Thelen SharSF

Thelen SharSF

Joined Member # 2606390
0 Posts 32 Replies 8 Reputation

Starcraft has a team called Zerg. The most basic combat unit you can train is a Zergling. The reason zergling rushes were so effective is because they moved so fast, hence you could attack the enemy base before they could get to you. And they were very effective at close range, which means basically the Terran get pwnt untill they can get Firebats. The Protos are even more vulnerable in some regards, the key is to get some Ion Cannons up quickly.

186 Replies 120,680 Views

Actually thats not entirely correct, because even when you have an external PCI/AGP/PCI-E card, that option is still there (usually set to 64). I'm happy to be proven wrong, this is just from my experience, no research done :)

10 Replies 7,712 Views

Yea, single cores look like they are the best bet for SINS. I have a friend with FX55 and 2x8600GTs, and he gets like 30fps+ (he says no lag, he doesn't know the exact fps, so im just assuming at least 30 to not have lag), where i get 12-19. Damn badly-coded engine, should be getting way more!!! Oh well, looks like one game I won't be buying till they can fix this (seriously, he didn't have all that many units, so it would be hard to experience SINS the way it should be played with mass

36 Replies 18,976 Views

[quote]That is odd. I have an old P4 HT and it tanks this game like a pro for some reason.[/quote] Its actually quite possible it would keep up with modern processors, as basically these newer chips are only better due to the multiple cores. So a P4 3.2ghz may actually perform 75% as well as say a C2D6750, simply because of the high clock rate. I'd want to do some tests on this actually, to see whether its the case :D

36 Replies 18,976 Views

[quote]Uhm dude, its not time acceleration, its just increase in unit speed, decrease in time to build, decrease unit cost, etc etc etc. All that can be done in multiplayer, its effectively just a mod, changing the stats of the units...the + and - keys do this in single player, anywhere from 1x to 8x. Apparently no one knows this?[/quote] Yea we know that, we're talking about online. Has anyone played Defcon? It could be done like that. Defcon had a slider, where the game spee

41 Replies 68,338 Views

The reason SC does so well on the front of counters, is the counter unit simply pwns. The original unit does 0 to negligable damage, meanwhile the countering unit wipes the floor. This means that the counter to LRM will kill them really fast. This means you need to have a counter to that LRM counter. and so on. this means, fleets will be diverse and balanced. End of story. So just make ships do more damage to the unit they are countering, and problem will be solved. De

186 Replies 120,680 Views

1Spartan, you seem to have a bit of a thing about piracy and the like.. Fair enough I suppose.. Anyway, yes I did download it, because frankly, after reading the forums, seeing the beta screenshots and movies, it wasn't what I expected. If you've played Conquest: Frontier wars, I imagined a game as fast paced as that, but simply bigger, more diverse, etc. I know SINS isn't that, its much slower and actually doesn't feel all that immersive (probably because the interface isn't q

44 Replies 57,475 Views

[quote]I take it the time acceleration commands don't work in multiplayer? Maybe they're working on a way to make it work for multiple players.[/quote] Uhm dude, its not time acceleration, its just increase in unit speed, decrease in time to build, decrease unit cost, etc etc etc. All that can be done in multiplayer, its effectively just a mod, changing the stats of the units...

41 Replies 68,338 Views

[quote]Intelligence gathering is the single most important part of any game or any war. I mean really if the US and Britians Intelligence actually told the US military hard facts about Iraq Chemical Weapons, then the US would not be in Iraq, with the occupation it is currently in (and billions in dollar in depth with a rising inflation in economy).[/quote] Offtopic: Well that is if you believe all the propaganda... 'Sane' people recognise the US is there only to secure the oil, they cou

186 Replies 120,680 Views

Heh, I don't understand what DRM Steam has. As far as I know, you pay for the game, and you can play it. If you don't pay for it, you can download the game and play offline with the numerous Steam cracks and torrents etc. Isn't that the same as SD? You can download Sins from a torrent, and play offline without a crack.... Didn't I just describe exactly the same thing?

143 Replies 124,730 Views

Setting arbitrary limits and caps is simply lame. The Germans attacked with overwhelming numbers of tanks and infantry (blitzkreig), there wasn't anyone telling them they could only send 50 tanks and 2000 men.... The idea is to balance the game, no matter what strategy is employed. Doesn't mean you make only one strategy, cos that would be boring. But you have to have paper-scizors-rock. IF someone builds 150 of a unit, while your researching and developing, then thats the way

186 Replies 120,680 Views

Of course, all of this could be fixed really simply by having a slider "game time", which just modify's stuff based on the selected time eg, fast would make everything half price, build 2x as fast, and 2x as fast moving units normal would be normal slow would double costs, times, etc This would be so damn simple to implement, can't believe they haven't done this. It would be perfect for having crazy 4v4s done in 30 minutes of manic clicking. I know SINS wasn't designed for t

41 Replies 68,338 Views

[quote]It's not the devolopers choice where it sells, but rather the distributer.Stardock tried to get it distributed . . but who wants to take a chance using valuable shelf space on an unknown game.Hopefully they change their tune next time Stardock and/or Ironclad come knocking.[/quote] Heh, not to bang on about Steam, cos already a thread about that, but if they had thought about the fact there are 3 million steam users that see the main page every day, consider the advertising affec

44 Replies 57,475 Views

I think Steam is a fairly good platform. People bitch about its reliability, and I will agree it has problems, but on the whole its damn good for managing your games. I recently got a new computer, and migrating my Steam games was as simple as downloading Steam on the new computer, logging in, installing the games, shutting down Steam, copying the whole steam directory from old computer (i made sure everything was up to date on old PC first), and then starting Steam again. Took me about

143 Replies 124,730 Views

Tablets are basically normal laptops where the screen mostly is reversed the other way. IE, instead of closing and facing the keyboard, it faces out. Most tablets still have a keyboard, last I knew, just that they were designed for.. well, tableting

12 Replies 2,324 Views

Ahhhh, the good old problem of balancing and come-backability. The problem of strategy games is often badly balanced ones will have one really clearly defined point of where the loser.. err, 'lost'.. Games where 2 equal players, where one of them can have a slight disadvantage or a huge one, can come back, are well balanced. Have a read of http://www.sirlin.net/archive/game-balance-part-1/ and http://www.sirlin.net/archive/slippery-slope-and-perpetual-comeback/ they both explained thin

130 Replies 25,937 Views

[quote] Is it possible to tease a few away at a time?... or shell them all at long range and then run away? Or do you have to go in there and fight them head on? There should be some late game tech that lets you just murder large numbers of ships at range... give a counter at the same tech level... But that would be the pirate ender. [/quote] Heh, reading "ender" at the end reminded me of Enders Game, O.S. Card, and the doctor d

62 Replies 12,514 Views

The main thing that would make it work better is the 'fragmenting' of buying. For example, if 2 players have nerely identical starts, but one is slightly further away, so that adds 30 seconds onto the time it takes to get 3000 enough for big ship, then that extra time to actually build it might screw the player who started further away, or whatever. Whereas, if they could use progressive building (the name for the HW/TA/supcom build style), they would both start building at the same tim

50 Replies 10,292 Views

Heh, thanks for this. I got 2 questions though: 1. When the ships are like that, are they just moving between planets? Im confused, don't you have to phase jump to get between planets? 2. So you modded it to get this many ships, this is exactly what I was talking about in the other thread regarding the cap. This has just allayed all my worries, as you just prooved its possible 3. (ok so I lied, 3 questions not 2 >_>). What do

158 Replies 129,229 Views

[quote] The fleet limit will be data driven (i.e, you can open a file in notepad and just increase the cap from 2000 to 10000000 if you like) - we just haven't got around to it yet, don't worry [/quote] Hey long time no see man. Anyways, so yea, this is what I wanted to here. I understand there are far more constr

51 Replies 61,470 Views

What do you mean by your 15mbit line? is that at home, how much is the upload? I got 10/1mbit here, hopefully when i move house it will go up to 13/1ish XD And I didn't really see anyone making use of the fact you go faster into the well. Like, I saw it happening, but it only takes 3 seconds out of minutes of battling to get into position.. I just haven't really seen anyone make use of it :S Oh, and sorry to be a pain in the but, but you've gone and done a boo-boo. You

327 Replies 368,890 Views

I like this idea. I felt my ears droop when I discovered how 'small' SINS would actually be. I'd always imagined the ability to have say 3 clusters, with 5 suns, and 10 planets each, giving ALOT of planets to fight over (150 by my math), and have it 'turn based', in that you would play for like 2 hours, and then save the game. And then you could come back and play later on (like in a week). So instead of having short 2 hours skirmishs, you could actually battle it out over 10s of hours

16 Replies 21,109 Views