However Corvettes are good at taking out Siege Frigates. They essentially are fast glass cannons--they move fast and hit hard, but can't last long in a fight. So by the time you can make Heavy Crusiers, you probably don't need them, unless you need a Quick Reaction Force for an ally or somthing.
kylone
Here's a link: http://www.radgametools.com/bnkdown.htm This will get you started in being able to convert the video (it's encoded with Bink), You'll need some other tool, like HandBrake to get it encoded for your portable device. Good luck!
For the Jumping Orkies, how about a 5 min CD on jumping?
How about a massive Chaotic Burst that's a TBAoE (Titan-Bound Area of Effect) that does a crapton of damage, on a 2 min CD?
I just had this thought: The reason that Unyielding Will (Advent Rebel Titan lv 6 ability) is considered weak is because the enemy can easily run away from it. Well, what if that wasn't so easy? While Unyielding Will is active, all enemy vessels within a large range of the Titan have their jump times extended by %700, much like a mobile Jump Inhibitor If that's not enough, increase the Titan's movement and turning speed (say, by 25%).</li
Is reanimation supposed to work on non-combat ships? When I saw a reanimated Assembly Drone, it kinda got me wondering... Also the reanimated Assembly drone could build stuff even when I colonized the planet. (I ended up scuttling it)
Maybe if it triggered a 1% health, with a 5 min cooldown?
Meh. I think Steam is going to win the digital distribution contest in the long run. (Ironclad more or less agrees, it seems.) I usually look at it like this: 2x daily deals means it's more likely for me to get a deal on something I like.
This actually sounds more like a research victory than 'merely' a Titan. It'd better be able to wipe out an entrenched planet by itself! Right now, it's roughly the equivalent of its fleet cost: 2 Capital Ships, with some escorts. That being said, a lv 10 Titan supported by a fleet is a terrifying sight to see.
From a developer perspective, some of the real-time work could be farmed off to different threads. (Particularly computer players' decision making) Making a shot in the dark, I'd guess Sins was written in C++, like most games are. The recent spec of C++ (C++11, finalized in mid-2011) has built in language features to better handle multiple threads (and GP-GPU stuff as well), although compilers are still implementing this even now. The hope is that it becomes much easie
They're probably goiing to push out micro-updates as they become stable. It gives me the feeling that we're a few months away from release.
Well, the Cobalt Light Frigates are pretty much cannon fodder past early game. I've pretty much have had to 'rush' to Kodiaks to have a decent offense.
I could see a button under the Pirate tab for 'reinforcements' that's usable with every pirate attack cooldown. I would just like to direct hem, that's all.
You can figure our who they're fighting and then give them kill ships missions. It's an easy way to build your rep with them.
[quote who="Halos" reply="6" id="3107604"]Excellent, however I'm not to happy truce amongst rogues has been changed. I seriously doubt it's usefulness in mid to lategame. (except in games with pirates of course).[/quote] It effectively makes you immune to the Rebel summoning ability of other TEC players.
The change level is for mission types with multiple levels, like attacking another factions ships.
Well, Loyalists get Counter Deployment early, which speeds up ship production while enemies are within the gravity well. That's their early game buff. The Loyalists Titan is significantly stronger defending rather than attacking. Keep that in mind when assessing it.
You could make the argument that the Loyalist's Titan IS their early-mid game advantage
I think that a Titan's death effect could be comperable to the Advent's Starbase ability to throw out metors. Enough to clobber damaged frigates and crusers, but not crazy on its own.