf and other cap ship buffs should add some variety to the beginning of games. Halcyon looks pretty good right now. The Hoshiko buff shores up late game TEC fleets. I'm not sure how valuable Subverters will be after the nerf. I suppose they will still have their uses, but because they are kind of expensive and tend t
I tend to agree with Darvin that you are losing not because of specific fleet make up but because your friend has grown much bigger than you. Based on what you say, he is using the AI as a buffer while using his economy to keep the pirates on you -- you have to spend money on defenses and slow your expansion while he grows unchecked. By the time he is ready to fight you he is just steamrolling with a bottomless economy. It is kind of a funny thing about Sins, sometim
Regarding the comment on destroyers, while it is usually advantageous to move to cruisers, destroyers still have their uses. Some of the bigger ship designs that are great at taking out large enemy ships are not well equipped to deal with destroyer swarms. Other ships chew destroyers to pieces. It all depends on what kind of ship designs you are fighting.
SotS isn't that complex -- it is actually kind of simplistic in its own way -- it just has tons and tons of ship to ship combat with custom designed ships. If this is tedious to someone, then yah they are gonna dislike the game.
Shame, it was actually getting a lot better in the last season.
[quote]Speeding to RA was fun. Whens the last time you used RA?[/quote] Speeding to RA was fun when it worked but reckless. I can't tell you how many people I shut down their gates and then they would just quit. It is bad to have one "all in" strategy. I never raced to RA back when RA was king, it was a late game strategy after I claimed some territory. I don't really play much anymore, but I used RA constantly in multiplayer games after they
[quote]After the game Blair said he would change it next patch (prolly few months later) he did. The speed nerf to the carriers needed to happen though. This was just an example of how Devs, participating in more experience games, are enlighten.[/quote] Killing devs with exploitative game tactics is a hard job, but somebody has to do it.
I play on MAC via bootcamp with no issues. While your problem may in fact be related to your specific MAC hardware configuration, it is not inherently a problem with bootcamp -- my bootcamp / Windows 7 setup works for all games as if it was a regular PC.
[quote]Personally, as far as capital ships go, I'd rather see a buff to the other classes of capital ships. I feel carriers (with the exception of the Skirantra) are about right in terms of power, and the problem more lies in the other capital ships being too weak in their respective roles, particularly late-game where a front-line role for a capital ship is borderline suicide.[/quote] I actually think Carrier Caps are a bit too good. There is a pretty strong ar
Free RA was bad. Don't get me wrong, I had so much fun in those days. Vasari had a lot of disadvantages back then -- their mid-game sucked, so you had to come out of the gate racing, then survive to get either RA or old OP Subverters, at which point you had a chance to win again. Of course, I had this bad habit of getting RA & Subverters and maintaining fleet diversity unlike lazy RA people who would just quit if they couldn't pull off RA. I can't exactly remember
[quote]This was long ago when it was still vanilla that was played(I would almost definitely say it was before entrenchment). I am wanting to say it was vanilla 1.10 was the version. You do not know how long illuminators were bugged since you only discovered it yourself post diplomacy. Nerfing carrier cruisers at this time was a bad idea due to them having a definite counter and nothing being too terribly uncounterable. It was a foolish move to go illums against fighter spam. A few very
I think all the Carrier Caps got overbuffed when all they needed were tiny tweaks. Skirantra kiting might be the most egregious offender now, closely followed by the Halcyon, but even the Sova is devastating if it forces you to fight on its ground. A double Sova rush at your HW early game can be crippling. Carrier Caps were still valuable for their abilities before the buffs. I don't think overall balance is as terrible as people make it out to be, but