My point is just that you have to balance at the skilled level. And at the skilled level stalemates do not exist, so using them as justification for some radical weapons or tech that allow dramatic, uncounterable shifts in the flow of the game is both pointless and *bad design*. I've played a lot of multiplayer matches in sins, large team games, FFA and even a lot of small games and 1v1s. Never have I seen what I would consider a stalemate. Yes sometimes a cer
Valkya
[quote who="Timmaigh" reply="21" id="3309554"] And as i stated before i think you need to understand the point of high level titans late game. They are supposed to be game-enders. They are what NUKES and EXPERIMENTALS are usually in game like a Supreme Commander, they break the stalemates. There is nothing wrong with fleets being not as viable late-game, its only certain period of the match and anyway, its not completely true, no Titan can beat a fleet worth of 2000 fleet-supply, that is
To answer number 3 I'm pretty sure that tech only works if you are allied with another VL faction. It won't work if you are alone (not allied with anyone).
I'm shocked that nobody has mentioned one of the most OP broken things in the game Wail of the Sacrificed! This needs another nerf or outright removal. It should not be able to instantly annihilate an entire enemy lategame fleet. Perhaps making it apply some sort of debuff instead, or cap the damage to 50% of hull or something to that effect.&
[quote who="Mr_Book" reply="24" id="3308882"]So a game that lasts four minutes and the first person not to click exactly the right button at exactly the right time loses is a much more polished and well rounded game? There is no subtlety in SC2, its Dance Dance Revolution with zerg. Yes, ICO is the worst online interface in the history of gaming, and yes there are some imbalances still to be ironed out, but this game provides so much on both the tactical and strategic l
I play both of these games heavily though I play Starcraft even more than Sins. There are 2 reasons the majority of the Starcraft crowd won't be interested in Sins. 1. Pacing - Starcraft 2 is a much faster game, average game length is something like 15 minutes with short games in under 4 minutes and the longer games rarely stretch past 30-45 minutes. In Sins, unless it's a very small map it takes a good 15-30 minutes just to get the ball rolling and the game
How to in at sins rebellion? it's laughably easy right now: Step 1: Choose VL Step 2: Build Vorastra Step 3: Wipe out pirate base to level Vorastra Step 4: GG you win, doesn't matter if you opponent has bigger fleet, better tech, stronger econ or whatever. Because you have the ultimate wall with 3/4 attack defense orkulus at your borders, and a titan that wins the game all by itself. &nb
Interesting thread here. I have to agree with the players saying the Vorastra (VL titan is overpowered). It has what are arguably 3 of the best titan abilities in the game packed into one titan and once it's slightly leveled up it becomes virtually unbeatable. I would argue that all by itself micro-phase jump is an overpowered ability. Ignoring the other stuff entirely this ability is a massive boon both offensively and defensively. It allows a VL player to
I think repossession is being underestimated. It's an instantaneous planet steal regardless of defenses. That alone makes it pretty nice against a heavily defended border world. But it also triggers a few of the advent techs (newly conquered worlds generate antimatter for your ships in the gravity well, etc) and it allows you to start throwing down repair bays of your own to assist in the fight as well and speed the whole conquering process. While not th
Just won a 4 player FFA with TEC loyalist. The other three we another advent loyalist, a TEC rebel and another TEC loyalist. The TEC rebel guy was the first eliminated as he got squeezed between me and the other TEC loyalist, then it became a competition between the two TEC loyalists (the advent guy was relatively n00b). I was behind in most of the early fleet engagements but was able to eventually fight off my opponent who was both quicker to build a titan and
Coronata all the way. Once leveled up it doesn't afraid of anything.
This thread seems like splitting hairs to me. The differences between TEC loyalists and rebels seem relatively minor overall. Yes the Ragnarov is better than the Ankylon, however.... TEC feels like the gimp faction in general in this expansion. Both advent and both vasari factions seem like better performers. First let's compare titans. Both advent titans are better than both of the TEC titans. The Coronata will eat a Ragnarov f
I know for a fact in the game I played prior to this I was up against someone with a huge swarm of corvettes. And neither meteoroid control nor telekinetic push had ANY effect whatsover, in fact I couldn't even fire the meteors at the corvettes as they seemed to be considered and invalid target. The fact is there is no significant counter to them. Early game they are extreme cost effective to the point of eliminating most of the other choices for fleet compos
As a longtime sins player (since vanilla came out), I was concerned at the pricepoint and features of Rebellion. $40 seemed crazy for a mini expansion, which is really all this version is. So, I waited it out for a sale to get the game at what I thought was a more fair price. I'm glad I did as I feel a little ripped off at $13.59. It seems my fears were well founded. Any shred of game balance that existed in previous iterations of the game was completely sh
The tradeoff is the the best capship in the game with two of the best abilities. Repair cloud and scramble bombers.
As the title asks, what is actually useful in this expansion for online multiplayer. Please be specific for the following typical online conditions: 1v1: FFA (locked teams): XvX (where X is 2-5): These are the most typical scenarios, also in the past, pirates inactive was a standard setting for most online games. With the myriad of pirate changes are they typically turned on for anyone's games? So far, personally, I've gotten the feeling tha
personally I think they should just remove z-axis control from the game, as it stands 99% of the time a player is using it, it's to commit some sort of abuse. Better to remove it entirely from direct control, only allowing ships some limited z-axis pathing ai to clear obstacles. Back to the original subject, i have to agree the pathing in this game is terribad and can often lead to a strategic loss simply because this ships will move in some fashion that will get them kill
[quote who="Darvin3" reply="9" id="2475946"] The problem is, a lone carrier cap is not in any way similar to a carrier spammer. That one Halcyon is producing about 5 squads, whereas a carrier spammer could be flying around with 50. [/quote] Here's where the bull starts creeping in. For starters level 3 halycon is 6 squads, it only goes up from there. Second when is it ever just 1 halycon? It's very common these days to players with 2-4 ha
On the subject of repulse, how about changing it from an AoE to a single target ability that really knocks a ship across the grav well. Won't stop a fleet but will break it up to an extent reducing incoming damage. The Halycon is also really too strong, (all the carrier caps have become disproportionately too strong leading to spamming). All the whining about carrier caps not having enough squadrons was taken too seriously, now they have so many squadrons th
new name every few days, it's kinda fun
What is the point? The only possible value to discrete player names is to track their win/loss record. But even this is meaningless as wins/losses can be artificially inflated in seconds. What would more likely end the need for smurfing is the remove the viewable win/loss record or perhaps make in only viewable to friends.
I just won a game versus an Advent halycon/illum spammer as TEC. What was interesting was that I lost my homeworld to the halycon rush and it didn't even matter as my econ was still #1 after the loss. The key points are as follows: 1. TEConomy - it doesn't take long for TEC to build an economic edge against an advent player and keep it perpetually. This puts time in your favor, the longer the game lasts the more that superior economy will pay out in tech/fleet
Another major concern is that another expansion might once again split the already limited online community into yet another lobby, and this time at no appreciable benefit. I have to say that I'm disappointed with the expansion thus far. Yes, I realize it's beta, but I don't even see where they could go with it to create a meaningful multiplayer element. It's very much unlike it's predecessor in that respect. With entrenchment the benefits (starbases for exampl
I have to disagree with this for the most part. I've played a lot of 1v1's on ICO and every race can be quite viable given specific strategies. The random small map is really the biggest variable in the equation, the map layout varies so much and can really favor one side depending on how it's set up. One of the biggest problems is the pirate base is sometimes the only link between the two halves of the map. This will often mean that whoever got the
Last night I had a game where I actually beat my opponent who was using RA even though I had the numerical fleet disadvantage. Of course I had to abuse repulsion but that's not my point here. I assumed that killing his civ labs would prevent him from using Returning Armada but upon viewing the replay I can see him summoning more ships with it long after he'd lost the 8 labs required to research it? Has it always been this way or is this a recent change? I