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Sins Beta 2 - Gameplay Feedback - *Post Here*

Sins Beta 2 - Gameplay Feedback - *Post Here*

Put your non-bug posts here!

This thread is for non-technical feedback for Sins of a Solar Empire Beta 2. 

Please reply to this post if you'd like to comment on features you'd like to see, gameplay elements present that you like/dislike, graphics comments, etc.

If you wish to make a bug, performance, or compatibility report about Beta 2, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=155664

By keeping this information separate, it will go a long way towards us making Sins a better game!

Thanks!

413,881 views 595 replies
Reply #151 Top
I want to open a post and discuss the fleet mechanics of the AI (both computer and player ships) to further develop tactical movement and fleet positioning, with ranks and files. However the current beta, even on hard, does not pose enough of a challenge to necessitate really any tactics at all. Even the largest pirate fleet incursion need not more than a group attack order to defeat, which I guess in essence is good, as fleet battles do not have to be micromanaged.

But then there are circumstances where I order a full fleet to jump in and attack a planet. USUALLY my siege frigs head straight for the planet (and straight into cannon fire) while the rest of the ship stand and fight the cannons. I have had many such fleets lost when I stop watching them to manage something else. In the last game I literally quit because 3 such fleets (each with 1 cap and aprox 20-20 light frigs and 5 siege with assort numbers of LRMs and mini Carriers (I have yet to see a need for other cruisers or Flak ships for the matter) ) all met their demise whilst trying to destroy cannons and ONLY cannons.

Even my LRMs with max range researched tend to sit just inside of any cannon they attack. I would like to micromanage actual battle tactics, not babysit incoming fleets so they plot a tangent course away from fire. Strangely, the computer's ships (especially pirates) do this quite well.

So before I discuss at length the ways in which I want my light frigs to protect, not just escort, I just want to see simple intelligence to travel around and not through HUGE defenses.
Reply #152 Top

Is their a reason the Turrets on the Kol were changed to these new ones? In all honesty the other turret models were far superior, made the weapon look imposing. These new ones look ok but where are the textures?

That is a mistake actually Those turrets are a stubborn older version that came back to haunt us. This will be fixed in the next patch. Good eye!



oooh I never even noticed
Reply #153 Top
Its amazing what one battle can make you see.
Reply #154 Top
A boost in the Defensive capabilities would be nice. Either a numbers increase to allow more of a static defense to be built, or more effective defensive structures

I already find the AI to build too many.
I had to manually force them to attack bombers 1 at a time because once 1 wing got destroyed they defaulted back to attacking cap ships again

quick fix: use the shift-attackorder option
but beyond this... it seems that the defenses are not adequate enough to stave off say... a larger pirate attack.

I dont find this at all, I think they are overly effective (I've changed my stance from last time)
4) It would be nice if you could tell ships that are not in the gravity well of a planet, to go to a specific area of the desired well (if you can see within it), or to attack specific things when they jump in. It is somewhat frustrating not to be able to select another group, and have them jump from wherever they are to where they are needed. Right now this is a zoom out, right click, zoom in, wait affair... unless i am missing something

shift allows you to set up multiple orders in a row, ex: phasespace, attack attack attack, phase space again, go here.
Reply #155 Top
but beyond this... it seems that the defenses are not adequate enough to stave off say... a larger pirate attack.

I dont find this at all, I think they are overly effective (I've changed my stance from last time)


Yes, yes - I agree! The defences are very strong this time round. I had a pretty sizeable fleet that I left alone when attacking a planet because there was only one enemy cap ship. I was surprised later to find my fleet nearly wiped out because of five Gauss platform defences... grrrr...
Reply #156 Top
The only thing I've really picked up so far is that I would like production icons to indicate whether something cannot be build due to lack of funds instead of research. Right now you have to place mouse over the icon and read the description. Perhaps have a small money icon over it if you have lack of funds. Eh, maybe I am being picky.
Reply #157 Top
An easy way to take care of gauss platforms guarding the entrance routes to a planet are to bring LRMs and carriers along with your fleet, and tell everything to only attack within weapons range. The way the AI spams gauss platforms put them in range of an LRM right from the jump. The only problem is that you have to tell your fighters and flak frigs to attack their bombers, other than that, you wouldn't need any microing.
Reply #158 Top
As it stands now, you can position your LRMFs at the very edge of the gravity well, and the Gauss cannons cannot hit them, if the Cannons had about 500 more range they could.
Reply #159 Top
An easy way to take care of gauss platforms guarding the entrance routes to a planet are to bring LRMs and carriers along with your fleet

I made 40 LRMs to take out 10 gauss cannons.

AHAHAHAHAHHAHAHAHAHAHAHA....
the missile explosions caused LAG problems on my computer !!! and when they impact the shield it becomes so bright that it obscures teh ship.

its so incredibally funny...
you can position your LRMFs at the very edge of the gravity well, and the Gauss cannons cannot hit them, if the Cannons had about 500 more range they could.

exactly, its called a hard counter. LRMs are almost useless against frigs though, as they are squishy as ladybugs.
Reply #160 Top
LRMs are almost useless against frigs though, as they are squishy as ladybugs.


haha I indeed did find that out the hard way...
Reply #161 Top
LRM's are HP weak indeed, but the missiles, and its range make up for that weakness. In mass (at least 10 in a fleet) they are very effective vs the 30+ ship psycho pir8 attacks. It almost seems like the LRMS are the counter to the pir8 corsairs. because they mow em down with ease.
Reply #162 Top
it works as it always has, it expands your radar from 1 jump to 2 jumps from your planets.

I require that Ironclad change the Research Description so it stat the benefit much more clear because I didn't knew this until now.
Reply #163 Top
In mass (at least 10 in a fleet) they are very effective vs the 30+ ship psycho pir8 attacks. It almost seems like the LRMS are the counter to the pir8 corsairs. because they mow em down with ease.

just make sure to cover their asses with a hardier ship, like the kodiak.
Reply #164 Top
Allied ships show same colors as yours -confusing

theres a button in setting to change that.


It is even worse that way -amny empires have very hard coloring scheme to distinguish. Allies need to be slightly other shade of green.



whose bright idea was to put it right mouse button ???? -same button as default action.

I've never had an issue with it. its that way in countless RTS games.


In most RTS games there is hardly need ever to use it. In most where there is actually a need it is remappable. Default action and view rotate should not be on same button .period.



UI desperately need colonies summary screen (like in galciv2) - from there you should at least to be able to order planetary upgrades.

???
what exactly do you mean?


Like in galciv2 or many other 4x games:
one row one colony , it contains in columns mini buttons (such as order planetary upgrades) . Screen is sortable by column headers . Imho you should be able to do 100% of colony management from there -even order structures (but for this too work autoplacement needs to be significantly improved)


Reply #165 Top
LRM's are HP weak indeed, but the missiles, and its range make up for that weakness. In mass (at least 10 in a fleet) they are very effective vs the 30+ ship psycho pir8 attacks. It almost seems like the LRMS are the counter to the pir8 corsairs. because they mow em down with ease.



I found that in fleets 2 types of ships die very fast - Siege frigs and LRMs. So I dont use them. For colony defence I only use hangars and turrets (works most of the time - for times when it does not I have one small fleet per star).
Reply #166 Top
I found that in fleets 2 types of ships die very fast - Siege frigs and LRMs

and cobalts.
siege frigates I dont bring in until I need to bomb the planet, LRMS I dont bring in until its largely safe (they are real heavy hitters) and cobalts are more than simple enough to replace.
It is even worse that way -amny empires have very hard coloring scheme to distinguish. Allies need to be slightly other shade of green.

half the people on this forum seem to have vision problems...
what do you mean? as far as I see the biggest color overlap is between purple and pink, or orange and yellow, maybe L-green D-green. its never been an issue for me (and I'm partially colorblind)
In most RTS games there is hardly need ever to use it. In most where there is actually a need it is remappable. Default action and view rotate should not be on same button .period.

there will probably be a remapping ability included later, and I've never EVER had an issue with it, not in this game, not in any.

Reply #167 Top
The Kodiak needs an upgrade in firepower seeing as its the only combat oriented Cruiser. The idea I have is replace its default weapons with a rail gun, like the one found on the Kol Battleship for long range fire support. And then give it Autocannon Turrets for close in weaponry. Its intercept ability could use a boost, because as of now its quite pointless.

While the other cruisers could benefit with anti fighter defense.
Reply #168 Top
runs fine on mine too, very little or now slow down,

3gig AMD 64bit
ATI X800pro
1.5 gig of ram,

hope it remains this smooth throughout and to gold release
Reply #169 Top
All capital ships need aa guns its just stupid that they dont. If i was going to make a ship id build aa guns as standard
Reply #170 Top
even if the aa guns arnt as good as flack frigate they should still be able to shoot at emm
Reply #172 Top
not sure if anyone has mentioned this, while its very easy to increase a bounty on a player / AI, what about decreasing it? a possible explanation is, you might want to team up with that player / AI at some point, or you may want the funds back in your coffers, as I can't seem to find any way to decrease the bounty on someone
Reply #173 Top




1. Middle mouse button woes.

2. Attack hostiles of a specific type, with my units of specific types.

3. Too many pirates.

4. Suicidal support ships


1. Should be easy to make this an option.


2. This can already be done via the empire tree (which means you don't even have to zoom in or change your camera focus and makes the overview very easy) though we'll consider your method as another way to do it.  Turn on stacking select your ships of a given type (auto stacked by type) and then tell them to attack the stack of things you are interested in (which are also grouped by type). There are a number of other tactical relevant tricks to be found with the empire tree in addition.


3. Pirates are proportional to the amount of trade and bounty though they may need to tuned down for the easy and normal difficulty levels. Counter pirates against you by making the bounty higher on someone else and if not, defend the crap out of your choke point planets closest to the sun (where they currently start from). They will eventually start from a special pirate base planet.


4. Right click the attack button to control the range which the ship will go to attack (attack things in weapon range / hold position, attack things in short range, attack things in gravity well). I use this regularly to control my tactical positionning. Also notice that the bottom right button is empty -it will also likely include special ai states beyond this.


 




i hope none of you missed this very important information. i would've never guessed on right clicking the atack button to show few options on how you would attack a target. very nice, tnx for this one Blair.   
Reply #174 Top
In a custom game on the biggest settings insurgents literally conquered every single team except one. Honestly. I hadn't even moved to another system yet and there was only one other team left in the whole system, and his total feelt size was 350 or so, mine was 1400.
Reply #175 Top
umm.. i'm doing a comp stomp allied with a hardleveled AI. me and that ai is on a single solarsystem with about 22planets vrs 2 Hlevl ai's. atm we're gaining but it is in a slow rate. might need to sneak in a colony ship a.s.a.p w/defensive frigates.

i get few harassments but nothing biggie. they (pirates) usually pass by everytime they see my platform defense barrel while they exit off hyperspace. ironicaly they are smart enough to try and scape rather than doing suicide stance.

scout frigates on a new whole issue, how bout suggesting an 'unrv' for advance research on tactical sensor sweep? -unrv 'unmannedreconosancevehicle'

another question, i cought. what is that small drone that the scout frigate drops on enemy planet before hypering out? just thought you guys noticed scout frigs with drones.