It was purely a lore related change, I don't think it had anything to do with balance whatsoever. Hard to ally with the other races if you're using their people as slaves, no?
lbgsloan
Pirates are meant for FFA games, where they can be used to keep one player busy while you attack another. In 1v1 they break the game (getting two pirate raids in a row on your opponent is probably game over), while in larger games they are irrelevent (oh no, pirates are attacking one planet of one player in an 80 planet game). Ironclad has NEVER managed to nail the balance on them, and probably never will unless they change the ebay system. I strongly suggest any new playe
So stop posting. Ironclad probably had other priorites before release, such as ironing out remaining bugs, crashes and desynchs. They responding to you immediately and said they're working on a balance patch. You continued to QQ and insult. Multiplayer is not the 99% of Sins, you're the 1%. Insuring single player is working flawlessly for release is more important than your 5v5 balance issues.
I really wish they'd fix the Advent homing mine thing. AI just needs to stop building those squads, because they like sending in the most expensive non-cap ship in the game alone armed with...mines. Fun if you have Corsev to steal them though.
Going into release as is will be a mistake. First impressions are important, and right now balance will scare many potential new multiplayer players away from the game. If you need to ban certain races from being used, the game is NOT ready for launch. Releasing one more update and delaying release for another week or two is the right call.
As someone who wanted multiplayer to actually go somewhere this time around, the state of things and imminent release of Rebellion is of great concern. Pretty much everyone expressed concern at Visari being made available to test far, FAR too late, and the mess of balance issues with them is a big 'I told you so'. While Ironclad says they've addressed the VR starbase issue internally, that's all they've said. I really expected one last balance patch this
Fixing the starbase suiciding at least would be nice. Is it really so hard to force the AI to bring proper counters instead of throwing masses of random frigates at it? TEC AI is kind of okay for this, but Visari is just lost. The 'weighting' of starbases and titans need to be bumped up significantly for the AIs calculations I think.
Sins is probably the only RTS I've played where I play far more single player and co-op than multiplayer. My friend and I tried to get into Sins multiplayer, but early balance was a damn joke and turned us right off it (oh look, it's the team that rushes with the most LRFs wins. How fun.). I tried again myself later on, but at that point it was just 5v5s only which I have no interest in; I do not believe there's really any balance once you go beyond 2v2 in any RT
Played a couple games with both. Here's what I've found: Rebels: The moving starbases being totally OP aside, their titan is very strong and they have some decent techs for multiplayer games. They also get a huge late game phase missile damage bonus as well as shields on par with Advent. Their unique techs don't push them into any particular strategy like some of the new factions do, so you just have the power of Visari backed by some stron
The zero cost thing is likely intended given the huge cooldown on the VLT phase gate ability, and the ability itself. The zero cap thing is probably just a typo/bug though.
When I read the description for the the first time my first thought was, "This sounds better than most caps ultimate abilities." Lets see: -Deals aoe damage -Drains AM -Heals self -Heals own AM -Spammable -Chains with its third ability to turn it into a aoe stun If its other abilities sucked there might be some justification, but no the entire package is pretty decent. Either the cooldown needs to go way up, or
I filled it out, but the faction balance question is kind of pointless right now with Visari Rebel in the state they are in.
As noted, I've had the game minidump on two occasions now when using the VL Stripped to the Core ability. It seems somewhat random, working most of the time but definitely seems to be causing minidumps in my game once in a while. I've send a minidump to Stardock, just wondering if anyone else has had this happen.
Seriously, nobody I know knew about this game until I mentioned it to them. Nearly all the people posting on the forums are vets from vanilla Sins. Most of the popular gaming forums I visit when bored don't mention this game at all. I've seen more hype for bad kickstarter games. Despite all the grumbling on the forums, we love this game and want to see the community grow. From the looks of things, that's...not really going to happen, is it? Come
The thing is Visari weren't exactly crap beforehand. You can still play them exactly as you did in Diplomacy, and just use the new techs as needed. For instance, instead of going fully mobile as loyalists you can use their consume planet tech offensively. Take over worlds you have no nope of seriously holding for long, and blow them up. You get lots of money and your enemy can't build anything useful there anymore. You can use the 'cap ships have labs
It definitely lacks offensive punch. Every other titan has some major damaging ability, except this one. The unupgradable weapons don't help either. As suggested, having the teleport do damage on arrival would help a bit. And of course fixing the ultimate so it works as advertised. As for the gates cooldown, you have to be VERY careful with this one. The reinforcements are free. Once you get some up, you can just crap out free fleets all day com
Yes they did, though they said it wouldn't be ready for launch. Unless they pull a fast one and try to quietly drop it, this hopefully comes sooner than later so ICO doesn't die a swift death again.
I for one am totally shocked the Visari are completely broken. I mean, they were always the poster-child for balanced race design and now they get added to the beta late with less than month before release. No problem, Visari are easy to balance! On a serious note, I'm not exactly sure what Ironclad was smoking with the way they implemented the Visari-R ability to move starbases. A one-time tier 5 tech? That's it for the ability to freely
For the $30 rate I got it at, I don't think I'll have any complaints. As long as they continue to improve the AI for single player and implement ladder and matchmaking in a timely fashion I think it'll be great. The sub-factions are the most sensible way to add new content to an existing RTS to make the old factions feel new, without risking a balance clusterfuck by adding a completely new race. It allows some customization of playstyle without giving up the core
[quote who="RiddleKing" reply="122" id="3150739"]I apologies in advance for all my past indiscretions but i wanted to highlight something of great importance: Has anyone asked the question of how to utilize battleship openers (2 battleships) as opposed to the other caps. What is the best way to really increase the efficiency of these caps in game as opposed to asking for buffs? I believe there is a way--i
Thus far, it's easily worth it if you liked Sins before whether you are playing single player or multiplayer. The new units, techs, and balance changes really breath some new life into the game. There's a few question marks I still have that I hope will get addressed either by launch, or shortly after: -AI; it has sucked throughout the beta, but it's slowly getting better. I'm hoping by launch they have it pounded into something that will be fun to pl
Not normally one to complain about release dates, but seriously there's going to be problems at launch if Visari aren't put out this week. Release date is June 12th, giving us barely a month to hammer out their balance and bugs. And Visari just so happen to have been the most problematic race to balance in Sins.
Repluse has pretty much ALWAYS been broken. Either it's an 'I WIN' Advent strategy, or it was nerfed to the point where it wasn't worth using. Just replace it already while there's still time for major overhaul. It's just one of those ability ideas that will never work out. RB buff was the most random, uncalled for change in the beta. No one was talking about it needing a buff. If anything it needed nerfs before.
[quote who="The_Regicide" reply="22" id="3145269"]This is something I've said before and isn't in the game for god knows what reason. When launching, Pirates should attack ALL players with an active bounty. HOWEVER, the size of the fleet sent to each player depends on the amount of the bounty. ADDITIONALLY, the total sum of pirates are only slightly affected by the total sum of the bounties, and they are primarily affected by the average fleet size cap of all the players in
Make Adaptive Forcefield free to use, but increase the cooldown. This would allow the Kol to spam its main ability (I'm assuming most people are going to focus on Gauss OR Flak, never both due to AM limitations) while still keeping its damage reduction. Making it a passive wouldn't work IMO, it would end up too strong or too weak depending on the numbers. However leaving it limited by its cooldown keeps it balanced and useful. And I will