[quote who="Pbhead" reply="3" id="3165068"]I was going to to photoshop a little ponie onto this picture for you. but then i googled mlp, and said screw this. Reduced 55% Original 1024 x 722 sorry. [/quote] Its the Nyaan cat Kol version the ultimate TEC weapon Props to whom ever can make a video of that Kol just like this... ( Guess to take sho
Polistes
Well thats interesting... it still makes no sense to me, I would think the ships that can cause the most damage or the most heavily armored would be targeted first, the heavy cruiser wins all those... but well at least I can somewhat see the method to the madness.
I see I tend to do thing differently then. I want the siege frigs out first so I can take that planet ASAP. Aside from that I still can't figure out the ignoring of the heavy cruisers when flack is around.
My fleet was all captial ships, its always been an issue for me, flacks go first, regardless of whats around. And yeah I always micro battles until the major threats are removed but when attacking a neutral well I should not have to tell all my caps to kill the cruisers and siege frigs first
As the title states, the AI needs to re-prioritize what ships it attacks first. I can be attacking a heavily guarded neutral planet and the first thing my fleet tries to take out are the flack frigates? Seriously? When we have heavy cruisers and siege frigates that need to be taken down first. This is my opinion of what the Ai needs to deal with first. Captial ships(if there are any)>Heavy cruisers>Seige frigates> Missile frigates> Light frigates> and finally flack and
Forum was evil delete
If we are going to go on about accuracy then all the ships need to be removed from the game and replaced with the now retired USA space shuttle, to make it militarily viable you get a research option to allow it to shoot a very basic projectile weapon that does 2 damage. And finally it cannot leave the gravwell of the planet its on. Its fine to have these embellishments in a game, I like the green stars personally and reaqlly having just one or two star colors would make the map borin
[quote who="sareth01" reply="33" id="3163420"] The finer strategies in MP? LOL you mean spamming LRMs and corvettes? Yes in fact, what you spam and how long you spam it where you need it while collecting intelligence data on your opponents all the while trying to guess what they will spam where and how they will assault is actually a very very detailed strategic experience. Its not that the components of the strategy are complex (the are not), its that the way the
[quote who="Seleuceia" reply="31" id="3163407"] Quoting Polistes, reply 21 The fact is multiplayer works, so if you want to play then go head. Multiplayer doesn't work, that is the point of this thread...the amount of minidumps and desyncs make it unplayable and not worth the time investment... Quoting Polistes, reply 21 honestly look at what MP has done to the titans, they used to be an end all ship wor
[quote who="cirving4444" reply="27" id="3163396"] Quoting Polistes, reply 21 Sins caters to the more intelligent/patient gamer, and NOT to the ADHD generation that can't focus on one thing for more than a few minutes, one does not need to use their brain to play cod or SC II which is mainly just memorizing a quick build order to rush your opponent in the first five minutes of game play. And likely plays into why these games are so successful desp
[quote who="sareth01" reply="24" id="3163388"]@ polistes Sins will never have a huge multiplayer base and thats due to the genre of game that it is and what its made for. Thats totally wrong. the only reason sins multi fails is because of how long minidumps and desyncs have made many games unplayable. Also, initially the game didn't have a quickstart option which turned many players off because the first 10 minutes of gameplay was almost exact
Sins caters to the more intelligent/patient gamer, and NOT to the ADHD generation that can't focus on one thing for more than a few minutes, one does not need to use their brain to play cod or SC II which is mainly just memorizing a quick build order to rush your opponent in the first five minutes of game play. And likely plays into why these games are so successful despite a horribly bad storyline, and "shallow game play" And I have nerver seen any strategy playe
I for one am very GRATFUL that SD cares more for single player than multiplayer, multiplayer also entails dumbing down the game and general ruining what could be an epic masterpiece. As it stands mp is fine right now and I continue to hope that they CONTINUE to focus a majority of their resources towards single player gameplay. And if people don't like this, there is always those tacky games like SC II and C&C4 or COD so knock yourselves out. BTW this game runs nearly flawless
I think it would be cool if there was a map of our own solar system available to mess around in, along with some random stars for resources. Also I would like a map where you start out with only a few captial ships and you need to fight the local militias before you can establish your empire. Anyways this can also be a sounding board for other various map ideas and what not.
Did you research everything in the civ tree completely? I mean get everything to its max level?
You CANNOT research anything in the diplomacy tree whatsoever. Same with the fortification trees. And then you have to win that particular game for some achievements to activate as well. As for the go big or go home did you build a titan? Or a sb constructor, those two can mess that up. Easiest way to get this is to play on the small map point blank and against an easy ai.
Its in the support fleet beacon. Also summoning the cap ships may yield a colony cap as well so its there.
I get that but where is this dark fleet? How big is it? And what have then been doing for these thousands of years? twiddling their thumbs?
OK according to lore most of the dark fleet was destroyed. Now we the vasari have the ability to summon them so the question is, just where has this dark fleet been chillin for hundreds of years and just how big was it. Anyways on a more serious note I wish the dark fleet ships were a seperate types of ship that cannot be built by the player, this would give them a different feel and make them more interesting.
Its the way this game's engine is set up. The damage is done [i]before[/i] the graphical representation of the weapon hits the ship., Same with bombing planets, the planet takes damage before any projectiles or beams hit it.
Actually if you zoom all the way in and line the circles up against eachother it works, however if your not zoomed it I guess it overlaps even if you cant see it. It maybe just a graphical issue instead.
Thats the issue the little yellow circle is still inside the purple circle, just right at the edge and a I still get the out of range message.
The vulkoras is my fave cap ship of the vasari, not only does it look badass if used right its deadly. With assault specialization and the siege cannon its great for taking down planets quickly, also with the pinpoint bombardment research complete you can bomb any planets practically from the edge of their grav wells. Its also a fairly decent anti ship platform as well, especially at level 6. If you want to rush an nearby enemy capital early game, you can have the vulk upgraded with the siege
The cursor for the destination and the titans jump range for this ability is not working quiet right. I can click right up to the edge of the purple circle denoting where the titan can micro jump and I get a message saying its outside the titans range even though I am still in the circle, and the titan should in theory be able to jump to the location. If necessary I can get a screen shot.
I consider the vasari loyalist titan to be their equivalent to Air Force One, its supposed to be awesome but not intended for a direct combat role, and needs to be defended. In fact it should have command buffs that help direct other vasari vessels. A level three captial ship can easily destroy a level one VL titan one on one... but thats OK IMO