Disciples 3 really stands out visually among strategy games. Also the lore and factions are cool. Too bad the game itself is a bit on the shallow/simplistic side. Gameplay is more important in a strategy game but.. will there ever be a fantasy strategy with deep gameplay and stunning visuals? That said, it's cool that WoM / FE have their own visual identity. I just prefer less cartoony myself. FE will probably be forgiven for that if it's otherwise awe
Hound
So they're basically a pumped up version of Fighters at T1 that can also double as Flak. Whats the point of Fighters now?
I just don't get them. They're T1, very effective against pretty much everything. They seem to break the pattern of LRM kills LF - fighters kill LRM - flak kills fighters early tech race. Now I just spam Corvettes and they get the job done very effectively. What are they? They move like strikecraft. They have more weapon types than Frigates and Cruisers packed into a tiny little ship. And they have some passive disruptive abillity on top of that.
Instead of a campaign I would like to see some more emphasis on the exploration part of the game. Right now it's very unexciting. The planets are very similar, there's always an abundance of good choices of planets to colonize as range is unlimited, artifacts are pretty boring and you won't find anything else of interest etc..
Would be cool if the new corvettes would be like a faster version of the existing light frigs, and frigates in general would become a little bigger. More weapons, hulls and fleet supply. A frigate class ship that just sits there in battle should have more guns imo.
Ship movement should get some attention. I mean situations like... Ships turning in huge arcs through a visible minefield to execute a move order to a point behind them. Or just getting tangled up with other ships or structures. Most of the time turning in place would be preferred. Overtaking the ship you are supposed to be chasing and trying to destroy - and losing the target momentarily.
I'm tempted to try Radiance as my first if I know I'll be fighting right away. With the new boost to Reflective armor it should be interesting. AM burn counters most caps nicely and Cleansing Brilliance is ok. People don't seem to like the Rapture but I find Vengeance a situationally useful ability. I've taken down Starbases and strikecraft with it. Skirantra counters it with Repair cloud of course, and Vasari like to spam Skirantras. Halcyon is best for Advent though, just be
Easier way would be to have Perseverance grant considerable damage reduction. Percentage based Damage reduction would be better than repair for 1) making the ship different from other repair ships and 2) helping the valuable Advent caps survive focus fire. It should be powerful enough to encourage wiping out all Dominas before focusing caps.
The Advent cannon should have more immediate effects. A chance of messing up a factions planets, structures and units for a certain duration. IDEAS: Turning ships neutral that will attack their own. Spreading anarchy on planets and structures disabling them or making them produce nothing for a period. Or the Deliverance shot could act as a remote domination for structures. It would be hilarious if you had to shoot down your own labs that were turned. Or if your p
Speaking of the Subjugator.. The autocast on both abilities is absolutely horrible. It wastes Perseverance on anything in range including structures - and targets ships that aren't immobilized or don't have any hull damage. Or mostly chases those ships around because of the facing requirement. Watching them chase trade ships with Suppression is also pretty annoying to watch. Under no circumstances do I trust them to autocast and the extensive micro makes them slow to use and not worth
Diplomacy's problem is that the diplo techs are beyond boring to research and there's just way too many of them. New ships and upgrades and Starbases are on a completely different level of fun. Building envoys and sending them out is a chore and I'd much rather use that fleet supply for some warships that actually do something other than just find a parking spot. Somehow it just feels that Sins is about blasting your enemies out of the sky rather than intricate diplomacies. There is r
I find all the pacts more tedious than fun, especially having to research every little thing separately. It's like diplomacy nanomanagement. It would have been more fun to exchange technology directly, like getting Reintegration for Kodiaks, Repair bots for Guardians or Repulsion for Overseers.
Time to turn pirates back on. :) Nice balance touches on the ships. But nothing to make the Domina Subjugator more attractive to build?
[quote quoting="post"] Level 6 Egg and five Skinatras. [/quote] Any news of the patch they are working on?
Pls fix Repair bay autocast priorities. You can have a capital ship at 200 hull and your repair bays choose to heal their fellow repair bays instead. Understandable heh but I have no sympathy for them. And microing repair is tedious, needlessly. Capital ships and Starbases need to be top priorities for Repair bays. Everything else is secondary.
I just played Master of Orion 2 again and there's a lot of good stuff there that could apply to Sins or any other RTS. It's a great game save for the awkward and limited research paths and having no reason to build anything but the biggest possible starships. I would also like colonization in Sins to become something of a bigger deal. It could be a huge risky investment rather than just another planet protected by a weird group of neutrals for no apparent reason. And
1. Stable multiplayer that does not alienate potential players because of bugs. Then on to the other stuff... EXPLORATION I'd like to see the phase lane network reworked. No lanes any more, just range. Heavily defended bottlenecks in space don't make sense. I'm not saying everything in a game needs to make sense but it doesn't hurt and in this case it would keep the game flowing better. I think I actually preferred
Oh and I hate the mechanic of laying 1000 mines at the end of phase lanes. Surely the fleet could choose to come out of phase space a little earlier instead of appearing right on top of the minefield you know is there . I guess if there were less mines overall that were also invisible, it would be abstract enough to make sense. If you could mine about 30% of the possible entry sector of a phase lane you could cover the most likely spot they come from. But the enemy cou
Advent homing mines are absolutely worthless because they overkill their target. You can sacrifice one scout to clear a huge amount of homing mines that all detonate on a single ship even if only one would be enough to destroy it. The whole point of mines should be that they are hidden. In Sins they are always visible so of course you need a billion of them to make sure the enemy can't simply go around them, hence lag. Or rather not using them at all. I would start by
I agree that less Vasari ships should have phase missiles. Almost every Vasari ship has them while only Enforcers have wave cannons. So I would start with replacing phase missiles on Fighters and Sentinels with wave cannons. (those sentinels sure pack lots of missiles, rapidly firing them from 4 launchers [e digicons]:rolleyes:[/e] ) Scramble bombers nerf is a no brainer. Sins has aged enough now and I would love to try a patch that would completely change the game. Li
SB should be rebalanced at 1 squadron at each level, with reduced cooldown at lvls 2 and 3.
Fully agree that Adaptive Forcefield should be a passive defensive ability. It has too many AM costing abilities with short cooldowns. Fully agree that A nimosity needs to be useful against human players. It's only use now is in early game small fleet skirmishes against an AI to save your frigates from being destroyed. But even that can be done effortlessly with a little micro using any cap ship. Haven't tried Disintegration</stron
Kiting a carrier cap makes it pointless to try chase it down with another cap. It just won't work. That's one of the most expoitable things in the game to this day. Ships simply can't chase their targets without constantly letting them out of range. The attacking ships should better synchronize their movement with the target. I would like to see a wider variety of starting caps as well. Seems like a no brainer the carrier caps are OP.
A "total games played on all player names" stat would be something of an improvement in exposing obvious smurfs. But it would not make the win/loss ratio any more meaningful. All the win/loss stat really does is make people go to lengths to make sure they don't end up in the losing team and even quitting before the game even starts. I'm sure the multiplayer games would be more straightforward and fun without the win/loss stats. A ladder/tournament of some kind
I wish there was only a "numbers of games played" stat. The win/lose ratio is not an accurate measurement of a player's skill for several reasons like FFA's and games with AI's. I'm sure the multiplayer game would be more relaxed and fun without those unimportant statistics. Teams would be much easier to arrange if people weren't so afraid of losing. The game can be fun even against a horribly stacked team but no one wants a loss on their record.