[quote]40 Flak frigs(which cost less) than 40 LRMS will kill the lrms with just less than half a dozen ships if you micro them.If I have LRMs and you have flak, I will ignore your flak and kill your cap, then fly around and kill your other structures, meanwhile pumping out more ships. Flak doesn't kill lrms nearly as quickly as you think. You keep going on about flaks having 5 dps against light frigs. That's only if all arcs are firing. Unless your opponent surrounds your flaks, or spreads t
Paint_it_Black
make sure you post the reply, im sure from an almost scientific point of view we like evidence that there either is or is not an 'uber unbeatable' strategy
I used to agree with people that I thought the game was unbalanced, and then finally i had the opportunity of playing against a team of pros that was able to dominate my LRM spam, and my teammate who had RA try not to believe in the people that tell you the game is unbalanced, and that there are uber strategies to win the game. innociv is correct, there are counters for everything in this game also, it has already been shown how to counter RA. see the below forum for t
it has been 5 months; are the research screens getting totaly overhauled in the next patch?
[quote]kind of a waste of time... on feb 13th i posted the exact same chart but in an easier to read excel spreadsheet. i also listed links to at least 6 other posts with the same kinds of charts (here)nice effort though...The chart on the link you provided is too confusing. I'll just trust that the game developers put the correct information in the game. My chart information came from the information provided in the game.Simple is better[/quote] which one? theres 6 different ones :P<
kind of a waste of time... on feb 13th i posted the exact same chart but in an easier to read excel spreadsheet. i also listed links to at least 6 other posts with the same kinds of charts ([link="https://forums.sinsofasolarempire.com/?forumid=402&aid=177495"]here[/link]) nice effort though...
[quote]Well, assuming the enemy doesn't just walk right on by said chokepoint, then....30 Minutes - Colonize as much as possible, build 2-4 Civil labs, get a trade center at every planet you have, upgrade planet infrastructures and look for ice and volcano's to sell resources on market.1 Hour - Assuming your friend has managed to keep you safe, research those resource extracting things, and make sure to build refineries were possible.2 Hours - i'd stop at 1 hour,but there's some TEC research tha
[quote]Well, that's where your time constraints are going to come in. Every expansion is going to take a certain amount of time to pay off, and colonizing new worlds is a big hit in terms of needing planet infrastructure investment before it starts to pay off.Also, you have to deal with the fact that a credit is worth more when you're getting 1/sec than when you're getting 10/sec. So it's a hugely complex problem. Which is good, because otherwise everyone would be doing the optimal thing.I do
maybe would it be something like: grab a planet, put 1 trade port, 1 refinery, and 1 media hub, and then any extra space cram with more trade ports/civilian stations, and repeat for each planet? also i think the you wouldn't want to max the civilian planet upgrade right away. you would probably want to monitor the population on each planet and wait for it to max out before you grab the last upgrade (forget the exact name, increase population and reduces development tax hinderance)
[quote]My gut says this is largely dependant on how much space you have to expand...[/quote] thats a good point so would you think that expanding as much as possible would give you the most income, or would having a smaller-sized expansion but packed full of refineries, trade ports, and culture produce more income, or a hybrid of the two?
[quote]If you start in a map in a 2v2 for example, and you are in the lucky scenario of having a chokepoint ....[/quote] i agree if the defence is all structures.. your teammate's responsibility is to protect you rather than be offensive. so if their fleet invades by passing through that chokepoint, your teammate's responsibility is to make their fleet follow that wave the point of the this though is all about economy, i dont want this to turn into another debate about chokepoi
ping
Most Efficient way to build economy? There are several posts that deal with efficiencies of Trade Posts or Culture Spreads, but what would be most useful is: If you start in a map in a 2v2 for example, and you are in the lucky scenario of having a chokepoint that your teammate can defend. You can sit back and relax (assuming no pirate raids) and work on just economy. What is the quickest way to build your economy, to make the most money in the shortest amount of time? <
so to clarify, the prereq requirements we're talking about that upgrade autocannons DO NOT enhance Gause Cannons at all, correct?
ping
Hey, I've been looking at the different ways you can upgrade your Gauss Cannons, and a couple things in the research tree I'm not sure contribute to their actual damage: (see http://www.clansofsin.com/techtree/tec/2 for the online research trees) Ferro-Uranite Rounds increases damage for autocannon weapons Advanced Ballistics increases damage for autocannon weapons Highly Conductive Rails increases range for Gause cannons Highly Conductive Rails requires the pre
https://forums.sinsofasolarempire.com/?forumid=404&aid=177682 is a useful post
added link to developer's post with a good counter sheet.. i hope they will add the same thing for the other races :)
PLEASE can we get more of those counter diagrams, for the other races, or maybe one big counter diagram to encompass all of them? pleeeeease, it would help us play better :) you had mentioned in your referenced post: In Sins the unit-unit counter diagram can’t be represented with a simple Spear > Cavalry > Archer > Infantry > Spear circle (which also has the advantage of being an intuitive real world relationship). I don’t even know if we could make a proper diagram because
this looks great, it must have taken you a while verifying its accuracy looks tough though due to no numbers being included(although a chart like this is better without numbers), so i guess we will just have to trust you and hope we win! hehe
this is what we've all been waiting for, thank you so much for giving us the necessary foundation of understanding counters, so we can now start to make plans rather than randomly building stuff :) and when i say we, i mean the people who were not in beta :)
[quote] I used to play Eve before Trinity and it was gorgeous looking then! The fact is the whole thing would grind to a hault when there were too many ships around. Also you rarely got close enough to other ships to appreciate them. Still, I too would love more detailed ship models in Sins. [/quote] I agree, more detailed ships would be a nice bonus. but im not greedy, SINS has delivered a game that people have been dreaming to have for years.. a
If you are on the fence between EVE and SINS, you have to watch this video. it will summarize the EVE experience for you in 3 minutes =) [link="http://www.youtube.com/watch?v=lMSjd6HNQdY"]WATCH THIS[/link]
added antimatter values, reformatted the look of the damage percent bonus table, and added the chance to hit table. the other tables are now in separate tabs at the bottom also added links to other great resources
[quote]Ive got tons of bandwith available, I can host it on my site without any flashing banners and expirations and such. Currently the file is MIA Mikethinks at Gmail dot Com [/quote] i'd appreciate it. i'll email the file to you now