Capital Carriers need a buff by starting out with 4 strike craft and maxing out at 9/10. I already started a trend on that, and post in there to get IronClad's attention. Right now Light Carrier's represent what Capital Ship Carriers should be: really battlestars. I'd have no problem with a capital ship carrier kicking my ass - it takes a lot of resourcing and lv.ing up, but Light Carrier spam? no skill, no taste - just spam. However, did you know a light carrier has more hp and
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I'd imagine not letting Light Carrier's replace Strike Craft period while in an engagement makes sense, and help the meta-game a lot. What about a flat-cost of 20 credits, 10 metal, 10 crystal for each strike craft? Then they cant just throw their strike craft away like magic then click some buttons and instantly replace them for free. (like magic!) Right now no one builds capital carrier ships because of this game-ruining unit the light carrier. Ironclad, buff the
[quote who="Annatar11" reply="23" id="2063461"] Who doesn't actually agree to this? I don't. There has not been a single good reason for why they *need* them presented.[/quote] This is the reason why. A small fleet of light carriers jump in, staying out of the SB's guns then releases their SC. They just chill at the extreme edge of the gravity well for 3-5 minutes, jumping out at any sign of trouble if needed. The Strike Craft, the SB has in its hangers are not enough
The Death Star guns took down at least 2 in the first movie. The X-wings in the trench got hit by them and blew up, also it generally made things difficult for them helping the Ties make micemeat out of them. Starbases need FLAK GUNs, jesus come on. Who doesn't actually agree to this? I mean its not like they get a Planet Killing Death Ray! it's FLAK GUNS for Christ sake.
The Kol Battleship for its Flak Burst ability. The 1 ship that can give the finger to Strike Craft spam [e digicons]:D[/e]
Then they might be even too powerful, considering the pitiful state of the upgrade: "Emergency Facilities" basically being not worth getting I don't want it to be even less worth getting. Sieges shouldn't be more powerful then they are now. If anything maybe individual capital ships planet bombing abilities should to nerf to only about 2 Sieges so if he wants to speed it up he needs to get more Sieges.
Alright, in my opinion the "Emergency Facilities" planetary upgrade is too weak to justify getting it. All it does is increase the lenght of time it takes for him to bomb your planet to oblivion which really doesn't help the situation much. I'd say to give more incentive for people to purchase this upgrade, let Emergency facilities at lv. 2 and lv. 3 have planetary surface based defenses such as autocannons. Yes, these would last until the planet has been completely taken and ye
The Massive Terran Science Vessel... remember StarCraft? The awesome great unique design... It's ability to reward you for your micro. I see massive potential for a Science Vessel ship in this game and hopefully for TEC, they'll incorporate the original design of the ship in Starcraf
5 Sieges cost more than a cap? Whoa, well that doesn't sound right esp. since this is a unit that can get easily taken out unlike the light carrier that everyone spams and abuses the hell out of. I'd say reduce their cost slight so about 7-8 Sieges equals the cost of a Capital ship and reduce their ship to ship dmg so they literally be useless against other ships and only serve to take out structures and planets.
You cannot go wrong with impulse. trust me Stardock is a saint, there is no DRM ever anywhere and is very safe. Also Impulse is very very useful in keeping track of updates with fast download speeds. [e digicons]k6[/e]
Impulse is great and amazing. I like it much more than Steam, and the downloads on impulse are faster and the interface is much better easier to get updates. Here is the main problem: SINs is probably the best brand name game you got on there, followed by GalCiv and both are in "niche" markets. To gain more market share you're going to have to get A-list titles on or very near their release dates such as Fallout 3 or Red Alert 3 etc. Right now, many of us impulse users a
I'd much rather Ironclad release another Sins game after these 3 mini-expansions in a stand-alone release with 2 brand new factions. -That alien race the Vasari were running from could finally make an appearence. -Maybe a sect of the advent that broke off from them hundreds of years ago that shows up and threaten both the Advent's way of thought and TEC's trader space. With both the Advent, and the Vasari tied between the new races and the TEC things would
What is the Vasari lab? Never heard of it. Well guys any feedback and extra ideas would be great. I think Sins deserves to have a Terran Science Vessel type ship. Think of the above possibilities! I could see the military version of this ship being paired with Dunov's in a battle for extra awesomeness. The civilian version much more low-key but really adding in overall value with the free planetary explorations and colonization efforts. Its last ability could help
I go to My Account and click login info, there is a option to change your pw and your user name in the second and third box but there is no submit button. How do I accomplish this? Note this is for the forums and not Sins. Thank you!
You forget, while you are travelling arcoss the grav well you are constantly taking dmg and any strike craft he loses are instantly replacable. and oh ya, the carrier jump out the instant you get in range for some dmg. Wow he just played you for a fool there... nice. [e digicons]:D[/e]
[quote who="WarDad" reply="3" id="2049431"]The cruiser carrier shield & hull points are way too high, pretty close to a capital carrier. In comparison the cruiser heavy assault is weaker & requires more reseach. Duhh, double duhh, a front line melee unit has less hit points than a ranged support unit? It's simply very difficult to kill the retreating carriers. You have to chase them from system to system without a break before they can regenerate fighters. Of
Everything you said here is what I said. [e digicons]:D[/e] ABOVE all before I continue, I just want to tell the developers to read all the threads about Carrier/Strike Craft spam in the general forum. There ARE A LOT of threads on it. Thay said, I don't advocate nerf Strike Craft to shit, they still need to be around to hard counter LF spam and do moderate dmg overall, just not the insanity that is happening righ
It was... then the Strike Crafts took over. :( The games I am playing right now are: 1.) Sins of a Solar Empire 2.) Red Alert 3 3.) Company of Heroes 4.) Fallout 3 / Oblivion 5.) GalCiv 2 Twlight of the Arnor
[quote who="burnout1620" reply="13" id="2062936"] Quoting DorianGray7, reply 6It would be ridiculous if a fleet of Carriers jump in, stay at the edge of the gravity well then release their Strike Craft outside the range of the starbases guns and just chill for 4 minutes. Then the starbase dies. That does make the SB sound quite fallible, doesn't it? I, for one, think that SC should not rebuild when in any hostile-controlled grav well. That
Sorry guys, I really have no experience with the Halcyon as I mainly play TEC and sometimes Vasari, but I was genera;;y commenting on their pitiful strike craft capacity and direct dmg potential. I understand you guys are agreeing with me on that point? All Carrier Caps should start with more Strike Wings! and max out at 9/10. For my part I know the SOVA is a peice of [censored] ! [e digicons]:D[/e]
Anyone do a cost-analysis of the effectiveness of capital-ships vs. just spamming Light Carriers or LRMs will probably find that after the first Capital Ship, the next ones are probably just "flavor" and showpeices rather than real applicable ships to wins battles. YES, lv. 8 Capital Ships are good, NO you're not gonna have more than 1 usually the ship you started with at that lv. and YES that ship can still be relatively easily taken out by spam. For the cost of a capit
This is completely off-topic. STOP telling people with ideas to implement them outside and mod it themselves because THE POINT of people posting their ideas here is to make it mainstream and include it in the main expansion. The Sins multiplayer community is small enough as it is, and you think you'll find people willing to play mods as easily? Such a red herring, come on guys give us real feedback.
The Massive Terran Science Vessel... remember StarCraft? The awesome great unique design... It's ability to reward you for your micro. I see massive potential for a Science Vessel ship in this game and hopefully for TEC, they'll incorporate the original design of the ship in Starcraft into
fuel? that's a start but how about range? Carrier spam sitting at the extreme edge of a gravity well while sitting back and watching the slaughter then jumping out at the first sign of any real threat makes it impossible, really, truly to hit the carriers. With Strike Craft instantly replacable, it borders on insanity. How about the range of Strike Craft reduced to 2/3 of the gravity well? We all agree that Capital Ships should get "some" sort of Flak by default and Flak Friga