i see, so what you're saying is you'd like to see 3 tiers of ships. what we currently call frigates and cruisers are more like corvettes, small single purpose ships with a modest crew compliment (just a couple dozen). what we currently call capital ships are more like Cruisers. larger ships with a few hundred crew and able to perform multiple roles including some pretty unique and powerful forms of battlefield support. and t
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bobucles is right. evading missile barrage is nearly impossible once it starts up, you'll take 10-15 seconds of it no matter what you do. you have to pre-emptively dodge the Marza before it gets close enough to start barraging. thats kinda ridiculous, don't you think? to run away at the mere sighting of a level 6 Marza?
@Rezonator i actually never imagined Voyager was the size of a Light Frigate. its much bigger than that. i rather imagine that Light Frigats are pretty small and have crews of about 30 people. just an opinion though, i have no basis in fact for believing this. regarding the capabilities of Light Frigates: they do get a mid-game upgrade that changes their role from frontline grunt (the heavy cruiser replaces them in this role) to being specifically a suppor
Sins is...bigger than an RTS and smaller than a 4X. its a hybrid of the two. Sins has a more involved and detailed civilian and tech research element to it than any RTS i've played but it doesn't approach the scope of detail on those things that you find in Galactic Civilization. you're wrong about the techology system, by the way. it has major game changing technology in it for all 3 factions. the special abilities for the frigates and cruisers come from research and h
actually i always found Kortul to be the best anti-Mothership option available to Vasari. Disruptive Strikes really screws up Shield Restore. not that it really matters since if it was a normal map you'd have already built your cap ship by the time your scouts found the enemy cap. going in blind you pretty much just build the egg no matter what. if you REALLY wanted to try something unorthodox, instead of taking a shot in the dark and building some cap ship that t
homeworld population upgrade is almost always a good investment. it take about 20 minutes to pay off but almost every game will last longer than 20 minutes so you usually end up ahead. the only question is whether you want to do it right away or wait 5-10 minutes to get it so you can rush for the trade ports earlier. i usually play Vasari, who can't get trade ports until tier 4 anyway so its not even a choice. i always get homeworld pop upgrade immediately after t
TEC aren't very good at phase jumping, thats really more of a Vasari speciality. glad to hear you're enjoying the game so much. experiment with a few build orders until you find that works for you. i do things a little bit differently but thats probably just out of habit at this point. you've got the right idea though, which is to balance your economic and military expansion, keep pushing forward as aggressively as your resources can support without over-exposing
every time i hit the planet sucker i picture Mel Brooks and Rick Moranis chanting "suck! suck! suck!".
ah, i see i'm not the only one with a past life as a Prot Warrior.
and Assilants can do 15% more damage in their own culture. Javelis get left out, unfortunately, seeing as how they have no anti-matter and thus cannot benefit from TEC culture.
thats not what he means. he means that at 81% mitigation you were taking 19 damage. then you increased your mitigation to 85% so now you're only taking 15 damage. its a damage difference of 4. (4/19)*(100%) = 21% this is generally the correct way to measure something called a "time to live" calculation, which comes up alot in all kinds of games that involve damage mitigation systems. there are encycopaedia entries about it in MMORPG games wh
Illums have the highest DPS potential. this does not make them the best LRF. lining up side-beam shots requires you to bring the Illums significantly closer to the enemy, almost negating the range advantage in the first place. you're trading safety for damage. alot of damage actually, so its a worthwhile trade most of the time. Assailants have the longest range by far if you count the boost from Charged Missiles. they also benefit the
you can clear militias faster with a Battleship but you cannot colonize planets faster because you are limited by two things. the first limit is the antimatter supply on the Colony frigate. its stuck at 225, much lower than what cap ships have. it also has a much lower antimatter recharge rate and it loses a much greater amount of antimatter when it phase jumps. colonizer cap ships rarely do not have enough anti-matter to colonize a planet, colony frigates on the other
a really good way of making more efficient use of your limitd logistics slots in the beginning of the game is to scuttle the factories at your homeworld when you don't need them anymore. the frigate factory you may keep for a while, but its often a good idea to scrap it and rebuild it closer to the front lines once you've colonized a couple of world. the capital ship factory you will almost definitely not be using again for a long time. it can be 20-30 minutes or more after the start of the g
we've never played in MP, i'm pretty sure. i'm rarely an ICO, almost all my MP experience is from LAN games. i don't think i've ever used the same screen-name twice an ICO anyway, epic smurf that i am. if i find you i'll give you a shout out to let you know its me.
what i do think Sins has got right, especially with the TEC faction, is that 20th Century type weapon systems are actually extremely powerful and could still be used in recognizable forms even thousands of years from now. high energy chemical propellants are a fantastic way of imparting Kinetic Energy to a mass projectile. the projectiles themselves can contain even more chemical propellants on the tip (i.e. explosive tipped auto-cannon rounds). the biggest problem with
no way its Reavers or anything like that. the Vasar dark fleet would never have had any problems with a threat like that. just a minor nuissance, no worse than the pirate raiders in a normal game of Sins.
i always imagined that the sci-fi shielding systems we see in things like Star Wars, Star Trek, and Sins of a Solar Empire would have to be a fairly complicated array of different defensive systems. for example: you could use wave interferrence to counteract many types of electromagnetic pulse type weapons. this would be incredibly energy consumptive though as you'd basically have to exactly match the energy emission of the weapon directed at your ship in
basically a good plan. you can start to mix it up later on as you get some more experience but there's nothing wrong with what you've described. i usually build significantly more scouts though, just 1 isn't enough for me. the sooner you see the layout of the system the sooner you can formulate your strategy. having this information is necessary to inform your next step after those opening 2 minutes. alot of the time you'll just do a s
Overseers have nothing to do with that. As Annatar and InfiniteVoid have indicated, this is the effect of the Charged Missiles upgrade. Both techs are at tier 4 military so its likely you researched both at approximately the same time, which is why it seemed to you that they were connected. Charged Missiles increases the range of phase missiles when activated. it also causes a portion of the missile's damage to shoot out a pulse beam and hit adjacent targets, effectivel
embargo is better in every way. it steals income, it slows ship and structure build time, and it traps trade vessels in the grav well. subversion only slows build time. the only thing it has going for it is that you can jump your marauder out of the system without ending the effect.
look, there's nothing wrong with Vasari guns right now either in game or from a lore perspective. Vasari squadrons are great. Vasari Heavy Cruisers are great. Vasari Missile Frigates are great. 4 out of 5 Vasari capital ships have totally reasonable damage capabilities. its really just the Marauder that has AWFUL damage. you can argue that this is fine from a balance perspective. you might be right about that, though that's a bit on th
i love Overseers. i really do. i do not however love parking them at a grav well and shooting repair nanites at structures getting hammered by bombers. that seems counter-productive. no, i love my overseers because they make my cap ships immune to focus fire until they're all out of anti-matter. they let you bring your heaviest firepower right into the heart of enemy territory and not get wiped out in a hot minute.
look, if Siddy gave a shit about Karma or what anyone thinks of him he wouldn't talk so much about anal sex and use dirty words. i don't hold it against him, its kinda funny actually. what we ought to think about is whether or not he's right/ i'm inclined to say, no, no he's not. i mean you can definitely spank a bad player who thinks he can straight up counter your LRFs by just building some fighters. flaks are good like that. there job is to protect your LRFs from fig
it really depends on how much longer you're going to be making the route by removing a badly placed port. it also depends on how many trade ports you've already got built and how many your planning to build. for example, you might gain .2 creds/sec on each port if you lengthen your route by 1 jump. if your existing routes produced 1.6 creds/sec per port then you'd have to be improving at least 8 ports (existing and yet to built included) before this could be considered