[quote]Lord_Dark_Cloud said: One level six Marza can not destroy a whole fleet. It can take down there sheilds though. If you have two lvl 6 Marzas now you have a fleet killer.[/quote] Going back and using it multiple times, both in multiplayer and singleplayer, I can agree that this is true. I haven't seen it used with twin Marzas, but after engaging fleets that were composed of more than simply just long-range frigates and light frigates, it doesn't look like its that unbala
Deadjim3
[quote]Lord_Dark_Cloud said: It is such a new ability peeps haven't learned to counter it. Once you do though it's pretty easy. Missile barrage once interrupted still takes the anti-matter and suffers a 4 min cool down.[/quote] Good point. It certainly does help that the ability can be negated so long as we can see it coming--and if I do see an enemy level 6 Marza or higher, I will be looking at it a lot :D However, I see there being a problem being that at least on m
I just had a 3v3 LAN party last night. We had a minidump issue once at the beginning of one round, and 2 freezes from another computer. However, the freezing could be due to that particular person's hard drive connection being loose. Regardless, if you do have a LAN party and you plan to play a lot of SoaSE with people, here's my advice: between games, have everyone restart their computers. Once we took that approach, things started to clear up quite a bit in terms of computer errors
I just tried this ability last night in a 3v3 multiplayer LAN game. My team ended up cornering the other team, so we all agreed to have a final showdown in the gravwell of a star. I managed to bring in my level 6 Marza. I... I can't believe how powerful that ability is. I just slowly flew into the middle of the fleet battle (which looked like a rainbow) and used the missile barrage. It was like watching a Christmas tree light up when all my allied capital ships got a level up. <
[quote]Annatar11 said: That was the point I was trying to make. That not everything in a game is viable and useful in every situation, and that finding a situation where it isn't useful does not automatically make it imbalanced or [B]useless as a whole[/B].[/quote] I really agree. I hardly use turrets in SP games simply because I enjoy massing a fleet, although I may use turrets on chokepoints--again, turrets themselves are only effective because the AI isn't smart enough to m
Good point Annatar11. However, I think a lot of people agree with that sentiment as well--we don't want the Beta Feedback forum itself changed, we just want a sub-section where we can directly express what additions we would like in the future. And so be it if people voice opinions that aren't going with the flow that Ironclad desires, but that still shouldn't exempt some creative ideas from being voiced in an easily-viewable area, if not just for the hell of letting someone express it. <b
^^^^^^^ To be honest, I never did get into a fleet battle that big pre-beta. Most of my maps were smaller or medium, though I do recall the FPS dropping even on my rig with larger battles. It mostly dropped in the 10 or below range with Guardians and their shield bubbles... that hum they do when they are activated always was an indicator for me to zoom out of the battle real damn fast :D Try upgrading to the beta though! It seems extremely stable, and the FPS improvement is
[quote]SiAlON said: Maybe I'm playing Devil's advocate here, but is the turtle style of play not still a strategy some players may want to try?[/quote] I've been thinking about this a little bit. I think what I'm trying to avoid being a proponent for this situation: [quote]Annatar11 said: In a normal RTS, once you break the turtle you're pretty much done. In Sins, the player can make each and every planet a death star if the defenses are too strong - which me
^^^^^ Yes, I most definitely agree. Any well-designed area that I can voice my opinions on what I would like kept the same about an upcoming update and what I would like changed would be incredible. I certainly think that Stardock is capable of utilizing this type of communication with its customer base.
A little more food for thought: Incorporate the ability to build a "foundation" turret, and then build specific add-ons to that turret. Maybe different firing arcs, different weapon systems, or having improved ranges in a certain arc so that someone could "point" a turret at a phase lane junction, but sacrifices the ability to take down ships once they move past that firing arc. I'm certainly not pushing for a turtle game whatsoever; it's just surprising that the devs did such a good
[quote][The active tactical structures] should be threatening enough to be calculated into an attacker's list of worries, but not enough to push the favor for the defender by any more than 25%[/quote] Exactly PurplePaladin. I think that having something [I]worth[/I] building is extremely important. I know some might argue that repair bays can account for that 25% if enough of them are present. That's nice, I can appreciate that--however, then what exactly is the point of a defense tu
I was playing around in 1.09 and found that whenever I upgraded the Mothership, the stats for Malice don't change. I cross-referenced this by looking at the infocard in the upgrade ability action menu, by looking at the old malice radius and the level-up'd malice radius, and by looking at the percentage of malice on enemy vessels. They always stay at the same radius, and the malice percentage stays at 30%. I have a savefile if anyone from the dev team wants it. I tried s
Completely agree with the OP's idea. It seems that a good 40-50% of the feedback in Beta Feedback is not directly related to some of the changes listed in the changelog (for instance, either a bug or a balance issue caused by super strikecraft), but rather a player who wants an addition made to SoaSE in a later update. I think that opening up another section to both 1.) reduce the number of "please add/change this" posts in the beta forum and 2.) give a place that people who have paid for this
[quote]FoePa's post [/quote] I gotta hand it to you, you do make a good point. The dev's did indeed post a changelog, and that's what they are planning to add/edit for the next patch. I had kind of missed the whole point that they have [B]already decided[/B] what they wanted to change, and we, as beta testers, are supposed to figure out if those changes work as they had outlined them. Thanks for reminding me :) So then this leaves me with your original point: where does some
[quote]FoePa X-( [/quote] I think the OP is saying that he sees a balance issue with the beta, and he would like it fixed in the finalized patch. I agree that generally these things should be in a mod forum or maybe a general forum, but by the same token, what's the point of a beta forum if people don't post in there 1.) what bugs exist in the beta and 2.) balance/gameplay issues that some SINS players have grievances with? Besides, although I can't really say from anything else othe
[quote]I have a similar configuration - dual core 2.5ghz with 2x8800 gtx's. When I first played the game, it actually hung after playing for about 30 minutes. [B]I thought it'd re-sync, but suddenly my monitor went blank.[/B] Keyboard unresponsive - a good old fashioned hangup. I installed the latest video drivers and so far I haven't had any problems after 1.5 hours of gameplay. I'm running SLI in AFR1, btw.[/quote] I used to have this problem too. Although the driver fix seems t