or how about we make starbase fire into other grav wells. come on guys, as cykur said a well placed starbase can defend a planet and its logistical structures no problem. and the orbiting thing would be way too annoying if an enemy attacks because your SB could just float away, and it makes them extremely weak because advent and TEC starbase need static defences to be useful otherwise they can be easily killed with a couple of caps or some ogrovs and flak. and if you place your logist
top vasari
I have to agree with Spatzimaus the vasari have many distinct advantages over the other races if they are used properly. and the Vasari are the only race that is capable of keeping a cap ship alive when being focus fired. the overssers heal 250 hp instantly and the first shot increases
[quote who="CoBBQ" reply="3" id="2113647"]Its kind of risky to build a starbase in a hostile territory in the first place. A heavy hitting fleet mixed with heavy hitting and support cruisers can destroy an unarmored starbase real quick. Jsut take out the fleet defending the base and bring in the other fleet before the starbase gets its weapons up. [/quote] I think P5yy is talking about early game when you dont have HCs out. then if your oppopnent builds a starba
or if you are vasari 1 shot from nano disasembler can kill a starbase pretty easily when it is under construction. but the other races have a harder time. I think while under construction the starbase should have no armour at all. that way it is easier to shoot down.
[quote who="ravok2789" reply="17" id="2111668"]267 wow this is sad i agree with joe thomas [/quote] lol that means alot of people play sins too much
The Missile barrage does not need a nerf!!! every single race in the game has at least 1 cap that can easily stop the barrage without marza even scratching its fleet. and in the late game there are so many ships that you could focus fire the martza and have it destroyed before it has a chance to use missile barage. now getting back to the main discussion about marza vs desolator the marza and desolator really have 2 purposes each. The marza is a heavy combat sh
when you go away for a week for march break and the whole time you are away you dream of coming back and playing sins
basically to destroy mines you need to cuild a scout to detect them, then any ship can fire and destroy them. Flacks are generally better against mines because they can fire from 4 banks. and fighters are good The scout can also detect multiple mines, so you don't need to many to take out a mine feild.
when you fall in love with the ICO server
as far as I know there is no limit to how many planets or stars you can have in galaxy forge. (but i could be wrong) you need to figure out how many planets your machine can handle without having extreeme lag. If you can play huge random maps with no lags you might start trying to make maps with 100+ planets. if you have way too many planets it seems like autocast wont work on your ships.
I had the same problem on a map that had 1500 planets, it seems that if you are taxing your computer too much with the map autocast doesnt work
[quote who="Samurye" reply="10" id="2091929"]Well JM2010, I must agree with you.[/quote] same here
when you actually decide to play a 1v1 against Tyr [e digicons]:-"[/e]
[quote who="Craig Fraser" reply="16" id="2089573"]When you find the Jarrasul Evacutor in Da Vinci's 'last supper' [/quote] that might be hard because its a kortul in the picture not a Jarrasul....
I actually got creamed online by tyr a couple days ago [e digicons]:'([/e]
when you play a 1v1 against tyr and he thinks you are a smurf at the beginning.
[e digicons]:S[/e] [e digicons]o_O[/e]
When you figure out a way to build trade ports faster than TEC as Vasari in early game
It depends on your situation, I usually build the carrier cap 2nd for repair cloud and microphasing aura. But as you said the vulcurals desolator eats starbase so if your enemy is building lots of starbases you should go for that one. Or if your enemy is spamming carriers go for the battleship because of the jam weapons ability. I almost never build the Antorak maurader 2nd because it has poor weaponary and its abilitys are better for late game. hope this
there is also alot of neutral civs that I can see from that picture
[quote]Siege frigates- with their ineffectiveness, high cost and high cap space these seem to be just a handicap to the AI after the early game in the original. Yet Entrenchment seems to have added a second specialist siege frigate, for long-range structure attack? The price for the originals might be daunting enough at half the cap space- and while it might be understandable that carrier cruisers have high cap requirements (which could be made higher), historical siege frigates tended to hav
I defenatly agree with Orodum. I only have 14 MP games under my belt but 2 times ive beaten one guy who has over 200, and a few times ive creamed people who have played over 50 games
[quote who="Vaihlor" reply="3" id="2082887"]yeah I also noticed that Starbases don't always "blow up". Although, I gotta admit I never really noticed this "bug" on vanilla Sins. Perharps I'm just more alert of these "bugs" now that Entrenchment is installed?[/quote] Mine usually never blow up [e digicons]:D[/e] ..... But i guess thats not a bug [e digicons];P[/e]
[quote who="Samurye" reply="13" id="2083415"] Quoting ravok2789, reply 12 lol i remember that What happened? Samurye.[/quote] I wasnt there but Flipkick said that the ICO server said that she loved him. Thats how you know he plays sins too much.......