Its a safe bet that flak will get a boost in 1.1.
burnout1620
Hate to bump a 3 month old thread but the website says it will definitely be for both PC and console. What a bust. IMO we havent had a good ST game since Interplay died. The license has bounced around since then. I thought Bethsoft had all the rights to ST so I dunno.
Would it be terribly difficult to be able to set ship behaviors by giving us a tactics management tab at the shipyards? Every ship I build at the very least i need to turn off auto join fleet, and on some smaller ships I like to change their engagement range as well. This way we could set fleet behaviors at the shipyard and every ship produced there would have the same settings.
Flak is utterly useless in the beta, especially against bombers.
All the above points are valid, as well as the fact that neutral extractors are not affected by the distance from your home planet. You get the default rate, plus any research bonus no matter how far away from your capital.
The AI does not take advantage of this "feature" does it? I don't think it does. That said, any game played against an AI can be played sans the bug if the player decides not to exploit. Also, maybe we need a sticky about this bug so that these threads will stop.
IMO it beats an AI like Starcraft where the AI rushes you within 5-10 minutes. I agree with everyone above. The AI could use some improvement, but i doubt we will ever see anything to address this.
I have only found this to be true of capital ships. They are so bulky and slow, and they can actually knock other ships out of jump formation. I never have my caps grouped with smaller ships for phase jumping for that reason. In terms of defending a planet, I would group all like class ships together in order to expedite their arrival into the contested system.
At this point it seems like everyone is treating 1.1 as the final patch Sins will get. Based on another thread I am under the impression that this is not the case. Lets assume that 1.1 resolves all of the glaring issues in the beta, but several smaller bugs may remain. As long as the door is open for a 1.1+ that will squash the minor bugs that come up I think that this is a fair trade. As far as the WoW comparisons, WoW makes more money in a week from subscriptions than
I really like the idea of a mobile frigate factory. Maybe its my longing for another Homeworld though... :SNIFF!:
Yeah. I won't worry much about it right now. I can almost max Crysis settings at 1600x1200 if I could get off sins that is. Wierd thing is, the game isn't slowing down in the sense that it is getting choppy. Maybe FRAPS is wrong. At this point in the game my main battle fleet consists of almost 150 ships and the hard AI I am fighting has all 2000 FP eggs in one basket. Armistice saved my ass there once hahaha. Anyway, if I get ambitious I will go back to 1.05 and make another 6 AI game
Maybe we should be able to build turrets in static locations like we can now as well as in orbit of a planet body so that the turret would be able to fire around the entire circumference of the colony at a reduced range. That would allow the player to make the choice of defending the colony or defending other structures or ships in the gravity well.
I dunno I run a pretty stout system and late into my latest game I am only getting about 25-30 fps according to FRAPS. Athlon X2 3Ghz, 4 GB RAM, 2 x 8800GTS 640MB in SLI should be able to run Sins all day at any resolution. Too bad the saves aren't compatable because I would like to know how the same exact battle would perform on 1.05. And yes, guardian shields are graphically annoying. :D
Did a quick search and didn't get anything on this. Is it by design that repair platforms do not automatically repair construction frigates within their range? I know this is the case long before the beta, at least with TEC.
[quote]I dunno, the more I play the more I hate hate hate hate the advent ones. They are such a pain in the ass. Its not that they cant be destroyed, its that while yoru destroying them the fighters/bombers and disciples are laying waste to your back ranks since it takes a long time to kill them in the fairly early game. (even with carriers of my own going 2 to 1 fighter/bomber ratios)[/quote] If you play as a race other than the advent, you can all but forget about bombers. The advent
I think Advent carriers are way too strong. One advent carrier carries almost 50% more SC than a carrier of the other races. Now an advent fleet could consist of carriers and guardians almost exclusively and mop the floor with almost anything. The problem is I don't know that there is really any way to balance things in Sins. I can't remember any RTS other than Total Annihilation where aircraft was disposable like this. In most RTS games, aircraft of all kinds are saved for st
Forgot to add that should things stay this way with SC having a more prominent role in the game from here on out, I think it is time for some kind of flak or SAM (space-area missle? lol) platform to be available and built for planetary defence. This would make SC more strategic for use in combat rather than planetary attack, which is more or less a complete reversal of thier role in earlier versions.
[quote]Kodiac HC's dont counter the carriers...had you used Cobalts In their place they would chased down and destroyed them. Mind you your fleet would still have had some problems.[/quote] This is true to a point, but my Kodiaks were hammering said carriers through 1 of those 3 systems that I had phase disrupters on. The point I am trying to make is that 16 Kodiks should have enough firepower to cut 20 carriers to pieces in the extra time it took them to phase jump, but due to their im
Quit the game and use the graphs to see what the player has left. Thats the only thing I can think of.
Use a colony ship (TEC or Advent) or scout (Vasari) to use crew extractor and capture them. Works for me.
In the beta all the crusier carriers support two squadrons. I think advent carriers get three.
[quote]I have yet to see the ai spam strike crafts. Build a few yes, but spam hardly.[/quote] My first beta game against an advent AI I saw SC spam in a big way. Also made me realize how handicapped flaks are now, because I was trying to complete the game with the no strikecraft acheivement. I had 24 flaks to his 20 or so carriers (60ish squads)and they didn't make a dent. If they did, they were rebuilt so fast that it wasn't easy to notice. Also, more annoyingly, I had 16 Kodiacks chas
First off, I was unaware that cap ships get XP from killing strikecraft. Against an Advent AI I have seen the power of the new carriers, the uselessness of flak frigates, but maybe an unintended side effect also. Using a Dunov, Akkan, and A Kol I killed mounds of strikecraft with the fluxfield/finest hour/flak burst combo to get off many flak bursts very fast and watched my three cap ships go from level 7 to 10 in the course of three skirmishs where I killed little else than the strikecraft.