Thinking about it with a little bit of ReiverTA's perspective of what makes sense thematically and an expansion of his suggestion at the end, there's another way you could buff up the railgun that might make a fair bit of sense and not completely overpower it: Give the sucker a massive range boost. In essence, you could imagine the Kol's RailGun as having a barrel running (more or less) the length of the ship. Well, if we don't want to boost damage, or reduce AM cost, give it the abil
D Strider
I agree with dawkins. The deliverance engine isn't a direct planet killer, and if you expect to turn a planet by allegiance with this thing you're doing it wrong (or are very, very patient). The thing is simply awesome for offensive support, however! When assaulting a well defended planet, the defensvie increase combined with the removal of their damage/regen bonuses is immensely helpful. Also, has anyone else accidentally wiped out their own new colony with the Novalith? I went to ta
[quote who="ilovedawkins" reply="1" id="2188130"]Im pretty sure the TEC culture is about Gay anyway, i mean have you seen those uniforms? [/quote] I dunno, some of those Advent voices positively scream "Lesbian".
I had an interesting run-in with an AI Orkulus and got owned due to the Debris Vortex. I went into a system with a fleet and wanted to take down the Orkulus pretty quickly. I had some of the Torpedo Cruisers along, but not en masse. I did have quite a few Kodiaks (amongst others) along for the ride as well. <span
Hrm, I dunno. I'd have a stronger opinion on it if I could more easily see how much damage the Finest Hour splash effect was worth. It seems like it would be a fair bit, but I haven't been able to really see the damage. That said, I do tend to ignore the Gauss Gun in favor of other abilities.
[quote who="Vleessjuu" reply="5" id="2182963"]The Marza's greatest advantage is not 1 vs 1 combat against other capitals (although it does well at low levels because of it's high firepower), so letting a lvl 10 Marza loose against a lvl 10 Kol is just silly. Its abilities are all about killing hoards of frigates and destroying planets. You'd be dumb to waste MB in a 1 on 1 fight. [/quote] <span style="font-size: 10pt; color: #ffffff;
Someone noted that the Advent, when played by the AI, seems to be weaker than TEC or Vasari. I've noticed a similar thing, where they just don't seem to hold up all that well. Personally, I think that's because of the "slow starter" nature of the Advent. It takes a little while to build them up, both in terms of economy and ship/fleet strength, but the AI doesn't seem to realize this. It'll rush too early, or fail to build decent defences, things like that. I've been playing TEC latel
Maybe if the Radiance's Animosity ability would "suck in" all of the missiles in a Mazra MB? It would give the ship two ways to counter the Mazra, with the second coming at a pretty steep cost since the Radiance would have to eat every salvo. Maybe with shield mitigation/armor it wouldn't be too bad, but it still seems like having to bend over for the full MB would be enough to keep it from being too overpowered as a counter. Just a thought.
I think it's great that Sins manages to have 3 unique races that are rather well balanced. So far there are things I like about all of them. I don't play MP, just against the AI and I haven't had the game for too long. Still, I tend to cycle through the different races on each playthrough. With the TEC it's great getting to the point where you can pump out units at a great pace due to a strong economy and fast build times. I find it easiest to put together balanced/coordinated fleets
Hmm ... so I had thought I was trying to grab too many worlds too soon, but it appears as though I'm in line on that score. Though the choke-points are usually 2-3 jumps away from my homeworld. I have a hard time "skipping" over a world in order to secure a choke point first, but that's in my head more than anything. What kills me is the initial AI rush. It always seems to hit just as I start building up my defensive forces in those border worlds. I may be spending too much on re
Meh, the advantages of strategically positioning units on the Z-axis would be outweighed by the additional micromanagement/control issues. If you want a more 3D RTS then try out the "Homeworld" games. They did a pretty good job implementing the game in 3D, and while the controls were pretty well done it was somtimes a royal PITA to get the camera to do what you wanted it to quickly. I prefer the simplicity of the camera/movement controls with the option to move in the Z should
I have to admit that I've been having a tough time with the "hard" AI myself. On a Medium map, I somehow end up being severely outgunned in fairly short order. So, I've seen it said several times on the forums to turtle in and limit initial expansion. It seems like whoever has the most planets has the most resources and will be able to survive longer. So, how many planets is considered "modest" for expansion's sake? Rather, what's the (in your experience) minimum number of planets/ast
I haven't played much, and I just got Entrenchment a couple of days ago, so keep that in mind. Also, I only play against the AI. One thing that I really like so far is dropping TEC SB's into the star gravity wells on multi-star maps. I've only played a couple of (partial) matches with multi-stars but damn these things are great for both protection and assault. I make sure to put at least 2 SB's at a star. I max out the SC hangars, and then defense so the'll be hard targets. One S