Tumbler

Tumbler

Joined Member # 2469998
4 Posts 79 Replies 1,012 Reputation

I play all Multiplayer now and it's wearing on me some of the small issues that haven't been fixed. In the future I must stress how important it is to fix bugs immediately. The situation around team chat is very annoying and after a few games it gets to be exhausting having to explain to people how it works and what not. There are a few small issues that shouldn't take this long to fix. 1. Team Chat issue. 2. Damage type of Advent LRM guy is wrong(if this is incorrect,

31 Replies 22,712 Views

[I]https://forums.sinsofasolarempire.com/304141/page/1[/I] I read that, I like your suggestions but I don't think they make strikecraft a fair balance vs other units. Adding more squadrons to carriers and nerfing flak frigates would be my recommendation. Someone posted a build order for each race across several different strats, Rush, Economy, normal start, etc. and with each build order he went with LRM's and flak everytime. No carriers, no hangars, no strikecraft of any kind

118 Replies 144,290 Views

[I]When you place multiple factories at a single planet then all the ships come out of just one of the factories, but they are built extremely fast....and I mean really fast![/I] This is one of those little things that really makes Sins a special game. So many other games would have just given each one it's own build que, I love that they take so many announces and let the game handle the specifics and let the players have fun. Kudos to the devs.

101 Replies 38,097 Views
Reply to Defense 101 in Strategy

[I]there is no point to turrets. the only defense worth having is defense that can match the range of enemy LRM frigates. use your own LRMs to defend. if you have excess money/tactical slots you can add hangar defense.[/I] If you have a fairly even fleets (attacker/defender) defenses like turrets and repair stations are your best bet to win the battle in my experience. If the enemy shows up with 30 LRM's and you've got nothing to counter them turrets won't make a lot of difference. <br/

49 Replies 22,439 Views

Have been playing 1.03 for a week or 2 now online and here are my suggestions for the current setup. (as an Advent Player) Team chat needs to be default and a different color for teams. A small button when you chat that says team would be nice, so someone can turn team chat on / off. Siege frigates cost too much. Everything about them is ok but the cost. I don't recall the exact numbers but it makes little sense to build them. Carrier Cap ship is not effective for the

137 Replies 163,127 Views

My approach to advent is a bit different. Depending on how big the map is I spend my resources getting trade and crystal production upgraded at level 3. I build 3 economy labs as soon as possible and this usually means 2 in home system, and 1 in first asteroid system. First priority is to upgrade crystal production 1 level, then trade, then another crytal and bring metal up as well. Depending on what planets are near me I may research volcanic or artic colonization so I can use

15 Replies 7,990 Views

My approach to advent is a bit different. Depending on how big the map is I spend my resources getting trade and crystal production upgraded at level 3. I build 3 economy labs as soon as possible and this usually means 2 in home system, and 1 in first asteroid system. First priority is to upgrade crystal production 1 level, then trade, then another crytal and bring metal up as well. Depending on what planets are near me I may research volcanic or artic colonization so I can use

15 Replies 7,990 Views

Are you guys playing Multiplayer games? I don't find much use for hangars in multiplayer games. Strikecraft never do enough damage to stop someone from taking over a planet and a single flak unit can counter at least 1 full hangar... Not a good use of funds imo.

5 Replies 2,548 Views
Reply to Defense 101 in Strategy

I've been meaning to write a post on Defense lately because I see many players using these items incorrectly. The first thing you'll need to defend is to keep defense in mind when you are building your structures. This means clustering them together. I would recommend ignoring your mineral extractors if needed and keep your structures together. Next do not build Defenses unless they will be defending with your fleet. Defenses on their own will lose to almost any force with a ca

49 Replies 22,439 Views

It would be nice if fighters countered light frigates as well, or at least did more damage to them. I'm not sure what this would do to game balance but I think everyone expects this. Fighters are for light targets, bombers are for hvy targets.

118 Replies 144,290 Views
Reply to LRM Spamming?? in Strategy

Against Mass LRM's these are the options I see: LRM vs LRM: This is the safest counter because other other options involve creating a force that is just barely more useful than an all LRM force and when they face off against something else they are at a disadvantage. LRM vs Flak: Second safest choice because you effectively create a counter for several units including LRM's. But these are not ideal for offense and defense so you're still focus'd on anti LRM only. LRM v

17 Replies 9,499 Views

[I]That idea about a Carrier sending fighters to another planet is bat-@#@@ crazy. I would love to see it happen (being mostly an Advent player), but that would be wayyy OP. If you could do it, it would definately require a high-tier technology and perhaps the loss of 50% of your squadron - mandatory.[/I] I like this idea a lot. When a carrier or cruiser carrier is destroyed the strikecraft remain but slowly lose health until they are gone. You could handle this the same way so strikecr

56 Replies 22,175 Views

I've done some more testing that surprised me regarding LRM's VS C.Carriers. First I'm trying to find a conversion factor that works across all units as far as cost effect in battle. I'm assuming the Metal is worth 150 credits per 100 and crystal is worth 175 per 100. So A dicipline is 310. (250cr + 40 Metal = 310) A vasari Assailant = (400cr + 65 Metal (97.5) + 45 Crystal (78.75) = 576.25 A Advent C.Carrier = (450cr + 100metal + 50 crystal) = 687.5 <b

118 Replies 144,290 Views

[I]Not that carriers have a support ability worth their cost, just that you cannot extrapolate in this way.[/I] I think that is what I'm trying to prove. If you take cruiser carriers into battle and your opponent takes something else and you both have reasonably even fleets the battle will eventually end up with your cruiser carriers vs his remaining ships, so if they can't beat those remaining this then you are at a disadvantage taking them. Each unit needs ot have a combat ef

56 Replies 22,175 Views

[quote].....................................Scouts, Bombers, LRM's, and Siege frigs ALL HAVE THE SAME ARMOR TYPE.[/quote] Your exact words in an earlier post: [I]Fighters are ONLY better against LRM's and bombers. Besides killing LRM's, you use bombers.[/I] You Post: [I]https://forums.sinsofasolarempire.com/304141/[/I] Make up your mind please. I do see your point, with the same armor type it would make sense for the correct statement to be that Fighters a

118 Replies 144,290 Views

[I]Also, Tumbler, a capital carrier when it gets experience gets more squadrons. A level 10 capital carrier has 7 squadrons, not just 2. [/I] I'd love to see someone test carriers at level 10. I think it would only be fair to test it against another level 10 cap ship though so you tell me which cap ships a lvl 10 carrier can take out? Or how many hvy cruisers? Deploying 7 squadrons off a lvl 10 carrier seems like it should be effective but from the testing I've don

118 Replies 144,290 Views

[I]Disciple Vessels count under "Light Frigates". Aeria Drone Hosts count under "Support Cruisers". You were comparing the 2 by fighting them against each other. Obviously the Disciples won. But that doesn't mean that the Aeria does "lousy DPS". They're better at crumbling Heavies, Caps, Scouts, LRMs, Structures, and Bombers than anything else the Advent have.[/I] I'd like to see a test proving this. Since Support cruisers counter Heavies, Caps, Scouts, LRM's, etc, please setup a battle

56 Replies 22,175 Views

[I]In short, in order for strikecraft to be truly effective, we either need for the battlefield to be much, much larger (impractical), the fighters have to deliver a lot more punch (either make them tougher or make carriers able to carry a lot more of them), or the carriers have to be much more able to withstand assaults from hostile ships.[/I] I had not considered a solution involving range. If we made strikecraft able to jump between systems and attack the enemy that would vastly chan

56 Replies 22,175 Views

[I]It's a bit silly.. but yeah, fighters only do damage to LRMS, siege, and scouts.[/I] Actually it's only LRM's and bombers. Fighters should only be used to counter those 2 enemies. Bombers are better against every other enemy. (noted in the 1.04 post by the devs) This should be addressed in 1.04 patch making fighters better against light armor types.

118 Replies 144,290 Views

[I]It's hard to take you people seriously when you say bombers/fighters need to be TWICE as good in every way. Also you're comparing carriers to something overpowered, LRMS. And what you're saying is carriers should be way better than LRMS, the most overpowered ship in the game. Yeah that makes a lot of sense.[/I] Actually most of these tests are against Light Frigates and I think a carrier, just like the other cap ships, should be able to defeat an equally priced group

118 Replies 144,290 Views

I think the scenario of 15 assailants vs 10 transporters is what most players will encounter as I have not found a game where supply is the only issue when picking ships. In fact I've never found supply to be an important enough factor to use in these experiments. If supply were limited that would be another issue, but you can just buy more when you need it. The Vasari Transporter seems like a much better unit than the advent transporter, but I'd like to see how it holds up against tho

118 Replies 144,290 Views

Test results: 16 TEC frigates, no upgrades vs 10 Advent Frigates, 1 mothership with shield regen upgrade. (and bombers) The TEC frigs took out all ten Advent frigs and had 10 frigs remaining. The mothership advanced to level 2 during the battle and eventually won but has about 50% hull and no shields when the last frigate was destroyed. (approx 25% total health?) I'm guessing this means that a mothership gives you about a 25% boost in combat effectiveness in a

56 Replies 22,175 Views

Ran a test comparing how effective buffs are compared to other ships. Advent vs TEC 8 TEC Frigs = 10 Advent Frigs Both sides had hull upgrades 1 and laser upgrades 1. First fight was 8v10 plain and the TEC frigs came out on top wiht one left at about 25% health. Very even matchup. Tried the same test with a mothership behind Advent ships, was not attacking only able to use shield boost power. Results with buff: 8 TEC vs 10 Advent = 5 Adv

56 Replies 22,175 Views

[I]And my is that you have lower damage output, but are able to buff the protection, when the enemy close the gap.[/I] The lower damage output is not offset by the buffs. Even if the cap ship abilites extended to the whole system and you could buff your friendlies anywhere, you would still be a significant disadvantage because you could not do as much damage, or absorb as much damage as the enemy. You could test this if you like. Get a carrier and dock the strikecraft

56 Replies 22,175 Views

[I]Um.. Fighters do 20 DPS against light armor. Assailants do 13 dps against light armor. I'm not saying that fighters are good, i'm just saying that you're WRONG.[/I] Fighters and Assailants do not cost the same. You get AT LEAST 2 assailants for every 1 fighter so poof, no more advantage. If fighters were the same cost as assailants then you'd be correct. they aren't. Not even close. When you compare these units you can't compare them head to he

118 Replies 144,290 Views