BigBadB

BigBadB

Joined Member # 2438224
3 Posts 221 Replies 501 Reputation

[quote]so if it isnt the exploring or the combat visuals, is the stratagy realy the thing that is pulling people in?[/quote] The combat visuals are, in my opinion, great - the sheer scale of big battles makes them awesome to look at (depending, of course, on what graphical settings your PC can handle). Hell, I even love watching a huge fleet form up and perform a phase jump. ;) Also, while there are a limited number of planet types, exploring is absolutely critical, especially in th

10 Replies 4,824 Views

[quote]It doesn't change the fact that light frigate cannot attack while turning while flaks can. You can probably run away from flaks with light/medium frigates, but you definitely cannot out maneuver them and win a fight with micro. People keep suggesting that medium frigate is a reasonable counter to flaks. But the fact is, they suffer from the same limited attack angle as LRMs, and thus are very susceptible to flaks which are micro'd. [/quote] I'm afraid I don't understand how you can ke

67 Replies 29,778 Views

[quote]I really don't see the use of that, either. Ooh no, my structures build a tiny bit slower. Whatever shall I do? I don't usually find myself with more money than I can spend, so slowing production a tiny bit isn't an issue for me, as I don't notice it when I can't afford stuff anyway. If this STOPPED all production it would be awsome. As it is, I never put any points into it.[/quote] Fair enough. Personally, I find the 'recon' component quite handy (it lasts 5 minutes even at the lowes

32 Replies 19,199 Views

[quote]I do consider flaks slightly overpowered as they are the only kind of non-capital ships that can be easily micro'd to gain a significant advantage in a fight; due to their 360 degree attacking angle, you can just make them circle your enemies while they hopelessly turn around and around till they are dead. Your enemy could, of course, try to spread their ships in the gravity well, but then one can always counter by taking the opposing ships 1 by 1.This greatly hinders the flaks' supposed

67 Replies 29,778 Views

[quote]I have discovered a benefit to using the phase stabilizers for trade. The trade ships dont go through all those uncolonizable systems, ya know the ones where enemy fleets usually sit and pick off your trade ships. So they actually make trade safer. So you lose a couple points of income, who cares?. You get a perfectly safe trade route.[/quote] Yes, it makes your trade ships much safer, and as far as I can tell, it doesn't cost you any trade income. [quote]but Im not sure if

33 Replies 21,157 Views

I don't know off-hand, sorry, but ships show the effects they're currently under on their info cards, so it shouldn't be too hard to try it and see...

6 Replies 4,245 Views

[quote]It might not be that much more powerful than other endgame abilities, but it is better than everything up until endgame. You could get a multitude of stabilizers and the tech near the beginning of the game when everyone else can't even research ships that stand a chance. While everyone else has to extensively research and build economy in order to build a substantial fleet, the Vasari only need an extremely small economy and one line of research to build and sustain a more than substantia

8 Replies 17,471 Views

[quote]on Auto it places siege platforms too far out from planets to fire.[/quote] Erm, not for me. Or maybe I've just not noticed - it definitely doesn't put them out of range all the time, as I've seen auto-placed ones firing on planets.

32 Replies 19,199 Views

[quote]Desolator: siege platform is range bugged. Useless unless microed[/quote] Erm, I can't remember ever triggering this manually, but I've had no problems with it on 'auto'. What exactly is the bug?

32 Replies 19,199 Views

[quote]Battleship - Devastator Power surge - No idea how to use this. Advice would be appriciated.[/quote] It buffs the recharge rate of the Devastator's weapons (greatly improving it's damage output) and its shield regeneration. It's a pretty awesome buff. [quote]Jam Weapons - Disables enemy strike craft in a small radius correct? High or low priority?[/quote] Depends on how many strike craft you're running into. Handy but not that great, in my opinion, as it doesn't actu

32 Replies 19,199 Views

[quote]1) Do the abilities stack? For example, if I get 3 cruisers to use embedden or designate target on a particiluar target do I get the benefits from all three ships or just one?[/quote] Honestly, I'm not sure, but it shouldn't be hard to find out. Try it and take a look at the info card of the target ship - it should show you the numbers, so you can see whether the effects stack. [quote]2) It seems like the TEC's abilities are very weak in comparison to the Avent's guardi

2 Replies 5,649 Views

[quote]Yeah i think i worded it wrong, i was thinking more along the line of race bonuses.[/quote] They exist, but they're either inherent to the race's ships, or defined by what techs the race gets and when. For example, Advent have a racial bonus for shields - their ships tend to have higher base shield ratings than other races, they get shield-increasing techs early, and they're the only race that get shield mitigation bonuses. On the other hand, their armour values tend

7 Replies 3,601 Views

[quote]LRMs are meant to be an artillery unit not a basic combat unit so OF COURSE they lost, and anyways gardas at least are already overpowered due to the fact they have huge amounts of armor and HP.[/quote] Erm, how do you figure that they're 'overpowered'? They're next to useless against anything other than VeryLight (fighters) and Light (bombers, scouts, siege frigates, long range frigates) armour. In addition, their Heavy armour is vulnerable to the basic light frigates (which

67 Replies 29,778 Views

Okay, did another test with a linear layout of planets, and got the same results. Stage 1: All planets have a trade port. 7 planets, longest route = 6. [link="http://img235.imageshack.us/my.php?image=screenshot0sh2.jpg"][IMG]http://img235.imageshack.us/img235/416/screenshot0sh2.th.jpg[/IMG][/link] Stage 2: Add phase stabiliser at every planet. 7 planets, longest route = 6. [link="http://img235.imageshack.us/my.php?image=screenshot1oe9.jpg"][IMG]http://img235.i

33 Replies 21,157 Views

[quote]The point is, those stabilizers do alter the longest trade route. This means they can reduce the number of jumps of the longest route. Resulting in the exact same number of jumps(hence, income) may simply be coincidental. The logic is that if the phase stabilzers alter trade routes, they will shorten the longest route.[/quote] Again, not what I found - destroying and rebuilding trade centres caused the route to be recalculated. Phase stabilisers made no difference, and the length of t

33 Replies 21,157 Views

[quote]Sitros, you miss my point. I have seen a ton of posts that say "this game is the greatest ever" and read lots of reviews that seem to sort of say positive things without getting too specific. I am looking for individual people's reasons for loving the game, that's it. I understand the concepts of object and subject-ivity, trust me.BigBad, anything to actually contribute beyond being an awesome forum warrior?[/quote] Not really. Had you called the thread something like 'Why do you li

67 Replies 89,803 Views

[quote]I don't need to be convinced, hell, I already paid for the game.[/quote] Erm, so why say, "I am merely asking people to [b]convince me[/b] that Sins is worthy of the praise it seems to be receiving on this board"? (Emphasis mine.) ;) [quote] I just thought an objective discussion might be interesting, though it seems that it just may not be possible.[/quote] Not when you seem to define people who like the game as not being objective.

67 Replies 89,803 Views