[quote who="wnmnkh" reply="24" id="2132967"] LISTEN. FIRST OF ALL, MARZA IS NOT SPEEDY DEATHSTAR. IT IS A GLASS CANNON. SECOND, IT IS OTHER CAPITAL SHIPS SUCK HARD, NOT MARZA OVERPOWERED. NERFING MARZA ONLY MAKES THE GENERAL VALUE OF CAPITAL SHIPS DECREASED, FURTHER DISCURAGING PEOPLE TO BUILD CAPS. *exhausted.[/quote] Makes other ships on par with the current Marza and players would scream the game is unplayable. Whole fleets would disapear
Foraven
Well, i hope the next patch will fix the AI so it start to build defenses like it used to. Mines and starbases are nice, but basic guns and hangar do a better job at protecting a planet. The AI has improved in the expension, but something has been messed up when it comes to the AI to build up it's defenses, it's a joke right now...
[quote who="transitive" reply="1" id="2126072"] they still build normal amounts of turrets, hangars, and repair bays though, that hasn't changed in my observation. [/quote] I did run a few test games where i surrendered and left the remaining AIs (Hard) battle it out. From what i could see, they hardly build defenses around their planets, even when they have lots of resources to spare. It seem to me the AI save up for it's next starbases and skim on the cheaper s
I'm not sure, but after a few games i noticed it's very rare to encounter basic planetary defenses around AI planets. On other hand, the AI build a lots of starbases, but rarely place them where it could actually defend their planets (often the AI loose it's planet while the SB is still around). I'm not sure but i think somthing has been messed up with how the AI build it's defenses...
[quote who="dfalken" reply="11" id="2124331"]Let me weigh in here.... HATE nerfs. Always have. In this case, I don't thinka nerf is called for, but there should be some changes. First, yes, there should be a more obvious indicator that the Marza has started it's barrage. Some of the other abilities are down right annoyingly obvious...like Malice. For the barrage to be so "quiet" is a mistake. Second, there should be a point-defense ability
[quote who="Annatar11" reply="13" id="2124177"] Missile Barrage is indeed beyond ridiculous. I would like some arguments why it is not, there is a whole thread about it. It can be interrupted, with all races having such an ability that is much easier to get (read: level 1 cap can do it) than Missile Barrage. It's ridiculous against the AI because the AI doesn't know how to interrupt it, but any player that gets caught unprepared (meaning, if you see an opponent with Marza
I believe there are some changes needed to how capitals abilities work in sins. For one thing, some abilities are just too good and makes some ships/caps a must have for competitive gaming while others require a lot of micromanaging to become useful (if ever). I think the game should value synergies a lot more, making each abilities not too damaging on their own but shine if used in combo with other abilities. Then again, no such combo should make it so whole fleet get annihilated in seconds,
[quote who="Zanosan" reply="16" id="2117084"]I'd say that the problem is not about where starbases sit in the tech tree, but with the AI. I agree with those who point to the AI 's poor resource management/ strategy as the root problem![/quote] I believe the AI set an insane priority to building starbases everywhere. Heck the AI even build it in enemy territory but without a fleet to actually make use of it (the starbase often end up destroyed by the lack of fleet support). I thi
[quote who="Annatar11" reply="22" id="2115120"] Just to be clear, this is not what I'm asking for. Yeah, I was referring to the post directly above Nobody's going to deny that the general auto-cast has some room to grow. Right now it's mostly "if anything's in range, shoot off the ability" on many things. But some of the stuff people are asking for is insane.[/quote] No, it's not insane, just poorly defined. Many things could be fixed if we had a few more paramet
[quote who="CommanderAdama" reply="17" id="2114808"] That would be nice, but that's asking for a LOT more than i am expecting from them. All i want is a simple follow command available so i can have my guardians follow a group of ships or a capital ship, and the AI intelligence to not cast redundant abilities on the same damn ship. It's frustrating to watch.[/quote] I know your pain.
[quote who="Mooster" reply="1" id="2114792"]I agree with you totally, however, you could just not use the autocast and do it yourself... or we have to make the artifical intelligence much more smarter.[/quote] As far as i know, the AI use the same autocast we do, so if we make autocast smarter, the AI will become much better. Besides, micromanaging become a pain as our fleets become larger, and certain units are used in large numbers and their abilities just get wasted because the fau
I think it could be fixed by having minimum targets threshold or some extra condition as to what count as a valid target for the ability. There should be some safeguard against casting abilities when there is no need to (ion bolt on a near death ship while healty ones are nearby), or do it when the fleet can go on without it (casting buffs to kill a few scouts).
I have been wading through the abilities and buffs of sins and noticed there was a missing condition to make intelligent autocast, especially for ultimates : minimum targets. For example, missile barrage for the Marza : autocast don't consider the number of targets before casting so it may end up being wasted on 3 frigates while a whole fleet show up soon afterward. But the same can be said for many other autocast, like there is no sense to cast ion bolt on a nearly dead frigate or cast a fle
Anyone here think starbase comes way too early in the tech tree? Theses monsters require a lot of resources to build and maintain, i think they should come after we have the economy upgrades to support them. The AI bankrupt itself building starbases while it could build more raffineries and trade stations...
Ordian : Glad you like my ideas. I have a few more to suggest... Space stations : I think the way it is, they come too early in the tech tree, way before we have the resources to build and maintain them (it's especially bad for the AI, it virtually spam them!). I believe they should require more research station before they are r
I'm running Windows Vista 64 bit and i have no problem running sin.
When i got the game, about a year ago, the pirate were a lot more of a pain. In fact, everyone was using them to inflict damage, they were pretty though and with high bounty, they could raze your planets. A few patch later, they are so nerfed a few planetary defenses can wipe them out on their own. I really hope they will get some love soon, they are just a minor annoyance as they are.
[quote who="RandomRetard" reply="1" id="2110867"]The AI in general likes to bankrupt itself. It upgrades its fleet points to silly levels very early in the game on vanilla and spams starbases in Entrenchment (As well as silly fleet upgrading).[/quote] I guess there is serious work needed there. The AI is much better than it used to be, but a bit of resources management code would be helpful for it.
Well, after a few games with Entrenchement, i noticed the AI seem to build starbases way too early in the game, and tend to have quite a few all over the place. The problem is it build them before having a good fleet, and sink way too much resources in them while not having the economy to upgrade them properly. In my current game i destroyed at least 3 starbases from a hard Vasari AI that has only 5-6 planets... Once the starbase is gone, it has very little fleet to oppose my fleet.
I don't think it would be too much to have a maximum number of targets for the missile barrage. On other hand, i would really like it if the ship would not interrupt itself by moving or picking a new target...
Speaking of fleet, is there a way to make ships join a fleet manually without creating a new fleet containing them? Arranging several fleets get quite tedious when i have to recreate new fleets all the time...
Great mod you have Ordian! I think your tech tree makes things a lot more ballanced, and i like it. The choice of strike crafts give some flavors to the air war too. I have a comment though : the pirates are useless, even more with your tech tree that makes players ships nearly invincible to pirates. I would suggest you allow the Pirates to improve it's tech, or give them some weak shields with mitigation so they take a bit more efforts to swat... I believe in the earlier version of t
[quote who="Astax" reply="4" id="2109074"]LRMs damage relative to their coutnerparts in otehr factions is much less. So they are on par with damage/fleet point mostly. You can't compare light frigates (Cobalts) to LRMs, each does a different job.[/quote] Of course they do a different job, but one is the hunter and the other the hunted, and it seem ackward that the one that get hunted so effectively by the other can't use numbers to tip the balance. To beat LRM spam in TEC
[quote who="Juggernaut10" reply="3" id="2109049"]Javelis has lower hull and shields by about 200 and 100 respectively (offhand estimation). Like Darvin said they cost crystal and take research to make. Plus, 1 supply isn't a huge difference unless you're building huge fleets (which is late game, so you'll probably be building more advanced units anyway).[/quote] The hit points of a unit don't really matter if they don't get shot at, or at least get a lot of shot out before they start
[quote who="transitive" reply="2" id="2109027"] you shouldn't be under the impression that long-range is just strictly higher level then light frigate, and therefore should always cost more. it doesn't work like that. [/quote] Knowing how players spam LRM, and how effective they are at killing light frigates, giving them low fleet supply cost is just inviting them to be built in mass.