In any circumstance, there is also a message in the Production Reports that says "Unit/Structure will be scuttled in X seconds" although the image associated with a scuttling action is the same as the one associated with a lost capital ship.
InfiniteVoid
Isn't there usually an audio cue for a scuttling action? There's also a "Scuttle Time Remaining" countdown timer displayed above the image of the object on the centre bottom.
The problem with the Shield Generator would be its position in the tech tree. The structure itself is at Tier 5 Civilian and provides 30% bombing mitigation (last I checked, a Novalith does 3500 dmg, so it gets reduced to 2450 dmg). At Tier 7 is a tech that upgrades the mitigation to 50% and then 80% (so Pirate sieges, which normally do 25 damage, are reduced to 5). Although it can make planets 5 times tougher (it would take 9 Novalith warheads to bring down a 6k HP planet protected b
On a few occasions (that is, infrequently) you may see AIs break their alliances with each other. It usually follows after another AI has been defeated, and since AIs always need an opponent to fight, they choose one of their current allies to go to war against. I've only witnessed it happen twice in all my times playing Sins, first occasion was when myself and two other AIs were left, one AI ended up utterly destroying the other's fleet, and the second, more recent occasion, the two
The UNSC decides to deploy their most powerful weapon: the NOVA bomb. A weapon with enough yield to crack a planet in half.
[quote who="TheRezonator" reply="27" id="2440854"] what is a normal projectile? do you mean like a railgun slug? because there is no recoil from magnetic weapons.[/quote] The magnets used to propel whatever object is being fired experience an equally strong repulsive force from the object (since the object must itself have a magnetic field in order to be propelled by the EM force). Using Whiskey144's numbers from the previous page (a 1 million metric tonne, or 1 billion kilogram,
[quote who="Volt_Cruelerz" reply="4" id="2439080"]Another note is that it is indeed nuclear. Read the description of the missile while it is in transit to its target.[/quote] The description doesn't support your claim (althought it doesn't refute it, either). "The apex of TEC ordinance technology; it will cause tremendous damage to a planet's infrastructure on impact." and the research subject description: "Grants access to the Novalith Cannon, allowing your em
Well, you can only colonize every 120 seconds at level 1... so to get 3 free extractors, you need to spend 4 minutes (first colonization and hence first extractor has no cooldown to wait out) to get structures that are worth at most 750 credits. I think the reason why this isn't exploited is fairly obvious.
The lack of a percentage on the first upgrade implies there is no bypass on unupgraded phase missiles. One could claim that phase missiles are the Achilles' Heel of the Advent, as these weapons will ignore their (often powerful) shields and shield abilities enough to cause their ships to burn while their shields are still up. RA requires available fleet supply points for ships to actually arrive. Otherwise we would see people using RA to ignore the entire fleet supply system a
What you probably saw was the AM Recharger recharging nearby Disciples. Those Disciples would then use Transfer AM on the Repair Bays/Hangars.
Last I checked, repair bays don't stack their repairing abilities. Other repairing abilities, however, can stack with them (e.g. Hoshi's Repair Bots, Skirantra's Repair Cloud). Armor makes each point of HP harder to deplete, as each additional armor point is equivalent to a 5% HP increase.
For hull upgrades, only the maximum HP is increased immediately - current HP has to be repaired or regenerated up to the new maximum. The same applies for shield and AM upgrades.
Just don't outpace the AI too quickly, since it takes fleet size difference into account when determing whether to surrender or not.
Probably the only ships in the Covenant fleet that pose any appreciable threat are their Assault Carriers and Dreadnaughts. Those carry particle beam projectors are often repurposed during glassing operations, and in the case of the DNs, a very long range energy beam projector (mentioned in my earlier post) which basically makes the DN the space-faring version of a sniper: extremely long range, high accuracy, high damage. Oh, and the shells the Super MACs fire would possess a kinetic
[quote who="Blaziken100" reply="5" id="2413707"]Covenat would win. They simply burn their ships apart. If they have to they fire halo rings and kill everyone[/quote] No can do. Halo activation requires a Forerunner descendant (i.e. a human) to initiate. Its kind of a toss up... if Covie plasma is anything like Advent plasma, it won't be totally effective against shields at all. Phase missile bypass would be a Covie Achilles' Heel. On the other hand, the largest Covenant ships
Typically, when all players have the same amount of bounty against them (usually its 0, like at the start), the pirates just choose a random target (I'm fairly sure if you kept a tally of how many times you were targeted first, you would find its near the expected probability of you being selected first - so if you started 100 games with 10 players, odds are that you would be the first target around 10 of those times). Sins isn't exempt from the sacred laws of statistics (unless someone prove
Resurrection will only be useful if a high-leveled capital is destroyed. Probably one of the least used abilities out there, if not the least.
1. There is no target cap on TK Push and Flak Burst, so use it when there's as many strikecraft within the area of effect as you think there will ever be (don't leave it on autocast, otherwise it will cast as soon as one squadron enters range). 5. On top of those combos, add this classic: Malice + Cleansing Brilliance. CB will do 2000 damage (if it lasts the maximum 8 seconds) to all targets within the affected area (which is basically a cone in front of the Radiance) and Malice will
[quote who="elonin" reply="10" id="2419675"]Did you know that you get one capitol ship free?[/quote] I was lead to believe that was common knowledge? Of the five types of ships Pirates will throw at you, the Cutthroats and Rogues will chase trade ships blindly, Corsairs will go after your tactical structures, Reapers will chase your strikecraft (or follow the Corsairs if they don't find any), and the Pillagers blindly rush to bomb your planet like any other siege frig. <p
Each culture station generates a constant amount of culture starting at 10 culture/sec and increasing with research to culture spread rate. When a station begins broadcasting, its 10 culture will be split evenly amongst the phase lanes connected to the gravity well it is in. This means that for planets with 1 phase lane, the spread rate on the planet's infocard will be listed as 10.0/sec, 2 phase lanes will spread at 5.0/sec, 3 at 3.3/sec, and so on (the most phase lanes I've seen connected t
"Friendly units and structures" includes your own units and allied units. So yes, your Hoshis will repair damaged allied units and Cielos will Embolden allied units. "Allied" means you have a Cease Fire or Peace Treaty with that player.
The Vasari's emphasis in combat is partly reliant on disrupting enemy fleets to try to compensate for their lower damage. Of the frigate abilities, five (namely Interference, Jump Degradation, Shield Disruption, Distortion Field, and Inertial Field) are meant to make survivability, ability use, or even normal operations difficult or halted completely. Of the capital abilities, these include (but certainly not limited to) Jam Weapons, Disruptive Strikes, and Gravity Warhead. You won't find tha
There is also some quirkyness with the Guardian's Shield Projection ability you might want to take note of: not only does shield damage get transferred to the Guardian, but I've also seen hull damage (by phase missiles bypassing shields) also get transferred as hull damage to a Guardian casting SP (I've seen Guardians lose varying amounts of hull while their shields were still up and no units were directly firing at it).
If you have EMP Bomb on your Dunovs, use that. That ability removes AM from any ship within the blast radius, which means Subverters have fewer opportunities to cast Distortion Field and Overseers have fewer casts of Reactive Nanite Armor. The only way to release your ships from a Subverter as the TEC other than letting its 20 second duration to run down is the Ion Bolt on the Akkan. Disabling the Subverter that first performed Distortion Field will free the affected ships, but this i
For question 3, the answer partly depends on faction. If you're the Advent, the technology Persuasive Offers increases the value of the bounty you put on other players by 12.5%/25% (so putting up 500 credits with max PO results in 625 credits up for grabs). If you're the Vasari, the tech Expert Bounty Hunters increases the amount of bounty you would collect by destroying other ships/structures by 12.5%/25%. The TEC have no techs revolving around putting up/claiming bou