Please tell me, why do you jerk off to pirates so much? Really, I want to know, because this fascinates me. I mean, a gigantic post on... pirates? I mean, do you want this to be Sins of Solar Pirates? What drives this? Are you into pirate movies, pirate books, etc? Did you play with pirate toys as a kid? I'm actually asking this as a serious question, because there seems to be a lot of people "hung up" on pirates in this game, and I'd just like to
Agent of Kharma
God help you! You MUST, I repeat MUST, upgrade to the latest version! And either make your friends do the same, or shoot them and put them out of their misery! The early versions of the game are just awful! In fact, I'm not sure how much my (or anyone's) advice would even help with version 1. Siege frigates were ridiculously OP in version 1. So just spam the hell out of those. You probably won't need much of anything else. Also, Carrier cruise
will vengeance work against strikecraft? in other words, if you vengeance a ship, and strikecraft hit it, will the strikecraft take damage?
Personally, I'd just play with the pirates off. I really don't know what they would add in a game pitting friends against friends. How would you ever know who truly "won" the game with an element like pirates in the mix?
No. Nothing you do against the AI will work against a typical online opponent.
In my opinon you have way too many capital ships for a fleet of the size you are fielding. In the old days of Sins it was hard justifying building more than 1. These days you can get away with more, and Advent likes the synergies of the caps, but you still have too many capships for the numbers of frigs and cruisers you have (but if it is working for you, by all means keep doing what you are doing). It isn't wrong to have the mothership supporting your fleet. In fact
[quote]One Skirantra could defeat a single Sova of equal level before this patch, and would defeat a 75%, damaged one easily. You must have been playing poorly, to lose two![/quote] If it was so easy for a skirantra to defeat a sova last patch, why weren't there a plethora of posts on how to do it on my "F**KING SOVA" thread? In fact, if it were as easy as you suggest, it seems all I would have had to do is arrive with my 2 skirantras and merely sit there and pick my nose while
The curious, technical guy in me just wants to ask... could you provide a description of what the bug actually was? For instance, a desync in earlier versions was caused by using the wrong random number generator on effects like missle barrage, which could cause different random numbers to be used on each person's pc.
[quote]That isn't what I'm talking about. If that ability is disabled the progenetor shields don't regenerate at all.[/quote] What? Explain please.
[quote]I think the phase disruptors are pretty useless. You can only build them on your OWN planets, and if those planets get attacked, i would rather that the fleet attacking my planet leave, rather than prolonging their stay in the gravity well.[/quote] Actually, the the fleet sticking around on that planet is fine. The idea is that you don't want that fleet jumping FURTHER INTO YOUR EMPIRE (you want that planet to be a "choke"). If you want the fleet to leave the way th
[quote]....but the other 100,000+ people who bought Sins are just fine with single player and TCP/IP.[/quote] Unfortunately, TCP/IP wasn't an option for me because I have too few friends/family into games. So pretty much my only option was playing public games :-( I've always detested the maxed-out speed settings, too. You don't have time to do any real planning or strategy, you don't have time for smart tactical maneuver when the game is flying 90 to nothing.&nbs
[quote]Gravity mines have three massive issues. The first and most obvious is the act of clearing them: you can literally run over gravity mines with your units and they won't take damage. [/quote] I always thought that you should deploy gravity mines mixed with normal mines. That's how I do it, anyway.
[quote]You're confusing trying to sound smart with actual relevance. Early game resource flow IS strategy. Nobody else has mentioned tactics yet.[/quote] I referenced his mentioning of starbases (something I hear quite a bit among some players), and I was responding to this. Work on your reading comprehension skills.
Actually, I've noticed that a lot of capships aren't autocasting their special abilities. Seems to have been introduced with the last patch.
[quote]Did I? If I did say that, I apologise agent.[/quote] No apology necessary. [quote]Your tactical situation was different- one of your Skirantras had been damaged and the other was brand-new, plus your opponent had many other frigates and a higher-level cap.[/quote] Actually, my Skirantra wasn't damaged, it was his Sova that entered the battle with 75% of it's hull, and after both Skirantras went down the Sova had something like 33% hull. [quote]As I reca
[quote]The 'buff Skirantra' replay showed a pair of Skirantras being employed very poorly, but the ship was buffed anyway.... there was never any solid evidence that the Skirantra was too weak.[/quote] I have a bone to pick with this. You say the Skirantras were being employed very poorly, but I say I pretty much had no choice but to deploy them how I deployed them, given my strategic situation, and given what was "common knowledge" about the Skirantra then. Scramble bom
[quote]The problem is that LRF spam is easy for Vasari to pull off, and as soon as they catch wind of what you're doing they're spamming assailants to counter you.[/quote] This wasn't possible to do last patch because of a seeker counterspam to your assailant spam. So the question is, is a seeker spam viable this patch, or did the nerf totally kill that option? I know I still saw some seeker spam about a week after the new patch, but I can't play online right now because m
[quote]carrier capital ships are just too powerful in the early game...[/quote] Actually, other capitals are just too underbuffed or weak. At any rate, here is what I would try. Instead of trying to match his cap spam with your own cap spam, why not hit him with a frig spam intstead? How many disciples could you make for the cost of 3 or 4 caps? At the end of the day, nothing can beat disciples except mass lrm. I saw Advent players last patch that would
[quote]Kols dont work I tried em.[/quote] I tried Kols back in the last patch against the damn Halcyons. Got 3 of them wiith several levels of flak burst to try and defend against 2 Halcyons. Manually cast the flak bursts, staggering them, waiting for the optimum time to do it each time. No, it didn't work, so you can bet it won't work against vasari bombers. I must say, I rather enjoy the shoe being on the other foot. Now all the Advent players who lov
[quote]so program picks on games played or on win/lose ratio.[/quote] It picks on whatever you enter into it as data. If you enter in win/lose ratio, it will pick on that. If you enter in number of games played, it will pick on that. If you enter in the players' heights or weights, it will pick on that. [quote]On W/L ratio pick person with 1 game and 1 win is always best player ??!!!???!!!??!![/quote] I have never seen a pug where captains picked o
The only time the AI has withdrawn a pact with me is when my relations with them went down. Are you sure that hasn't happened to you?
Another test: Vasari Skirantra/SB rush WITH SKIRMISHERS against Advent HW with 2 hangers, Halcyon/ADA, all bombers. cre met cry 950 200 110 advent hanger 750 60 80 mil lab 400 0 25 hanger research 2100 260 215 total 420 70 0</sp
[quote]its starting to irritate me now....most people who play vas now are spamming 3 carriers...[/quote] It was the Halcyon last patch. It's always something. After the Skirantra, it will be something else. Many people have the mindset that they just want to "win," whatever the cost. Back in the "carriers ruled" patch, I never built a single carrier cruiser. I knew they were OP, and I didn't want to win that way. I lost a lot of games. Last
Another test: Vasari Skirantra/SB rush against Advent HW. As Advent I went Halcyon/ADA, dropped 1 mil lab, researched hangers, and dropped 2 hanger bays. This was available to do with starting funds (neither of us colonized a roid or did anything economic), and no upgrades to tactical slots. I went all bombers on the hangers (a "mutually assured destruction" approach). First thing I noticed is something Darvin has complained about: The hangers don't even star
[quote]On a side note, I would like to have seen a Starbase pact that allows for 1 or 2 more upgrade slots on starbases. That'd be pretty cool.[/quote] I think a TEC pact that would have allowed for modular bays on starbases (tear out a module, load in another) would have been cooler. A vasari phase stabilizer pact, allowing the pact partners mutual (if two vasari) use of each other's phase stabilizers, or if a non-vasari, granting that pact partner access to the vasari partne