Zeta Gundam

Zeta Gundam

Joined Member # 2388230
6 Posts 100 Replies 199 Reputation

[quote]Seriously,space.I dont want to see mutants running around on my planet.If anything goes wrong in the virus lab in space,just bomb them to hell.[/quote] For now, all real-life level 4 labs are on earth. 8 alone in the US, with 7 more planned! Well, at least this info is public, unlike the black op stuff. http://en.wikipedia.org/wiki/Biosafety_level

49 Replies 56,101 Views

It's simple, people - soft, metal - hard. ;) I think nerfing siege frigates have already been discussed in other threads. But it doesn't change the fact that a defensive fleet is necessary to protect planets. Static defenses can't chase the enemy.

28 Replies 44,613 Views

Learning tactics and how to counter siege or whatever is part of any RTS! It isn't a "workaround". Sins is about dealing with both micro and macro issues. If one can't deal with simple tactics, then there's no point trying to build a strategy. LOL.

28 Replies 44,613 Views

Holy frig... now that's bringing a ground combat mentality to a space game. Ever watch shows like say, Star Trek, and other sci-fi shows? Ships are _suppose_ to move freely. Remember in ST:TNG how ONE - I mean ONE - Borg cube caused the *entire* Federation fleet to converge on it? And who the heck would send in ground troops when you can bombard a planet from orbit??? Planetary defenses are just that - last line of defense. The firepower is in the *fleet*. No one would bui

28 Replies 44,613 Views

I think in time, people will use this tactic/exploit (or whatever people will call it). It's just the game is so new and so subtly complicated, a lot of ideas haven't been fully explored. I'm waiting for map makers to make real 3D type system maps. Man, that'll be mind bending! :SURPRISED:

7 Replies 20,326 Views

IMHO, making siege ships slightly less effective would be better. Increasing planet stats would end up penalizing capital ships. Personally, I think a few hangar bays and a group of scouts defending the planet should be enough to hold off most planet sieges.

40 Replies 37,081 Views

Well, according to the charts, *scouts* are actually the best at taking out siege (and LRFs). Bet nobody tried that yet! So perhaps leave some supply room, or have a small fleet of scouts ready for defense. The whole idea of the "front line" in space makes ZERO sense. I agree with boxox, making PJIs more effective has to been carefully done. A little more, ok; a lot stronger, and it becomes a "battle of the choke points". If that happens, people will mass their fleets even

40 Replies 37,081 Views

Yeah, wow... I thought LRMs were good, but that's off the charts. :SURPRISED: zzSleeper, how did you arrive at those numbers?? P.S. By statement in another thread stands - LRMs are too good vs. capital ships. Low cost + long range + highest DPS, which is insane.

24 Replies 16,696 Views

No prob. ;) I actually tried a similar strategy vs. the AI opponent, and it backfired. When my caps tried to jump out, I'd end up getting one or two of them disabled, so they couldn't jump in time. Against a human player, it'd be even worse. So it only works on pirates because they have no capital ships of their own. :HOT:

26 Replies 16,032 Views

[quote]Let's see. Rise has 22 different unit types as opposed to SoaSE's 10 (or 12 if you include combat utility vessels separately.) The combat system, while simple, is still more varied than in Sins - it has directional (flank and rear) attacks, formations, variable targeting priorities, garrisoning and entrenchment. There are meaningful infiltration and sabotage units (no, Timed Explosives doesn't count.)Rise has more terrain features (location of resources actually matters), and placement of

41 Replies 68,604 Views

[quote]Funny I rarely play RTS, in fact I do not like genre at all with the only exception being supcom. I prefer 4X games like Civ,MoM,MoO or more recent one GalCiv2 (can't wait for Twilight of Arnor) Slow speed does not equate to deeper strategy.Slowing same old RTS gameplay down to molasses does not magically transform it into 4x game.[/quote] The strategy is deeper because there are 4X and RTS elements to manage together. I'll say off-the-bat that I'm not playing SupCom.

41 Replies 68,604 Views

[quote]Rise is a fast-paced game, yes, but it's also quite a lot deeper than Sins.[/quote] Man, what are you smoking??? It's "deep" only in the sense there is more stages. Might as well talk about Empire Earth II if that's the kind of mindless "deep" game play people want. I think there will always be some fast-twitch RTS players that don't "get" Sins. Speed does not equate to strategy. :SURPRISED:

41 Replies 68,604 Views

Lexaevum, I was in a similar situation in my first game. How to get through the pirates without wiping out my fleet. So, what I did was I built up all 18 capital ships, then jumped in and attacked. Jumped the caps out as soon as the pirates started to converge, parked them next to a repair bay, then went back and did it again. After a few "raids", the pirates were down to less than half their fleet, and then I sent in everything and wiped them out. Hope that helps! :

26 Replies 16,032 Views

I think mitigation limit will need to go up, as people are starting to use larger groups to overcome the effects of mitigation. If it's true as some are saying that large frigate groups can bring down each capital ship in a few seconds, then this is a serious problem. :(

7 Replies 17,248 Views