jodonnell

jodonnell

Joined Member # 2421470
1 Posts 22 Replies 101 Reputation

Using so-called "tactics" and "micro" is a total joke and an obvious exploit. Sometimes when I play Sins online, I lose. I think that is complete crap and needs to be fixed. I didn't pay $50 so I can lose at a game FFS. I hear a lot of conspiracy theories about "playskill" but TBH that's just a myth. Pretty much the only way anyone has ever beaten me involved one of these aforementioned exploits, so I agree 100% with the OP. Remove these absurd "ships" and then the game will finally be balanced

38 Replies 42,612 Views

[quote]That right there shows you are a scrub, you are playing by your own magical make belief rules instead of by the rules of the game. Capital ships were NEVER meant to be super combat weapons. they are support for a fleet.You do NOT spend 4000+ on a ship so that it would be stronger then a fleet of ships that are easier to kill that cost 4000+ to build.You spend 4000+ on a capital ship so that it could provide buffs and bonuses to dozens or hundreds of ships in a fleet making them worth much

186 Replies 120,692 Views

[quote]Where are people getting the idea that flaks are the counter to LRMs? Flak counters fighters, fighters counter LRMs.[/quote] http://www.crimsonsky.com/images/Sins-Ship-Damage-Chart.jpg Flaks do anti-very-light damage, which does 100% damage to light armor, which is what LRMs use. Of course, anti-medium also does 100% damage to light armor, but flak frigates have heavy armor, which only receives 75% damage from anti-medium attacks. Further, flaks have lots of armor and sh

58 Replies 23,924 Views

http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=2 All you really need to know is that anti-strikecraft frigates have full 360 degree arcs, so sticking them in the middle of a bunch of LRMs will let them utilize the maximum number of weapons banks. The Advent Illuminator LRM frigate has three banks; a beam on the front and on the port and starboard sides. Again, it's best in the middle of a fight so it can utilize all it's weapons. All capital ships have multiple fire

5 Replies 3,701 Views

C:\Documents and Settings\***YourUsername***\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Record-SinglePlayer Local Settings is ordinarily an invisible folder, so you have to enter this manually into the address bar unless you have enabled 'view invisible folders.'

35 Replies 118,665 Views

When guys get low on hitpoints, retreat them. Usually I try to retreat once I've lost shields (this is pretty conservative, but it helps ensure the unit survives long enough to jump - there's no point retreating if you can't preserve the unit. Naturally, if you're not facing many enemies, you can be more aggressive with retreat timing.) When you attack, focus fire on priority targets to take them down faster and lower your enemies' damage output. Generally, I focus on repair stations, t

5 Replies 3,701 Views

[quote]that still isn't a reasonable sentiment... capital ship has more overall surviveability AND special abilities. that means it should be WEAKER then a fleet of ships costing equal amounts of resources. Not more powerful.[/quote] Capital ships cost 3000 credits plus research costs for the extra crew slots. You're looking at well over 4000 credits per additional capship. You shouldn't spend resources on a unit like that unless you can reasonably assume it will kill 4000+ credits wort

186 Replies 120,692 Views

[quote]The 20 LRM cost SEVERAL TIMES what the capital ship cost, they are doing capital ship killing damage (ie, they are weak against most things but strong against caps), and they are taking up almost twice the logistics.[/quote] I believe he was saying that a capital ship should be able to beat it's resource weight worth of LRMs (roughly 12-15.) This is a reasonable sentiment, I think - if a unit has no hope of ever recouping it's construction cost in terms of enemy resources destroy

186 Replies 120,692 Views

Doesn't the Kostura cannon disable/damage structures? I guess you could get those up and try that. Of course, if you have the resources to do that, then you should have gotten RA instead. Later on though, that might be a way to counter the other guy's RA production once you two are at a stalemate.

144 Replies 50,415 Views

Basically, Sins works on a convienient location system instead of mnemonics. Most of the hotkeys are mapped to QWER/ASDF in such a way that the position of the button on the menu matches the position of the key (i.e. the top-left icon in the bottom menu bar is on Q, the bottom right is on F, and so forth.) QWER are your capital ship ability hotkeys, in order. F, F is create fleet. F, R is retreat - note that it doesn't work right now. F5 is sell metal, F6 is

12 Replies 15,193 Views

[quote]Jodonnell, the thing is, if you're buying ships that cost more, like say, a heavy cruiser, which is nearly the cost of the tech upgrade, then the number of ships required drops a bit.[/quote] I don't get your point here? Yes, each ship will have different break-even points for their respective upgrade techs. The magic number for Kodiaks is going to be lower than it is for LRMs, etc. [quote]Plus, with getting a free capital ship, pretty much everyone is going to have a ca

56 Replies 117,868 Views

[quote]With Lrms attacking other lrms the breaking point to research the tech, even if you already have all the labs required, is at around 95 LRMs.[/quote] LOL are you kidding me? That's awful! How do you figure that number, though? Anti-medium does 100% damage to light armor. I think my math should hold up regardless of damage modifiers, though (i.e. 5% more damage is 5% more damage, whether we're looking at small or big numbers.) [quote]What it shows is how cost in

56 Replies 117,868 Views

[quote]Really what Jodonnell is showing is how ridiculous LRM's are DPS per dollar....I'm not debating the idea of holding back on tech until your fleet is big for the payoff, I just think that 48 is a bit high.[/quote] No, what I'm showing is the break-even point where teching gives you a net positive RoI. 48 is high, sure, but it is the mathematical break-even point where it is just as efficient (credits-wise) to buy the tech as it is to build an equivalent DPS-worth of additional LRM

56 Replies 117,868 Views

It's hilarious how people assume that sub-optimal play takes more smarts and skills than actually winning. "Oh those noob spammers, they don't know anything, I just chose to lose to them to assuage their tiny egos. They never would have defeated my fast-16-cap strategy if I was really trying." If people don't want to play competitively, fine; and it would be nice if Ironclad added a 'peace treaty' option to please that crowd. However, demeaning people for actually trying to win (shock!) in a mul

186 Replies 120,692 Views

Yeah, thanks for posting these! Jinx - in the 2v2 game, you built three military labs early on, but you never researched any T3 tech until much later. Is there some other bonus for having extra labs, or were you just preparing for eventually teching to Robotics Cruisers, and changed your mind later?

6 Replies 4,131 Views

To clarify - using Krauser's method of reckoning: When I have 48 LRMs, my total DPS is 528 (base DPS of 11, as per http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=2). Increasing my DPS by 5%, or by 26.4 DPS, would require me to build 2.4 more LRMs (26.4/11), at a cost of 600 credits (same as the tech.) Using your example, at 20 frigates, I have 220 DPS. To increase it by 5% (11 more DPS,) I would only need to buy one more LRM, which is substantially cheaper t

56 Replies 117,868 Views

Here is how I calculated it - You can choose to increase your DPS by 5% in one of two ways - you can purchase 5% more ships, or you can upgrade each frigate's damage by 5%. LRMs cost 250/40/20. 5% of that is 12.5/2/1. Going with credits here, the 600 credit cost of the tech is 48 times that. Verifying the numbers, 48 LRMs costs 12000 credits. Increasing your fleet size by 5% (2.4 more LRMs) to effect a 5% DPS increase would cost 600 credits, or in other words, the same as the tech cos

56 Replies 117,868 Views

Ah, thanks. Well, I did a little math for the weapons tech, and the results aren't pretty. OK, so the T2 (2-lab, is that T2 or T1 in Sins?) weapon tech increases your DPS by 5% each level, costing 600/50/100 for the first level and 700/75/125 for the second level. The break-even point is going be to be when increasing your fleet's size by 5% costs more than getting the upgrade. The break-even point differs per each resource (the metal break-even point comes before the credits break-even point wh

56 Replies 117,868 Views

Ah ha, I thought something seemed amiss about that too, I couldn't remember if I had been able to mass-buy earlier so I just assumed Sins didn't have shift-click to mass-buy. Hope they fix all these keybinds in 1.03. Thanks!

4 Replies 3,156 Views

Anyone ever get the Retreat hotkey to work, or does everyone just press the button? This game has bad click lag sometimes, so if the hotkey can be made to work I'd really appreciate some help :)

4 Replies 3,156 Views

30%, 60%, and 100% at levels 1, 2, and 3 of Embargo, respectively. HuntingX, I know in 1v1 games the majority of tech is worthless, but are there certain breakpoints in larger games where it becomes useful? Specifically, when do you recommend getting the various damage and armor/shield upgrades?

56 Replies 117,868 Views

Thanks for posting all these excellent guides, HuntingX! I was hoping Gamereplays might set up a portal for this game, but unfortunately that isn't in the cards. Anyhow, thanks for not letting the haters stop you from sharing your strategies. What is your opinion on a 2v2 start involving a Sova? Is it worthwhile? I've not yet gotten to play much online (waiting for my teammate to purchase his copy,) so this is just theorycrafting, but would a dual Sova/battleship start in 2v2s be effect

56 Replies 117,868 Views

I come from Company of Heroes, so I'm used to just tapping 'T' to tell my guys to get the hell outta Dodge. However, in Sins, it seems like the Retreat hotkey does not function. By default, the Tactics menu is F and Retreat is R. If I hit F, it opens up the Tactics menu fine, but hitting R afterwards does not send a Retreat order. However, a second F will Create Fleet, so it's not that subset of commands thats busted. I tried rebinding Retreat to T, to see if maybe it had some problem being boun

4 Replies 3,156 Views