Darvin3

Darvin3

Joined Member # 3427815
12 Posts 4,280 Replies 1,395 Reputation

[quote]One thing to remember about playing as TEC is that their ability to be a HUGE Economic juggernaut gives them some level of flexibility and leeway in regards to mistakes.[/quote] This isn't entirely true; TEC's economic edge is a huge advantage, but if the opponent gets a break and manages to hit higher-tier techs they can really bring on the pain. TEC really has no good answer to a battleball or lockdown tactic, so once you give an Advent or Vasari opponent even a

43 Replies 36,888 Views

[quote]Do I need to disable auto attack on them so they only use their abilities? Any help would be much appreciated.[/quote] I usually have the opposite problem, that they're too eager to activate this ability even when there are no enemies around (for instance, when attacking structures), and they will all activate it simultaneously even though it doesn't stack. So I usually turn off autocast and manage it manually to get better performance. I don't know why

15 Replies 18,287 Views

Seriously, no requirement for judicial oversight, no opportunity to contest or appeal a decision [i]before[/i] you have your site confiscated? This is a complete abuse of due process and a disaster waiting to happen. It's easy to blame the bad guys, but the fact of the matter is that poorly designed bills like this [i]will[/i] ruin innocent people who get swept under the rug by an overly broad law with no easy mechanism for appeals. Pirates will be unaffected as usual; t

155 Replies 294,695 Views

[QUOTE] I don't mind it smashing itself to bits against my army... I like winning [/quote] It gets a little bit comical when the AI sends its fleet against a starbase, gets thoroughly slaughtered without destroying the starbase, builds a new fleet of the same size then sends it to meet [i]exactly the same fate[/i].

61 Replies 343,454 Views

[quote]Sins in particular is awesome in many ways, it's just that I don't like how the AI always runs when I outnumber them, meaning I have to chase their fleet across the entire galaxy and almost never get a fight (unless they attack and destroy my planet)... is there a way to change that?[/quote] This has been changed in successive patches, although now players complain the AI is a little [i]too[/i] bloodthirsty and will throw itself into fights it has absolutely no chance o

61 Replies 343,454 Views

[quote]Darvin do you play online multi player?[/quote] Off and on over the past year. I'll admit that I haven't been playing nearly as much recently as I used to. [quote]This option is very expensive and yes it works but it's hard to pull it off if players are less than 3-4 phase jumps away.[/quote] I've been playing mostly 1v1's over the past 6 months,and 5-7 jumps is really the norm for distance there. [quote]the problem is the Adve

102 Replies 179,408 Views

[quote]I never said I had any problems in a certain match up, all I said was that if i were to pick the weakest race early and mid game i would pick vasari.[/quote] Advent loses to TEC early-game Advent loses to Vasari early-game I don't see how you're coming to the conclusion that Advent is better in the early-game than Vasari when they clearly get their ass handed to them by both factions. No question TEC is the strongest, but Vasari definitely comes do

102 Replies 179,408 Views

[quote]One thing you need to consider is that some attacks bypass shield mitigation and therefor do more damage then the equivalent damage from weapons.[/quote] The problem is that incendiary shells requires you to remain in combat constantly to get its benefit. Capital ships [i]need[/i] to stay mobile and retreat on a hair-trigger. Often times if you have to begin your retreat before you even start taking damage. This makes an ability like incendiary shells extremel

102 Replies 179,408 Views

[quote]Using your own frigs as road blocks is more effective than a kol at stopping enemy caps from running.[/quote] Not if your enemy knows the click-spam trick. Blowing through enemy frigates is easy.

102 Replies 179,408 Views

[quote]True-We are talking medium or larger maps that require races to research system jumps[/quote] Not necessarily; I'd say anything that puts you and your opponent at about a 7-jump distance (random small will do this) is sufficient. Part of the advantage of the colony capital ship is tactical; you can expand faster to reach and fortify key worlds sooner. Although the carrier cap will hit harder, it's already a step behind by the time the fight starts. [

53 Replies 41,008 Views

[QUOTE]You can't use the MotherShips cost reduction ability in multiplayer because your best course of action to survive is build the halcyon(s) with bombers to survive a rush attack or any other attack for that matter[/QUOTE] Depends on the map layout. On close proximity maps, this is very true. But on maps that place players at a greater distance, there is enough time for the Progenitor to pay for itself. Since its shield regeneration is an excellent boon to an

53 Replies 41,008 Views

[quote]they eat Advent capitals for breakfast[/quote] I just don't know whether to take these people seriously on consign them to the "troll" bin. Most capital ships will rip a Kol to shreds, and the three carriers [i]will[/i] beat anything else. The [i]only[/i] non-carrier capital ship in the game that even stands a chance in a straight fight with a carrier cap is the Kortul. Kol is a joke; it's a battleship-class with poor damage output, no special qualit

102 Replies 179,408 Views

[quote]Even at level 1, this ability adds 9 sustained DPS per target, which is a pretty considerable boost to a level 1 Marza. It is certainly not a bad investment of a skill point.[/quote] The problem is it doesn't scale particularly well, and the Marza isn't a 1st capital ship choice to begin with. By the time the Marza comes out, this ability is already obsolete. To top it off, you can't use both your anti-frigate and bombardment weapons simultaneously, so i

13 Replies 18,177 Views

[quote]perhaps but you still have the option of not turning it on. i dont see how making a fleet move more like it should would be upsetting to those who dont use the fleet option to start with.[/quote] The point is that that the targeting behavior is by single unit, it is does not have any respect to the fleet system. The behavior you're looking for is the fleet cohesion behavior, and your suggestion is to have the programmers code two completely different versio

4 Replies 36,944 Views

[quote]Except for the advent battleship. That ship is truly terrible.[/quote] The Radiance can shut down enemy capital ship abilities while dealing damage that's comparable to GRG, and it has a [i]passive[/i] defensive ability that's comparable to adaptive shields. Not defending the Radiance as an opener, but it's [i]still[/i] worlds ahead of the Kol. [quote]Plus a Kol is great against the vasari. Its hilarious when they try to SB your planet a

102 Replies 179,408 Views

Advent has a nice late game, but if your opponent is competent you will NOT live to see it (or at very least be severely weakened and behind). Advent is by far the weakest faction currently. There was a time when they were the strongest, but that's history. If you can maintain an economic and fleet advantage throughout the early-game as Advent, your opponent sucks or you're extraordinarily good.

304 Replies 781,879 Views

It [i]does[/i] become highly competitive when you're up against strike craft heavy opponents if you can put a few levels on it, but that's [i]really[/i] situational.

102 Replies 179,408 Views

The fleet cohesion behavior is what you're looking for. This determines how much the tactical AI prioritizes keeping the fleet together and avoiding spreading out. The movement behavior options you're talking about are [i]not[/i] fleet behavior, they are for individual units. Making the behavior work differently depending on whether the unit is in a fleet or not would be very inconsistent and confusing. That just wouldn't work in practice. I

4 Replies 36,944 Views

Kol is, in my opinion, [i]the[/i] worst capital ship opener in the game. I think every other capital ship has at least some redeeming quality or niche tactic, but the Kol has nothing. It really needs to be brought up to the level of the Kortul.

102 Replies 179,408 Views

Proposals along these lines come up from time to time. You're not the first, and you won't be the last, to raise these (perfectly valid) points. The reasoning behind the current system is that what you're paying for is support [i]infrastructure[/i]. Even if you aren't using it, that infrastructure still costs money to maintain. I'm sure we could argue all day over the realism of it, but that's the justification. Now, the real reason the

3 Replies 14,831 Views

[quote]however, you don't absolutely have to have an akkan to pull off a double colonization start, and the Sova is much better IMO for rushes...[/quote] It all depends on proximity. Since you don't have time to scout before you buy your first capital ship, that can be a bit of a gamble. If the enemy is within 4 jumps (give or take depending on the intervening militia) then a Sova start is a great lead. Anything more and the Akkan will pay off in spades, and

102 Replies 179,408 Views

That's an excellent writeup by Seleuceia [quote]I mean I can see how he scouts, and get a vague idea of build orders, but other then that I'm kinda at a loss.[/quote] Build orders in the sense you see in games like Starcraft do not exist in Sins. Distance and timing are such wild cards in this game that there is simply no one-size-fits-all approach. Instead, I constantly re-evaluate my position as I scout. That means anticipating what I will need and

43 Replies 36,888 Views

[quote]The TEC's defensive options are fantastic[/quote] To be honest, [i]all[/i] the factions have some superb defensive options at their disposal. [quote]Their firepower is unspectacular, though it will do the job[/quote] Cost for cost, TEC actually has the [i]best[/i] overall firepower of any faction. In fact, there are only two weapon types that have an advantage over TEC: fully upgraded phase missiles, and fully upgraded plasma. On eve

102 Replies 179,408 Views