BigBadB

BigBadB

Joined Member # 2438224
3 Posts 221 Replies 501 Reputation

I'm not sure you're appreciating quite how large the existing Cap ships are. Some of them have 10,000 crew or more. Most Cruisers have several hundred crew (for perspective, the Enterprise in 'classic' Trek had 430 crew).

23 Replies 18,535 Views

[quote]Have some questions about the Vasari myself. - Firstly, why does it seem that no one is playing this race online? or atlast almost none..[/quote] Not sure - once my new PC is up and running (arrived this morning but am at work right now), I'm looking forward to playing some multiplayer, and Vasari is my favourite faction right now. [quote]- Also which unit from the vasari is it good to mass produce if there is anyone?[/quote] In general, spamming a single ship t

22 Replies 11,699 Views

[quote]Phase missiles upgrades give phase missiles more chances to bypass shield, but when they do so, they also bypass shield mitigation.[/quote] Has this been confirmed? I see people saying it, but I don't see where they're getting it from, and I like to be sure. ;)

32 Replies 16,579 Views

According to the manual, 'shield' mitigation applies whether the shields are up or down. Several people believe that phase missiles bypass mitigation when they successfully 'phase', but I don't think there's been any dev confirmation. Depending on the numbers involved, though, simply bypassing shields can still give a ship an advantage over one that can't bypass shields. Oh, and when I play Vasari, I quite regularly see enemy Cap ships blow with a good chunk of their s

32 Replies 16,579 Views

[quote]Tbh, there should be speed differences in the ships... Your standard light frigate should be significantly faster than your capital ships. This would make for more strategy in fleet formations.[/quote] Erm, there's quite a range of ship speeds - from 400 to 1000. Cap ships have top speeds of 500, apart from the colony Caps, which only manage 400 (slowest ships in the game). Light frigates do 800, so they are significantly faster. When ships are in a format

15 Replies 8,071 Views

The fact that Sins works differently to most other strategy games when it comes to territory control and the mobility of forces is one of the things I like the most about it. I can't help thinking that the people who want to make it harder to retreat and easier to 'blockade' choke-points are missing the point - these are deliberate design decisions by the devs, made in order to provide a unique tactical and strategic situation and thus a different game experience to the norm. They mean

15 Replies 8,071 Views

None so far, although there are definitely techs and ships that are fairly specific to certain situations or strategies, and so might not be needed in every game.

44 Replies 19,467 Views

I look forward to playing spammers, as they're generally very easy to beat. I see no reason to impose a limit on how many of a certain ship type you build, or to 'ban' spammers - if they want to use a very limited and one-dimensional strategy, it's their funeral. ;)

186 Replies 120,692 Views

[quote]Bob I agree with you 100%.After playing 5 games my, every single one of my friends said they are bored of the game. Main reason is because everything is the same. There are only 3 races and each are exactly the same...[/quote] I'm wondering whether I'm playing the same game as you. ;) The races are by no means the same at all. They all have different strengths and weaknesses in multiple areas, from their ship abilities to their economies to their technology. While ma

73 Replies 51,684 Views

[quote]Why do you people think that the scuttling of vasari dark fleet ships for money needs to be nerfed? LOL! Come on, what is the prime reason for having money in the game? FOR SHIPS. Oh sure, money is needed for planetary infrastructure too, but why do you build planetary infrastructure in the first place? In the end, FOR SHIPS. Why do you build up your economy? FOR SHIPS. Sure, sure, I understand that research costs money too, but one researches to increase t

54 Replies 21,778 Views

Erm, I've never found the pirate base to be too tough, but I don't know if the number of ships there is constant or changes with the size of the raids. Mind you, I don't use 'spam' fleets of a single ship type. 50 heavy cruisers is 500-600 fleet capacity. A mixed fleet worth the same amount of fleet capacity (with a Capital ship or two, and a mix of frigates and cruisers, including support types) will generally be a lot more effective and durable. Oh, and you're right - you sho

11 Replies 14,340 Views

Yes, if you destroy all the pirate bases (some maps have more than one), there'll be no more pirate raids. You can also colonise the empty base - it counts as a 'dead asteroid' planet (can build tactical structures but no logistical ones) and has a 'pirate treasure' planet special that adds a bonus to the tax income from the colony.

1 Replies 3,965 Views

It depends. If you put the AIs on different teams, and lock the teams, they will definitely fight. If you put two or more AIs on the same team, and lock the teams, they will work together as allies and never fight each other, but they will fight other AI teams. If you don't lock teams, diplomacy will be active in the game, and the AIs do seem to have a tendency to ally against you.

4 Replies 4,566 Views

[quote]Unless you mean a 2 v 1 type game, with 2 locked AI?[/quote] That's what I meant - if you put two or more AIs on the same team and lock the teams they'll never fight with each other, only with you. ;)

9 Replies 10,670 Views

[quote]I seriously suggest that you test this out with a friend before you dismiss the usefulness of flaks against light frigates.[/quote] Again, just so we're clear: Flak Frigate = Garda (TEC), Defense (Advent), Sentinel (Vasari) Long Range Frigate = Javelis (TEC), Illuminator (Advent), Assailant (Vasari) These are weak to Flaks. They only do 75% damage against the Flaks' Heavy armour, while the Flaks do 100% damage against their Light armour. Light Friga

67 Replies 29,608 Views
Reply to Dark Fleet in Strategy

[quote]In short: once you have returning aramada, build a lot of phase gates and go win the game.[/quote] You'll also notice a lot of comments like this on these boards - either from people who know something I don't about using Returning Armada or haven't actually played Vasari very much. ;) It's a powerful ability, but by no means an 'I win' button.

35 Replies 23,888 Views

[quote]Thanks! That was helpful! What about the MaxMitigation and BaseArmorPoints?MaxMitigation is how high up it can go (the values are percentages with 1.0 being 100%). BaseArmorPoints is how much armor the ship starts with[/quote] What he said - and remember that mitigation applies whether the ship has any shields left or not (the term 'shield mitigation' seems a little misleading - I'm not sure why it's not just referred to as 'mitigation'). As far as I know, the devs have not c

8 Replies 7,042 Views

Advent trade posts can (when the appropriate tech has been researched) switch to a 'resource boost' mode. When this mode is activated (click on the trade post, then on the ability), the trade post ceases to function as a trade post and instead boosts the rate at which extractors in the same system gather resources. Note that this effect doesn't use refinery ships, and only affects extractors in the same system. It's also worth bearing in mind that you can have trade and resource boostin

4 Replies 13,373 Views

[quote]Imagine a scenario where the flaks are circling around a bunch of LRM/light frigate. Due to their 360 degree attack arc, they are constantly attacking while maneuvering. Yes, ships keep attacking while moving so long as their target stays within their attacking arc There are two ways the LRM/light frigates could try to maneuver: 1. Move away and try to maintain the distance from flaks, during which they cannot attack at all as they are facing AWAY from flaks, and after w

67 Replies 29,608 Views

If you want a harder game against the AI, play against two or more Hard AIs on a locked team, on a medium or larger map.

9 Replies 10,670 Views

In all honesty, unless you get your friends to try playing Vasari (after which I suspect they may change their minds about the 'uberness' of RA), I'd seriously think about finding some new people to play with. If you really have to play against them, insist that for every Vasari tech they 'ban', you're allowed to ban a tech of your choice from their races. See how the TEC players like having LRMs banned. ;)

54 Replies 21,778 Views

[quote]You can see the effects in the planet's infocard. You can also hover your mouse over the 0%/50%/100% explored indication on the bottom middle, and it'll give you some fluff details about what you found too. I don't think there's a list of the bonuses somewhere.[/quote] What he said - the numbers are on the info card of the planet, the fluff details can be seen by mousing over the 'exploration %' display when the planet is selected.

3 Replies 4,379 Views