Look for two threads further down in this forum - one is a replay I posted and another has a long wall of text reply to someone about how to play. I'm not a top tier pro player but I can beat or at least put up a good fight against most players online. Early game is very very important - most of my losses have been from derping the early game by underestimating how quickly I was going to be rushed. I'll try and post more replays when I get a chance, preferably a good balanced
Ekko_Tek
You can select all scouts at once and turn on auto-explore with one click that applies to all but there's no way to set stances from within the factory before they are built (would be a nice feature though - and for ship attack range stances) but really I don't find this an issue at all. Send your first ones out on auto-explore. If you want to build more, they build so fast, wait for them to all be done and then click once to turn explore on for all. If some are not going where you wa
Hey - I remember that game. We won (I think) despit you running off to your "stripper girlfriend" (?). All I remember is you saying you needed to pee (?) and then you were gone. In any case, here are the basics I try to play by: 1) There are the essential purchases and then there are the situational purchases. Never buy situational purchases unless you need them because you are probably wasting money that should be spent on essential purchases. Capiche? Easier said than done righ
[quote who="Greg30007" reply="2" id="3191385"]since maximum was high above anyone else[/quote] I see what you did thar. Random maps are weird. This game had no eco spot. One last night put one of the other team in a suicide spot but didn't do the same for us so starting positions were in our favour from the start.
I want the bright/heaven styled skybox back - just because it was so different than the others.
It's actually been *crickets* since 1.03 really from the devs - will 1.04 be the Holy Grail of Balance we've been waiting for? Should be within the next week or 2 I'd hope.
Oh. Is this mod MP compatible? Thinking not...so basically got to wait for the next patch to update everyone.
[quote who="Seleuceia" reply="1" id="3190767"]Well, first, there is a bug with the Advent culture techs (the 2nd and 3rd levels) that actually increase the chance of all weapons bypassing shields or doing more damage or something really bad...so, if you researched those, Advent fleet is going to suck against anyone...[/quote] This was fixed in 1.03. https://forums.sinsofasolarempire.com/427529
@Zombie - yes, I'd agree from what I've seen too that given equal skill a VL with STTC can take 2 players on. Best to double any VL player early as possible and take him out.
I think it was more the 2v5 situation you were describing that made me go "ehhh?". 14 Capitals ships? I think the opposing 5 players must've been not on the ball for 2v5 to be an issue. Vasari period have always seemed the strongest late game to me though, STTC or not. Phase stabilizer tech to give massive mobility on offense and defense (now with Titan ability for offensive use) alone gives such a huge advantage. Culture obviously won't hold off STTC forever but the point is, it
I'm a little confused by what you're describing in the opening post. It seems at first like the problem is just that in a 2v5 situation, 2 VL are really difficult to catch in order to win the game - which I totally agree with - it's a more annoying version of what people who refuse to concede can do with VL. BUT, then you start talking about how even in a 2v5 situation, the 2 VL still manage to beat and eat planets of the other 5 players late game. This
I also feel like Stardock does most of the balancing for SoaSE and I know they aren't involved in Dark Age - just IronClad. Also, as interviews have shown, SoaSE was originally designed/envisioned as SP with MP as an afterthought while Dark Age is being designed as almostly completely MP focused. I could be wrong but I think Stardock has very little experience in balancing games for competitive MP - Rebellion has been moving in the right direction, just very slowly.
While we're at it, how about overwatch on producing/spamming certain ships you want? Right click on ship portrait to continue producing as eco allows until you turn it off. And how about being able to set ship attack radii straight out of the factory rather than once they are produced? (ie. I want all the current ships being built to hold ground once they reach their rally point). Pretty basic features as well imo.
Aquia, Dwish, Radioactive/Nightraider, URSolar, Vizionary, HetzerRush, Yolan, RudeDawg, MaximumHigh, myself were the players. Some of them might go by other names as well, not really sure. Let's just say most of the banter was between two players. It was initially from pointing out one player should've supported another - it was totally true, just not said in a polite way. Quite different from just pure trash talk. It really isn't hard to figure out your role and what you sho
They've mentioned multiple times in various interviews (some to do with Sins of a Dark Age) that they "aren't done" with Sins. That's not confirmation of Sins2 but more just confirmation of intention at this point.
Grumpy because he doesn't like Rebellion balance and lack of new MP features - I thought it was obvious. Maybe not the most entertaining guess, but I'd say it's the most accurate!
I don't kiss and tell - check out the replay yourself! :P
Well, I wouldn't say that is representative of multi-player on the whole and sometimes players who have been playing for a long time know other players or have a history and trash talk like that is a little different. I'm not really sure which it is in this case - but you have to have a bit of a thicker skin and not take it seriously or let it get to you. It's nothing to do with Sins either - I've played lots of MP in other RTS and trash talk is, if anything, worse in mos
Here's a replay from tonight with some good players (for the most part). One of our team ragequit within the first 20 min and their team popped a Titan out first 5 minutes later and one of our team lost his homeworld early on too but then things take a few twists. It's essentially over at the 45 minute mark or so but drags out another hour to the inexorable conclusion. There's some nice micro by Aquia in doing a colonizer steal in one of the first engagements and of course p
Here's a replay from tonight with some good players (for the most part). One of our team ragequit within the first 20 min and their team popped a Titan out first 5 minutes later and one of our team lost his homeworld early on too but then things take a few twists. It's essentially over at the 45 minute mark or so but drags out another hour to the inexorable conclusion. There's some nice micro by Aquia in doing a colonizer steal in one of the first engagements and of cou
It requires 5 labs and is a stand alone tech - doesn't require any other culture ones. It is a cheaper way to make the enemy have to spend more in order to counteract culture spread. 5 labs is quite high for what it does though - it's hard to justify investing in tier5 harmony for that alone - the more essential harmony techs are at tier3, which is maybe a better level to move this to.
I agree Advent Loyalists need some love. They do have Ancient Retribution as a unique tech as well though - level 6 military tech - gives 10% increased damage, 5% increased range, and 2% increased shield mitigation and doesn't require being in culture. Fury of the Unity is pretty weak for being tier8 and so expensive and requiring being in culture though.
Hmm - that's still where you have it wrong though. It is already viable. By the time you actually have stripped all your planets you have steamrolled the galaxy if you are doing it right so you don't need to worry that you only have your Titan. You have it wrong when you think people only strip neutral and enemy worlds. That isn't what they do. You are right in that right now people can get the stripping benefits and keep some planets as well without any downside. With your s
Personally I don't like the design idea of forcing a player to go fully mobile with penalities if he doesn't. I'd prefer to see a way to have pros and cons to playing fully mobile or to keep your planets and benefit from the extra logistics slots. Also, apologies to excartus for being so harsh initially, I can see now you aren't trolling and are actually trying to think about this. Shipboard labs current state is what allows STTC to come so quick. I like the id
All of his proposed "solutions" though are buffs to the current state of VL stripped to the core techs. It's ridiculous to propose buffs to the current most overpowered faction. We have no idea how they will be next patch so this is pointless until then. All of the "problems" he mentions (no Kostura cannon, no culture spread, no steady planet income) are not actually problems because they are never needed or missed in the optimal usage of VL going fully mobile. I don't think you guys