Nreth

Nreth

Joined Member # 2571224
31 Posts 12 Replies 415 Reputation

k cheers, well that sux a bit imo. =( Anyone else not think, especially as it's the titans "ultimate" ability you should at least have the chance to save your titan when this ability kicks in?? I'd wouldn't mind seeing the regen rates nerfed a little to compensate... =/ The "titan keeping level on death" rule shouldn't justify the ability staying in its current implication =/ I'd be happy to see tit

6 Replies 7,726 Views

Just wanted to know as haven't been keeping up with patch notes. When Unyielding Will activates - does this mean guaranteed titan death still? (wasn't sure if was a bug at the time) even if you jump your titan out in time or heal enough to not be near death. Kind of puts me off wanting to see the titan's ultimate ability kick in if it means guaranteed death. Better to try and retreat before the ability can activate or not put any points in it at all for fear o

6 Replies 7,726 Views

As title says... & Sorry for yet another superweapon post... Prior to rebellion i used to be able have long drawn out games with the ai using vast fleets and fighting to the bitter end. However in beta, after a few hours novaliths appear, which soon leads to the pirates getting novalithed to extinction =( then the weaker side usually surrenders not long after. I had an enemy TEC owning half of the gateway map just suddenly surrender after being batter

6 Replies 15,873 Views

Hi, im having no luck adding planetary bonuses to planets =( & only limited luck adding artifacts =/ I've created a altered version of the official gateway map (just added an extra system) and copied an updated "galaxyscenariodef" file into the galaxy forge and sins directories to allow me to add all the artifacts and planet bonuses available... However, despite best efforts i can't get the bonuses/artifacts to show up in game =( I've

1 Replies 2,548 Views

Planetary bonuses are quite a cool feature and something that further distinguishes planets and makes them more valuable / more of an asset. Yet on the huge maps i play, too many planets seem devoid of any of them :( A slider to adjust there frequency for me would be awesome!! (so all planets had both bonus slots used whetha 2 bonuses or 1 bonus / 1 artifact), but failing that jus boosting there appearance would be good, cos they are cool and like i said make planets more u

1 Replies 7,588 Views

It wouldn't hurt to have the option of extra cap-ships thou?? if you don't wan the extra cap-ships you got the choice to bolster your forces with smaller vessels.. If you like micro and cap-ship leveling you can get enough crews to stick with just caps ;p as it stands - there no need to build cap-ships at all - you can just stick to frigs and cruisers but you can't stick to just caps because of the crew limit :(

8 Replies 17,927 Views

Concerning space battles - there are two main types of play styles / commander... Those who build fleets of lots of small ships etc i.e. giving the enemy lots of low-value low damage targets... and those who favour heavier ships - hi-value, hi-damage yet more durable capital ships... AS it stands now large fleets of smaller vessels is obtainable yet this can not be said to be true for players who favour cap-ships especially over larger maps where cap-shi

8 Replies 17,927 Views

Tec robotics/command / Vasari overseer / subverter / Advent guardian / subjugator cruisers .... They all have such low firepower/damage yet are meant to be cruisers yet further are outgunned by frigates!!?? anyone think this bit strange? thoughts/comments appreciated

7 Replies 18,101 Views

Needs a tooltip to show up on the planet they effect to show the player what effect its having?? And what they use anti-matter for?? build several and it never seems to get used? :NOTSURE:

7 Replies 16,708 Views

Everyone loves capital ships - so point is will the crew limit increase in a future update?? Also jus seeing the severity of the penalities in the logistics tab is depressing :( Anyone think they should be lowered abit? maybe cap out at 47% or 56% instead of the game ending 75% if you loose a key battle?? thoughts / comments appreciated

14 Replies 24,045 Views

Being able to take out a cap-ship via death star super laser was a very cool feature of the star wars universe. :CONGRAT: Would the sins universe ever feature something like this? Also having 1 off super-ships like the super star destroyer was another cool feature too. Personanly hoping the sides will each get there own super-cap to act as a proper flagship :HOT: thoughts/comments appreciated

0 Replies 3,431 Views

Advent's rapture lvl 6 ability domination gives permanent control of ships it is used on. Vasari capship carriers lvl 6 ability lasts only a short time before the extra / new ships created dissapear (:( Anyone think this should be amended on the vasari side to be permanent?? For balance number of ships created / cooldown etc could be adjusted... thoughts comments appreciated

11 Replies 11,956 Views