BigBadB

BigBadB

Joined Member # 2438224
3 Posts 221 Replies 501 Reputation

[quote] That is a hell of a lot of micro for a game spanning so much territory. [/quote] If you try to do it in every battle, yes. In general, though, I find the AI does a decent job on its own, especially if you create fleets.

67 Replies 196,497 Views

[quote] That said, it doesn't reduce the effectiveness of prioritising targets manually - it reduces the effectiveness of focus firing. -Ok, well I don't see the difference. [/quote] Selecting all your ships and targeting one enemy ship (focus firing) isn't the only way to manually prioritise targets. It may be the most effective tactic in many RTS games, but it's not in Sins - mitigation and the effects of damage and

67 Replies 196,497 Views

[quote] Likewise, to the best of my knowledge, no one knows for sure how Armour works, other than the logical conclusion that more armour is better. According to Gameplay.constants file, it increases hull 5% per 1 armor point: HullPointPercentageIncreasePerArmorPoint 0.05 [/quote] Yes, but it doesn't make much sense to me if that's the only effect - there are techs that i

67 Replies 196,497 Views

[quote] Wait... strategy game wants to reduce the effectiveness of prioritizing targets manually. W.T.F. [/quote] One that wishes to avoid forcing you to micro every single battle. That said, it doesn't reduce the effectiveness of prioritising targets manually - it reduces the effectiveness of focus firing.

67 Replies 196,497 Views

[quote] All that being said, there is the concept of choke points. There is not the concept of choke points in this game. PJIs are worthless - you cannot stop enemy fleets at a choke point. Choke points cannot be "choked." Visually, you can see what appear to be "choke points" on the map, but it's just eye candy. [/quote] There is the concept of choke points - places that enemy ships will [i]have[/

96 Replies 133,589 Views

Mitigation reduces incoming damage, regardless of whether the shields are still up. All ships have a base Mitigation of 15%. The more damage per second the ship is taking, the higher the Mitigation rises. It's a balancing factor, basically, to reduce the effectiveness of focus-firing. Phase missiles [i]might[/i] bypass mitigation when they 'phase', but as far as I know, this has not been confirmed by the devs. Likewise, to the best of my knowledge, no one know

67 Replies 196,497 Views

Actually, to be fair, it sounds like his opponents didn't have better strategies as much as they knew the map and he didn't. I'd stick to playing on random maps, or scenarios you've practised in SP. Playing on a prebuilt map you don't know against people who do and who work as a team is incredibly hard even for the best players.

35 Replies 39,687 Views

[quote] So what do you think would be better? leaving my testes where they were, instead of taking them and running around game-developing heaven screaming "YAY!!! you got so OOOOOOOooooooooooooowwwwwwwwwwwnnnnnnnneeeeeddddddddd!" aka they should have just tweaked the old system, instead of regurgitating this half baked concept... [/quote] I'm sorry, I didn't play in beta - what was the old system, an

96 Replies 133,589 Views

[quote] you are wiser than I am annatar, but the point stands that I'm in violent dissagreement with the devs for opening this massive can of ugly, gross, nasty, sex-organ infesting worms. [/quote] So what do you think would be better? ;)

96 Replies 133,589 Views

[quote] Hm mathematically it should not be possible. [/quote] I'm not sure that's the case. Personally, I think that phase missiles ignore mitigation (see below). [i]But[/i] even if they don't, the maths examples people have given aren't taking into account regeneration of shields and hulls. Shields regenerate quicker than hulls, and continue to regenerate even once they're knocked down. This alters the effective DPS you inflict. A (purely hypothetical in order to d

43 Replies 21,265 Views

[quote] Glad I found this thread... Does one want to build a Trade Post in each system ALONG the route, or only at the beginning and the end of the route? [/quote] I don't [i]think[/i] it matters. The income per Trade structure is a base value + a bonus for the longest trade route you have. Other than the Trade structures that are forming the longest route, it doesn't seem to matter where you place additional structures - they all earn the same amou

12 Replies 8,438 Views

[quote] The current pirate implementation is decent, but the auctions really really suck. Whenever I hear "A pirate raid is imminent" I basically have to stop my game for a minute to babysit the pirate screen and make sure I don't get 30 corsairs rammed up my @ss. As much as I try to pay attention to the notifications, I always find myself reloading when the AI throws a last millisecond bid in. Putting more money in the pot doesn't really help either, since the AI will still

10 Replies 21,851 Views

[quote] 2) ship solid cap. Kinda agree, I wish it was more like you could support X ships per planet, with research making X larger, like in the beta. Not sure why they went the solid cap route... [/quote] My guess is balance, especially in multiplayer. A larger empire already offers many advantages over a smaller one - if they can also build more ships, then the larger empire will pretty much always beat the smaller one, no matter what the s

96 Replies 133,589 Views

[quote] Playing the Vasari on Single Player FFA on Systems Of War (which is a 5-star, 50-planet map), I eventually got to the point of having all researches and a maximum fleet. The rest of the game involved me hunting down the remaining empires on the other star systems. The Returning Armada skill began to hurt me in this regard. The Dark Armada would spawn at over a dozen planets where I had built the Phase Stabilizers for quick phase jumping. This put my fleet capactity in the negative hu

29 Replies 46,074 Views

[quote] How exactly can't you make any income by having more planets? Like I said, this is only a problem on large/huge maps.Its not a problem in small games like you are talking about having 10 planets, I'm talking about huge maps with 5-6 stars and 100+ planets. Once you get more than 20 or so planets, the further a planet is a away from your home system the more corruption it incurs. Even with capped civilian upgrade

187 Replies 71,543 Views

[quote] Why is there even a cap?? The advertisements I saw said this game has no limits to the size and number of units and only limit was hardware. So why is there a cap? Can't you add the option to turn cap off?? The cap is there so there is some strategy, not just who brings more ships. [/quote] I suspect there are also technical reasons - having a cap ensures t

187 Replies 71,543 Views

[quote] a coh fan complaining about the lack of differences between the races? if u actually ever played coh with the expansion u would know how diverse each faction is compared to sins.. [/quote] Honestly, if you think that the races are all the same, you might want to play a bit more. It's one of the things that's most impressed me so far - after reading the

53 Replies 82,051 Views

[quote] Usually it goes like this: Buy 100 crystal Build cap ship factory - queue carrier Build crystal mine Build level 4 planet infrastructure Queue 2 scouts, set to auto-explore Build metal mines Build colonizer Colonize the asteroid by then, I usually know what to do next [/quote] Mine's almost the same, but I get the colonising Cap ship. It can grab most planets on its own. If there's something tough (

23 Replies 24,356 Views

It's not quite as simple as 'unit a counters unit b'. Every class of ship (light frigate, heavy cruiser, etc) and structure has an armour type (VeryLight, Light, Medium, Heavy, VeryHeavy, Capital) and a damage type (Anti-VeryLight, Anti-Light, Ant-Medium, Anti-Heavy, Anti-VeryHeavy, Composite, Capital). The damage type done by the attacker is compared to the armour type of the defender to find a damage modifier. Different damage types have different modifiers for different armo

1 Replies 8,197 Views

[quote] The anti-air should be very powerful against bombers/fighers and very weak against anything else...but it is not. [/quote] Erm, it is - or at least it's what the devs seem to be aiming for. They do 150% damage to VeryLight armour (fighters), 100% damage to Light armour (Bombers, and a few frigates) and 25% damage to anything else.

26 Replies 38,971 Views

[quote] PLEASE can we get more of those counter diagrams, for the other races, or maybe one big counter diagram to encompass all of them? [/quote] The only significant difference in damage and armour types between races is that Advent long range frigates do Capital damage (whereas TEC and Vasari ones do AntiMedium). As far as I'm aware, the other ship types all have the same armour and damage types, regardless of race (all Light frigates, for example, ha

30 Replies 160,518 Views

[quote] As for the chance to hit comment, nothing beyond Flak, Fighter/Bombers, and specific capital abilities can actually target strikecraft. [/quote] Then why are there hit chances for them listed in Gameplay.constants?

70 Replies 38,897 Views