hmm yes punch the girl in the face I suppose :_)
sareth01
[quote]TEC needs abilities that let it disrupt Advent's elaborate combos. The change to demo-bots was a great move on the part of the devs to help alleviate the problem by making this late-game ability more useable. Focus on giving more late-game utility to TEC's capital ships that allow them to be meaningful.[/quote] Any TEC player worth their salt would have multiple dunovs to EMP down the advent battle ball(if they were facing an advent player the whole
Halcyons can take on vas bombers, but it takes a while. I've killed 150 vasari bomber spam with 2 halcyons and a progenitor with decent flak. You position the flak so that the incoming bombers take a lot of damage and then TK push. I've been finding that as advent having your flak in small groups around your fleet is more effective at taking out incoming bombers then having them IN your fleet. Over time, this strategy will kill ANY air superiority micro or no.&
Hah my girlfriend complains about this game as well, always asking if i'm playing "human players". Its gotten to the point that if she wants me to do something, she just writes it down and slides it onto my desk while i'm playing.
Well, I'm not talking about major micro, but something else. I'm talking about opportunities. Each planet has a need that might arise at random, for a certain good. Some planets produce it and you can make a bit of extra cash building a small convoy of "superfrieghters" to transfer the materials. I'm not talking constant fleet actions here, as that wouldn't make sense. You could trade with allied planets and or enemy/neutral planets.
They should make trade more diverse and require a bit of micro instead of having trade be build to get "auto" cash. It wouldn't be difficult to implement and could add more strategy to the game as well.
lol this is an expansion to an already great game. I bought this as soon as pre-order came out because ironclad/stardock aren't rich enough to make shitty games. We are making out even better then we could have hoped, the 3rd micro expansion has become a full fledged expansion, can't wait!!
[quote who="Ryat" reply="13" id="2989518"]sareth01 you and -Ue_Carbon need to talk. This love of Dunovs is something you have in common.[/quote] brilliant minds think alike :)
The thing is the humans already have a great endgame ship, its called the dunov. even vs a titan dunovs will be effective, assuming that EMP works on titans, that titans use antimatter, and have shields. If magnetize works on corvettes, then you have an anti corvette tactic as well, and then you have shield restore, to replenish all those wonderful shield points so you just won't die. the TEC become attrition machines, and if 3 dunovs aren't enough to stop a large fleet fo
lol that sounds like my above post :)
its back up!!
its back up!!
get some computer savvy cats to eat the hamsters, and Ironclad could sell itself to the public as a "green" company.
same, probably doing server maintenance or fighting off that annoying spammer.
hmm endgame vasari would be very difficult to take out for sure. I would go so far as to say that titans for other races would be moving slowly, and the vasari titan could show up almost anywhere at any time using nodes that it would become an overly powerful tool when compared to the other races. This is why I suggested in another thread that the vasari titan should be the weakest titan of the 3, because the vasari already have excellent attack capabilities with their fleets, and
Oh I agree, If they choose to work on sins 2, they could release this idea as an expansion to it or have it in the gameplay of vanilla. I won't stop adding my 2 cents until i see some space amphibious warfare boys and girls!
heh, except that the developers of sins actually price things reasonably, whereas SC2 is just an overpriced monster with a movie-esque single player. In the end the red alert series has done a good job establishing that same "movie" feel without having nearly the pricetag of SC2. Sure SC2 is a better game, but it hasn't really evolved that much from its SC1 days.
then take a smaller chunk! lol
Yep hit it right on the nose. I would say that it would do ironclad well to increase the complexity of their planet development and allow players to invest far more in a single planet then they currently can, perhaps researching unique monuments (trade/culture increases) and other investments (other rare resources that would net trade and be required for certain ships/techs/other, like in shogun total war 2). In this way the planets themselves would have more meaning and tie the
Hmm this sounds like metagame achievements, am I correct? Personally I feel that sins already has a very big learning curve for new players coming into online play, and this would give a huge advantage to oldschool players IF any military/economic benefits are rewards of these achievements. If these achievements only affect appearance, perhaps custom looking planets for a HW and such that would be perfectly fine and definately add more to the online community. </
I agree, artifacts need to be better incorporated into the tech tree and in general have more going on for them.
ah well these tech's wouldn't cost you cash directly, they would be an event, not a cash dump. any ships created or lost would cost you, but then you are in control of their loss to some degree. also i just edited it again, to elaborate on implementation. haven't heard of vindictus, but i'll check it out. Also, the point of this tech improvement from the strategic aspect of the game is to reward a certain style of play and pro
Well the beauty of this idea is that you could use the achievement based tech side of the existing tech trees to expand the tech trees in a new and fun way while still retaining the feel and flavor of the original game. Also, the complexity wouldn't be overwhelming to new players, as the "prerequisite achievement" would always be event based and clearly labelled on any new tech. In essence, making the old feel new, and adding another tactical element to the game as well.&nbs
Achievements: NOT metagame, but specific only to that game which you play. A new game starts the achievement based tech all over again. Say you research a classic tech to colonize a volcanic planet. Then you actually colonize a volcanic planet. You then are able to research more techs that are related to the achievement. In this way you could limit a players tech not just by lab destruction, but by achievement prevention as well. Would be another interest
Yes, and the different planet types in the mods really do add a lot to the tactical layout of the game, and they just "feel right". An easy way to improve the random feature for online multiplayer as well.