True, an it is quite a shame, but you can still make some fun little maps with the in game map designer if you know how to use it.
Deceiver_0
I don't think LRF spam will ever really go away, but I find it more tolerable than carrier spams and scout spams. The nice thing though is that now that people arent afraid of facing a fleet of illums, other options open up for races playing against an advent player right next door. Where as before, a Vasari player would almost certainly have to starbase, and a tec player would have to mass scouts or flak. On another note, even though scouts have been blanket nerfed, I still use and see them
This might help you guys: Guide to In-Game Map Designer
Thanks Sivcorp, let me know if you have any questions.
Indeed, illuminators aren't the end all be all of LRFs anymore, and I enjoy the fact that you no longer have to try and outnumber them 3 to 1 with other lrfs to have a hope of winning.
I see the feed research as more of a team rush deterrent. If you're gonna rush, you better have some skill, cuz you're aren't gonna get that big feed to put you over the top super early. In all likelihood though, the eco spot will probably research feeding first, or at least second only to tradeports or culture centers. And as fast as I know people can get tradeports no matter what race they are, I don't think it will change the team dynamic a whole lot.
Yes there is, though i can't remember what it is. But in my experience adjudicators work better in numbers just like Orgrovs. The difference is while 20 Ogrovs are pretty effective against an Orky, 20 adjudicators still need some help. BUT 20 adjudicators work wonders on stationary targets, and are much much more effective against late game defensive clusters than the Orky is. I use adjudicators to clear planets of structures after I've forced enemy fleets to retreat. I follow with my fleet,
Hey SOASE fans! Galaxy Forge has cast a huge shadow on the sins in-game map designer, which many have ignored because its a bit difficult to work with, and takes time to figure out. Galaxy forge is certainly a stronger map designer, but it has a two shortcomings that the in-game designer doesn't. 1) Galaxy forge maps are difficult to distribute to other players because the multiplayer engines (LAN/ICO) have no map downloading feature. 2) While you can set planets to be
Heres where I think you guys are missing my point. The Orkulus is great early, game, its great mid-game, but it not that great at what its SUPPOSED TO DO late game. All Im proposing is making it a little bit better at what its supposed to do in the face of all the different upgrades its enemies can get. You're all correct in that it is one of the Vasaris greatest assets, but the power of it falters late game. It really needs something to help it out during this time, especially since its reli
[quote]outright is giving the Orky uncapped area of effect abilities.[/quote] I disagree but I do see your point. Anyways as for "choking out" you enemy, if you happen to take out enemy repair bays, whats to say he doesnt rebuild them while you're healing up the Orky? If you're attacking his territory you have to worry about more than just repair bays. YOu may have overseers, but then again he may have hoshis, guardians, subjugators, adjudicators, orgovs. If you're fleet is there and
Let me illustrate what I, and I belive n3rull mean: Lvl 2 Lvl3 Weapons techs Defense techs (+10%) Orky- Pulse Gun:143------------> 179
Sorry Darvin, I should have clarified. The Orkulus is not efficient enough to assault defensive positions. It doesnt matter if ruiners can lock down a planet if the Orkulus can't break through the Defenses already in place. And eveything fully upgaded on both sides, the Orkulus won't be able to do it because its the MAIN weapon it uses to destroy structures is not upgradeable, where as all the buildings it would use that weapon against are. I have played the BEST Vasari players, and I guarant
I see your point Grey, Minds and Darvin, and agree that 10 upgrade slots is not fair. But I still think that it totally SUCKS that disintegrators do not scale with the game, and wouldnt mind if they were upgradeable. I like the idea of tieing them to pulse beam upgrades, since those are crappy anyways. I just cant accept disintegrators doing the same damage when enemy structures can get shields and shield mitigation and increased armor, Hp and repair. The Orkulus just isnt a great assault uni
I didnt say the Orky was fine now, not by any means. I was just saying it withstood an illuminator fleet no problem, and its a relief to know that illuminators wont be swatting orkies like flies anymore. I still think that the Orky deserves some sort of large fleet punishing ability to keep late game fleets from just running it over like roadkill. I think the root of the problem is that disintegrators dont scale like every other weapon. As the game progresses, shields get tougher, hulls get s
To a degree yes, but the fleet research forces you to either take care of your ships, or build a huge economy to support replacing them. Either way it makes replacing huge losses difficult, rewarding the player who managed to engineer their destruction. The way fleet capacity functions in the game is fine just the way it is, and the things suggested here would completely change the way the game is played. Flat rate per upgrade is poor idea because, as the OP stated, planets become too valuabl
Aye it was :) . You had a fully upgraded starbase, absolutely as high as it gets, as you stated, but I also had my illuminators research quite high up, and it wasnt a shred fest as per normal. Took me awhile just to get through that Transcencia with 1 defense upgrade. The bug fix made a massive difference. I'd say had I had my upgrades maxed and it was just Your orky versus my fleet, I still probably woulndt have beaten it, and if I did, it would be by a hair.
Grey, your forgetting that Mass disorientation outranges kodiaks and illums alike, and cuts down on their fire rate significantly. I just wiped the floor with a fleet of illuminators with a Transcencia with 1 defensive upgrade, 1 mass disorient upgrade and 2 meteor upgrades. I hit disorient before the illums got in range and then pummeled them with 3 meteor storms, the third as they were running off. Annihilated more than half the fleet. Now in the previous patch, and orky wouldnt have stood
i don't see that going over well. I think id rather have disintegrators do some significant splash damage on the third upgrade. They fire slow as hell anyway.
I will probably start a new one, but not until after the next one is released. We need to take a good look at how the gameplay changes with the patch before we can draw any conclusions. But yeah, Im think some of the topics (particularly Cap ships) will carry over. Grey- Your right starfish are garbage against Orkies, Ogrovs, not so much. Without frontal shield you can take down a fully upped Orky with 15-20 Ogrovs without losing too many of them. And if there are hoshis involved, wel
Does anyone think it would be to much to ask to update RA and Insurgency for entrenchment. Maybe get an ogrov every now in then in the rebel forces, or maybe receive a migrator or ruiner once in while from RA. I know its not much of an issue, but I feel like those two abilities are kinda stuck in Vanilla sins.
To expand on ryats description of insurgency, its sends out those attacks periodically, and can happen on ANY enemy planet, forcing your opponent to build defenses on every planet, which can rack up a lot of cash, and cause a major distraction. Unfortunately you cannot control the forces that are sent, theyre more like militia, theyll attack anything, even you. But it is certainly a good distraction. I should also mention Pervasive economy which grants you a percentage of whatever money your
With TEC, you really gotta focus on their best traits which are: Eco Cheap ships EXCELLENT armor Your Kodiaks which as ryat said are best in the business, need the armor upgrades and hp upgrades. Then theyre tough as nails, and when supported by Hoshis, which are also the best in the business, you've got a formidable fleet. If you get your eco running strong, the very cheap TEC lrfs are quick and easy to replace. MY favorite thing to do is go Sova + Eco. Once the sov
Orkies do dmg like starfish but they dont have the advantage of range. Even a fully upgraded Orky can have trouble cracking a defensive cluster with a fully upgraded TEC or Advent Starbase. It also kinda sucks that to fully upgrade HP and Weapons on the orky takes up 7 upgrade slots, leaving only 1 left for debris vortex or frontal shielding. Yeah Orkies are tough as nails, but are still easily overwhelmed by large fleets. One wouldnt dare send a fleet up against a fully upped TEC or Advent S
We're here to suggest improvements to the game. Anyone can do it, and if there are any among that 99% who aren't on the forums, then they can come on the forums and post here. Spark up some debates, recommend improvements or fixes, point out bugs, whatever. Just because they choose not to do so, doesn't mean there aren't good ideas on here. I think this topic does accurately show what the playerbase wants, at least the players that care. Everyone has their own opinions on here and for every i