Dunroth

Dunroth

Joined Member # 3045001
0 Posts 28 Replies 86 Reputation
Reply to Realverse in Sins Modding

I'd like to see some customization of capitols once they are built. That would be awesome. They way it is right now some caps have a preferred weapon style. So to keep from deviating from that too much you would have classes of weapon slots and you pick which specific type of that weapon you would like. Say some missiles have longer range and fire much faster but have poor damage. Or some missiles do tons of damage but cant track faster vessels very well. Those types would fit into a gener

15 Replies 7,542 Views

[quote]This is the kind of attitude that RUIN ALL games, single and multi players alike. The devs should really LISTEN to everybody and then they, the devs NOT the players, will decide what to do. There is no single definition of balance, we the players can debate for the rest of our lives on what balance really is, and how it should be. It doesn't matter how "high level, pro, elite, have an idea of what you are talking about". Your definition and views of "Balance" are not exactly the same as m

75 Replies 58,781 Views

[quote]Thanks, that's briefly helpful =]Btw, I still don't know why can't I play on multiplayer?[/quote] Have you tried getting the latest update? Idk just a thought.

8 Replies 5,260 Views

[quote] The game needs to end when the planets (asteroids excluded) are toast. If the game continued just because the player can still colonize allows the player to spam a lot of colony ships and hide them away. The concept of losing upon the loss of the homeworld is a flawed scenario as well. The "homeworld" is really just a capital since none of the races are actually from that star system. Basically everyone would neglect the outlining territories and run straigh

33 Replies 26,609 Views

[quote] Dunroth: Ahh, you should be honored to trade... words with a being of such grace as the Advent. I guess our mighty race could stoop for awhile to attempt to... unfuddle your tiny little minds for a second so you may see our utmost glory. You see, dear little alien, you make the mistake of assuming that our superior race cares such minutiae as... scarring of the ships or anything even hampering the perfect duronium shine polish on our hulls. With our, how

21 Replies 36,721 Views

[quote] The technologies "reintegration" and "returning armada" have two levels, but there is no described difference between the two levels. After researching level 1 you can research level 2 of the tech without any idea what it does. I have checked the ability returning armada and saw that there was no change in the cooldown or energy cost. So I can only assume that it causes higher end ships to be acquired, I Wouldn't know... And as for rei

6 Replies 10,050 Views

[quote] no no no... all these sugestions are futile. VASARI DOMINATE ALL!!!!! [/quote] Yes they sure do, but when you can get a Vasari/Advent alliance then it is truly over for everyone else. (no joke. Its like unstoppable) lol.

7 Replies 5,552 Views

Having a superior force of strike craft will mostly give you the edge in the battles considering advent squadrons do the most damage when fully upgraded. However, I have heard that their survivability is the lowest of any of the 3 races. So make sure they do not have a strong fighter presence or flak ships. Then just have your swarms take them out. If there are any subverters supporting the missile ships you might want to take them out first since they add a 25% greater chance for missiles t

7 Replies 5,552 Views
Reply to Jerks in Sins Multiplayer

I normally just laugh at people that talk trash online. Mostly because a lot of people who do seem to think they are so great then I just maul them. I haven't played sins online yet but I plan to soon. Another thing is that I play online games with my brother a lot and he's right in the next room so I can just talk to him and not bother anyone else in game. Its also perfect for setting up secret ambushes against other players. At times we'd go into games and act like we're total str

35 Replies 29,321 Views

[quote] Durikkan: All ships of all races are more or less exactly the same at the beginning of the game. Well, except for Advent because while the other races get marines, we get zerglings. Advent can Zerg rush. +1 for Advent. And our zerglings suck your antimatter and give it to those who more righteously deserve it. As if we needed more cause to rejoice over our awesomeness. But there are significant differences. Everyone heals differently, much like how a

21 Replies 36,721 Views

[quote] Also: I don't know anything about armor, but why would there be seperate tech paths to increase armor and to increase hull strength if all armor does is increase hull strength? It seems like there has to be more to it than that. [/quote] If armor does indeed work in the way mentioned it does have one advantage over increasing hull hp. It means that you take less damage for each shot and although your total pool of hp is smaller, a heavily armored s

64 Replies 52,509 Views

[quote] I don't remember rogues being able to tank for damage... Damn rogues. Anyway, you got the list all wrong. TEC are merchants who would sell their own mothers for credits and have ship designs of "Durr, me big and hit you. Hurr Hurr Hurr." Vasari are pansy cowards who run when they can't hear mommy anymore. Their ship designs rely on a woman's strategy of throwing things at you or disabling engines so they can run away better. Advent

21 Replies 36,721 Views

[quote] There should be cake ... .....and ice cream! I totaly agree. [/quote] In the words of Stewie having your empire conquer the galaxy would be a good time for a "sexy party"

34 Replies 58,268 Views

[quote] Just an idea. I'm fine with defenses the way they are since you can build a whole lot if really needed. I agree. With as many as we can deploy, I find them useful, though obviously they won't stop an attack. If they did, imagine what we would have to go through to take a planet. The point of the defensive structures is to slow down the enemy and/or aid your fleet. Personally, it's all a

12 Replies 21,610 Views

One way to do it is for the player to be able to set a path (like a track) that the turrets will move back and forth on. Of course there would be a limit to the size of the track and say you wouldnt be able to create a path that intercepts any other structures so there are no collisions. Also once an enemy comes in range the turret will hold position within firing range. If the enemy moves away in the same direction as the turrets track then the turret would follow until it runs out of track a

12 Replies 21,610 Views

ummm for Vasari you can just get a good group of subverters to disable the guardians. This makes them sitting ducks and disables all abilities. While they are disabled they are basically just floating pieces of steel. Its not impossible to beat the advent. you just need to find a good mix. Also the dreadnaught for the Vasari isn't the greatest, but its primary weapons are phase missiles so in the case of going against advent it is very effective. And again the subverters help because they i

58 Replies 32,382 Views

In overall damage their main battleship is the only one with more than decent damage, however, the vasari ships have a lot of abilities that compliment each other. Using a single cap, or multiples of a single type for that matter, does not work very well. The dreadnaught is not too powerful on its own but its main weapons are phase missiles that end up dealing a decent amount of damage after a few levels. So if you mix in the support cruisers (subverters namely) then the damage potential incr

57 Replies 32,806 Views

[quote] Flak frigates being effective against strikecraft is fine, as I said - however it's the fact that they're TOO effective. It should be a 1:1 squadron - flak craft ratio of balance. As of now it's about 1:10. If cruisers are going to carry just one squadron, it should almost be 2:1, as light carriers are worth a hell of a lot more than a flak frigate. [/quote] Ok these ratios are insane. I play as Vasari mostly and I find it incredibly easy to gather some 40is

69 Replies 113,560 Views

Carriers are almost useless as Vasari (compared to other races). Not only do they get much fewer squadrons than other races, but theier squadron size is much smaller. My brother plays as Advent and his squadrons are 9-10 ships in size. Vasari squadrons are a pitiful 3 (for bombers anyway). They do have some good damage and are still quite effective though. Maybe I'm missing something as to why the Vasari squads are so much smaller. If I'm missing something can someone please explain. Than

53 Replies 27,715 Views

I don't believe they are weak at all. The main battleship does plenty of damage, and can counter the advent swarms with weapon jamming. As already mentioned their support cap can become a mobile phase lane which gives any ships on your own worlds with a phase stabilizer a one-jump reinforcement pool. Also their weapons are fairly good at bypassing shields. (Many missile upgrades) Just as well their ships have many ways to disable or weaken enemy ships. Subverters can disable multipl

57 Replies 32,806 Views
Reply to Vasari vs LRM in Strategy

Turtling is when you mass defenses and basically barricade yourself on your own worlds.

16 Replies 9,896 Views

I have seen lots of strats for only having the game for a couple days. My brother and I play on LAN. I play Vasari while he plays Advent and our approaches to our economy and to hostile forces are totally different. Also there are those strengths that each race has, that as a team, can compliment the other very well. (Advent culture allows you to see the forces of hostile worlds, Vasari can see any ship in phase space no matter where the jump is made). My initial impression was that

101 Replies 112,426 Views

I was rushed by a fleet that was full of heavy cruisers/main battle ships and i found that disabling them (Vasari subverters) totally ran in my favor. I had half the fleet they did, but with their ships totally disabled (chaining even) my fleet thrashed them in no time. They were attacking my homeworld and aside from having my fleet I had a few hangar defenses with bombers on hand. In short: ships disabled, bomber rush, fleet support > head-on tactics.

27 Replies 19,208 Views

[quote] I The Vasari also have jump nodes that are basically player-made jump points. I haven't tried it yet, but if I have two large bases that are separated fairly far, I'll build one gate at each planet so they can share a support fleet. [/quote] It is a god-send to use those once your empire has expanded. Not only does it link far away worlds that are normally 4, 5, or 6 jumps away, there is a research that the vasari get that makes pha

23 Replies 19,719 Views