What's weird in Sins, is that it has a balance that is opposite to that in games that are a bit like it. At least in this respect. Now I know I have to be careful, because the similarity I'm going to draw isn't very strong, but hear me out. Look at Stracraft or Warcraft 3. All the factions in these games have a standard unit (usually a melee unit, but sometimes a ranged unit) and a T1.5 unit that comes available fairly quickly. This second unit is alway the opposite of the T1 unit (it's melee
Vleessjuu
When you upgrade, you have to consider a couple of things: 1: Researching takes time. If you expect the game to be drawn out, this can become a real factor, since you'll eventually you won't be able to spend your money on much else then research. Obviously, in this case the side who has the most researches done, has the advantage. So researching is investing in the future, since it'll give you an advantage when researches become the most important factor and getting ALL the researches
Yeah, I really love the hotkey system in Sins. Recently I started playing WC3 again and the first thing that struck me, was that the hero abilities hotkeys were scattered all over the keyboard... Freakin' annoying if you're used to Sins, I'll tell you that! In Sins you never have to check the position of your hand on the keyboard because everything you really need is in reach. Hopefully Blizzard will catch on to this very much superiour layout for hotkeys...
Most things have already been mentioned. However, if there is an Akkan nearby, things can change. An Akkan with TU, can increase the range of a SB enough to take down your structure killers, especially if he also has the missle range upgrade. On the other hand: if you're the one with the Akkan with TU, you can even use the TEC Javelis LRF to kill a TEC or Advent SB, provided it doesn't have range upgrades or meteor control. If someone wants to get a SB quickly, you can use this strategy to ki
[quote who="KingDeathGod" reply="17" id="2208544"] Quoting Azrak_Navarion, reply 16Tired of this discussion...flaks are a bad option against bombers, you'd have to spend far more money on flaks than he has to spend on bombers, period. That makes it a bad counter. Whereas 1 fighter squad will easily keep 2 bomber squads at bay, making it a good counter. Plus they'll be able to pursue the bombers whereas the flaks (not flanks, god damn it ) won't be able to do that, even with telekinet
[quote who="koda0" reply="2" id="2204241"] They have some of the BEST ships (Marza excluded, a rounded TEC fleet is pretty tough to beat)\ (^) koda0[/quote] Okay, that comment confused the hell out of me. Do you mean that the Marza is not among the best ships the TEC have? Because if you mean that, you're so, SO wrong, my friend.
Yeah, that's right. Other ships don't suck up experience. And anyway: if you go dual cap + LRM spam, you expose yourself to carrier spam, which is a very solid strat anyway. So be aware of your weakness if you do this. At the very least, I'd back the LRMs up with flak. That's the same lvl of tech, so they fit together quite nicely. Also, flaks are decent if he also throws LRM against you (something that is unwise against an LRM spammer, but it might happen).
[quote who="Vitamin J" reply="8" id="2190088"]The scaling comes from having more antimatter, and the introduction of flux field since the cooldown is about .0003 secs. If you increase the damage output, and leave AM consumption the same, you will quickly get an extremely overpowered ability.[/quote] That's a good point in itself, but there should always be some kind of upper limit to the boosting. Also, maybe a reduction in AM cost might be a better boost than just firepower. This wou
I'm not contesting that the Kol is bad. I never said that. My problem is that the Gauss Gun is extremely generic and in no way scales with the battle. I think it needs tweaking. Also: Ceilos don't give AM boosts. Teaming up a Dunnov and a Kol will make the Kol nearly invinsible, yes. The problem is that there is nothing to protect the Dunnov and any enemy worth his salt will kill the Dunnov first. The Kol is a big tank, but how is that useful if its damage output is so low? It can swa
Everytime I hear people talk about the Kol, they say that, though it's a great ship (and one worth getting for the TEC), it's main purpose is fly swatter. It's a very beefy ship, but it just does not much damage in a big fight. The main problem that its main damaging ability, the rail gun, is a very generic damager that does not scale in any way. Besides, it's a big AM hog, something the Kol doesn't have very much of. The main use of this ability, is killing structures for they have no migita
[quote who="crashmatusow" reply="3" id="2183847"]most people don't seem to understand the advent refinery thing... trade ports and refinerys cost the same, 4 slots. so where TEC/vasari build 1 trade for credits and 1 refinery for metal/crystal, Advent build 2 trades, 1 for credits 1 for metal/crystal. and in any case advent base metal/crystal rate seems to be as good as the other races refined rates.[/quote] Actually, there is a very large difference between the two: r
Oh, yes. That's right! Flaks also have autocannons :p. Nearly forgot about that. Makes upgrading autocannons even more favourable.
The Marza's greatest advantage is not 1 vs 1 combat against other capitals (although it does well at low levels because of it's high firepower), so letting a lvl 10 Marza loose against a lvl 10 Kol is just silly. Its abilities are all about killing hoards of frigates and destroying planets. You'd be dumb to waste MB in a 1 on 1 fight.
Correct, that's what I thought too. It is exactly the reason why I don't like Advent HC very much, because upgrading plasma weaponry is so damn useless for just about anything else. Not something you want to give priority too. To a certain extend, the same goes for Enforcers, since wavecannons are only useful for Capitals, HC and Seige frigs. But, like you mentioned, at least Enforcers share the reintegration with Skirmishers. The TEC have the easiest time here, since their HC share their wea
Oh, come on: Impulse is hardly worth complaining about. You can play the game without having to go online or anything. You only need it for updates. Stardock is very lenient and (though they say it is illegal in the EULA) you can even install the game at a friend's place and let him play singleplayer for free. If Stardock would be any more lenient, people would start taking advantage of that. Compare them to EA with their stupid DRM on RA3 -_-'. How hard did people have to complain on
There is nothing special about the Vasari fighters and bombers, except that they operate in small squads and are individually strong. This means that they can shrug off a flak burst or telekinetic push, but will be horribly owned by Magnitize. For the Advent the opposite holds, for their fighters will get instagibbed by flak burst lvl. 3, but they don't mind Magnetize very much. As for fighters vs. bombers: like has been said, fighters are more valuable early game because they shred L
[quote who="ReadyMan" reply="6" id="2175530"]These are HUGE! It adds quite a bit of strategy to choosing WHERE to fight, especially vs. a stronger opponent. I'm increasingly surprised that these things aren't documented....there's so much to this game that is unknown and nebulous.[/quote] You can simply click on an astroid belt/magnetic cloud etc. and it'll give a short description about the effects on your fleet. The game won't give you the actual numbers, but it's by n
The Vasari actually aren't running from Chuck Norris at all. Long ago, Chuck Norris roundhouse kicked the entire Vasari race and since then they've been flying through the universe, trying to stop.
[quote who="MindsEye" reply="20" id="2174674"]Also a guy whose income goes way up from losing his fleet could start dumping massive amounts into defense on all his planets delaying his defeat even longer.[/quote] The main problem here are mines. If the other guy puts up a huge amount of turrets, it's still not much of a problem to take them down if you have won against his fleet. But if he also puts his gravity wells full of mines, it becomes problematic to punch through. Starbases ar
Tec's Missle Barage is a feeble attempt to mimic Chuck Norris' Roundhouse Barrage. Chuck Norris has 100% migitation by default. If he wants to, he can get that up to 200% and beyond easily. Yes, that means that you'll get hurt by firing on Chuck Norris. Firing Phase Missles at Chuck Norris will only cause the missles to hide in phase space untill he leaves. Foolishness, of course. You can't hide from Chuck Norris. Chuck Norris needs no extractors. He just roundho
I think the fleet supply system we have, makes the game more interesting, since investing in a larger fleet is not to be taken lightly. Still though, I feel there should be an option to reduce your fleet cap and upkeep. If you loose income, the game becomes a slippery slope you cannot fight against because your stuck with a high upkeep that you cannot get rid of. It should be possible to revert to a smaller fleet (maybe it'd even have to cost you money to do so) to lower your upkeep. If you w
Well, I play TEC for the most part, so I'll comment on them the most. The TEC have the easiest acces to big economy. If you want to go for big credits (and, using the "favoured client" upgrade you can use that to get all the metal and crystal you need), the TEC are your friend. Culture is not something the TEC bother with early in the game, but they do get a nice AM regen boost from culture, which is a very good bonus. As for scouting: the TEC have a very good scout ship early in the game, be
Ok, in a maxed out fleet 15-20ish sounds right. With "decent sized fleet" I didn't mean a big, maxed out endgame fleet. I'd say that if you get about 1 Cielo for every 2-3 Hoshis you have, you're good. Unless you get your number of Hoshis wrong, of course. Cielos need a less AM for their supporting role than Hoshis and for offensive purposes you only use them on the big, juicy targets. Not on every heavy cruiser, like demobots.
[quote who="makeshiftwings" reply="4" id="2140950"] Quoting unkn0wnx, reply 1I liked science and spend a lot of time on it when I was young, I even got a degree and a minor in two of them. What turned me off is hypocritical sciences that we have today. We have science that are very biased and seem to have some kind of agenda (social, political etc..). If religion indoctrinate people so does so called science. They present theory that they can't prove as facts
Embolden is a nice little boost that costs little AM, lasts quite long and has a very short cooldown. A good chunk of your fleet can profit from it. It's no dynamite, but it'll help you out. And designate target is an awesome firepower buff. That said, you'll never need many Cielos. Anymore than 4-6 in a decent sized fleet is pure overkill.