CMcMahon

CMcMahon

Joined Member # 3054953
2 Posts 19 Replies 110 Reputation

I'm feeling a lot more challenged going up against 5 random, hard AI opponents than I ever did playing against the maximum number of opponents in Starcraft, or any of the Warcraft or C&C games. Honestly, even though I'm finally "winning" (assuming that none of my opponents moved into the second system yet), I'm having a lot more fun than I did in any of those games; it may be slower-paced, but that gives you the time to actually think about what you're doing and come up with a real stra

40 Replies 58,184 Views

Take out the pirate base first, since it's just a nuisance that'll make you bleed cash. Attack into the Vasari system with your main fleet, leaving a smaller fleet in your main system to assist your static defenses when the TEC/Advent come in; while attacking the Vasari, pay off the pirates to attack the TEC/Advent opponents, thus making them less likely to harass you while you finish off the Vasari. Once you've taken over their system, move your entire fleet into TEC/Advent space, and pick a si

8 Replies 7,287 Views

Pirates don't attack for 150 minutes? That sounds a bit much to me, unless they come in extreme strength...

9 Replies 7,115 Views

Yes, because (assuming that they're kept in the back of the fight and not noticed), they have far more survivability than LRFs, simply because they will stay out of the fight entirely.

7 Replies 15,167 Views

[quote]normal AI[/quote] That's why. Normal AI won't attack in large enough numbers (at least in my experience) to overcome a well laid out defense. Ex: I was playing against the normal AI today in a small, random, no pirates map to testplay the Vasari (I hadn't yet played as them) and while my main fleet was off shutting down their homeworld, they counterattacked with a consistently-reinforced fleet against a planet with several hangars and turrets around a central repair station. It t

2 Replies 11,529 Views

[quote]Actually, most of the "human" ships could use a remodel. They seem to lack a specific art direction, instead looking like a hodgepodge of different ideas.[/quote] I'm pretty sure that they did that on purpose...

172 Replies 76,293 Views

[quote]I'm just wondering, since most capital ships are ment 4 combat, support, etc, why make a colonizing capital ship. But I was just wondering.... I nvr got The Evacuator to lvl 6.. thnx[/quote] Well, for starters, you don't have to micromanage your colony ships. It's not like the [i]only[/i] thing that they do is colonize, anyway.

44 Replies 19,553 Views

I forget which one it is at the moment (Rapture? Revelation?), but the Advent one that completely disables ships temporarily is incredibly useful. Knocking out capital ships from battle for short periods of time allows for the real damage dealers - the mass of frigs and cruisers - to be more quickly dealt with. This is especially useful when you're up against multiple high-level cap ships, since you can deal with fewer of them at a given time.

16 Replies 7,999 Views

After each game, I always make sure to checks the graphs, and it seems to me that - particularily for TEC AI - they produce far, far too many scout frigates, especially in the late game. I don't know about anyone else, but when I've got an opponent creeping in on me, taking out my planets, the last thing I'm going to do is build 5-10+ scouts to verify which planets they're controlling. Also, it seems that - again, from looking at postgame graphs - the AI hordes cash rather than spending i

0 Replies 5,666 Views

This is the exact same thing that happens in every other RTS game online - I remember having about ten people do it to me in one day in C&C: Generals, simply because they didn't want to lose their precious stats, as if that really matters in life. God forbid that their girlfriend (oh, who am I kidding?) finds out that they lost a match to some n00b playing as the TEC!

25 Replies 40,163 Views

[quote]Sins needs an 'extra slow' more than an 'extra fast' option.[/quote] Although I wouldn't mind an extra-fast mode, a DefCon-style extra-slow "Office Mode" (a hotkey puts the game in the systems tray as an icon, in case your supervisor comes by) would be awesome.

243 Replies 290,717 Views

[quote]i like that idea cmc. It reminds me of the interdictor class destroyer in eve that can deploy warp prohibiting bubbles to trap enemies on the warp lines between planets.[/quote] Thanks. As I remember it from the literature, that's how it operated in the Star Wars Universe - using the gravity well to pull vessels out of hyperspace, in addition to keeping them from entering it.

22 Replies 12,897 Views

I'd like to see that a lot, especially if there was a way to use fleets with one of these ships to "park" somewhere along a phaseline, between two planets, so as to drag inbound ships out of orbit and right into the hands of your fleet.

22 Replies 12,897 Views

[quote] Under the create fleet button is one for add to fleet, also you can select units and right click the fleet leader.[/quote] Weird. I never noticed the Add to Fleet button. I'm retarded. As for the right-clicking on the fleet leader, though - does that actually add them to the fleet? It seems to me like it just makes them follow that inidividual unit.

1,040 Replies 557,585 Views

Targeting priorities: If you order a group/fleet to attack an area, ships should attack what they can do the most damage against (ex: normal frigates shouldn't go against the capital ships by default), unless otherwise instructed (be it by clicking on a specific target, or by setting up what's most important in a menu). Adding units to fleets: At the moment, unless I'm missing something (which is likely), you can't simply add units into a fleet, but instead have to sele

1,040 Replies 557,585 Views