[quote who="Arthanis" reply="812" id="2527114"]What is wrong with increasing Orkulus upgrade slots to 10? IMO it has potential of fixing all problems. Vas player to get same firepower as Advent/TEC player will be still forced to buy 2 extra upgrades, but will still have enough slots for something extra. [/quote] Why should Vasari have to pay for two more, enormous-cost upgrades just to be on par with Advent and TEC? It sounds like a great idea but the costs for upgrades makes it
Swordsalmon
[quote who="B-Tec" reply="9" id="2526423"]*cough* they also sound the gayest *cough* [/quote] You should see the voice mod I made for the Hoshikos. ;) Hoshis are completely necessary for any TEC fleet. TEC is strongest early-on, with a great starting economy and good capitals at level one (Akkan, Sova, Marza). Capitalize on your early-game advantage is completely necessary. ^_^
[quote who="Agent of Kharma" reply="80" id="2524923"] I support the scout nerf - the idea of viable scout/lf spam is ridiculous. If seeker/disciple is still viable after the patch, it just means seekers need an even further dps nerf. People say "well the problem is their survivability," but if they can't kill anything, their survivability is a non-issue. There does need to be an adjustment to control lrm spam, however, which will be returning with a fury. Can
I honestly don't see the point of spending $500 on an oversized Ipod Touch. Especially considering that nebooks run at $150-400 range now, and are a lot more versatile. With that $500, I can spend $330 on a Pandora and save the rest. Now that's something worth buying.
[quote who="MindsEye" reply="74" id="2524291"] Not really.Fighters are good counters and so are flaks and always will be.Its the ratio thats screwed up.Flak supress fighters to well.It would for lrf spammers to make more flak to keep their lrf safe.Right now they need few compared to many fighters so ratio remains lrf heavy. [/quote] Carrier cruisers are also extremely expensive, Fighters die to flak/Halcyon/other fighters, and their antimatter cost makes them difficult to r
[quote who="EadTaes" reply="56" id="2523342"]This looks like LRF love to me. Reducing a counter to LRFs. They are already to powerfull. They will be mroe powerfull now since one fo the counter sis gettign nerfed. And diplomacy is gonan give them 20% damage increase. OUCH LRF SPAM WARS ARE ABOUT TO STAR AGAIN. Blair you need to concider this is about to turn into a spam game again with LRFs. [/quote] The main problem is that now Vasari has just about no real viable opti
I said like, last month that GRG needs to either ignore shield migitation or shields. If there is a damage buff, then it will become too powerful on the first shot. But currently, GRG only is effecitve against buildings, which makes it nearly worthless.
[quote who="Leuthesius" reply="51" id="2519867"] @ Darvin. I agree. Hitler was a genius when it came to turning the economy around. But the idiot had to go and slaughter millions. Part of him turning the economy around had a lot to do with scorning the Jewish owned banks and international bankers...which we all know how that wound up turning out. :/ [/quote] Hitler would've gone down as a history as a great man if he didn't invade France. Before then, Britain and Franc
EDIT: Accidental double-post.
Guardians are extremely costly, both in actual costs and supply. Research Guardians themselves costs quite a bit of time and resources (Three shield techs, then Guardians), and Repulse just adds to the cost. I can see that many people are just finding Illums more cost-effective than bothering with Guardians.
Why the heck did the Arcova ad Jikara ge a nerf ? Honestly, the Arcova was completely fine and usable, and the Jikara was underpowered. So why make them both weaker ? The Seeker nerf is completely fine, but this will really just make LRF swarms even more common. Buffing Skirms and Scramble Bombers is very nice, though. Also, no changes to the Kol is extremely strange.
[quote who="Darvin3" reply="5" id="2516252"] and most people tend to agree that the Rapture and Antorak need buffing as well (I occasionally see a rapture online, but I never see Antoraks). [/quote] I've actually seen more of the opposite; more Antoraks and virtually no Raptures. While both are mediocre caps, the Antorak I see at a regularly fairly basis because of its SB-rush potential. The Antorak is extremely bizarre, while Rapture and Kol just suck. [quote
The problem though, is that most capitals have either passives, an abilities outside of combat (Colonize), or don't need to use their abilities all the time to be useful. The Sova is a prime example; Heavy SC is a passive, Missile Batteries is cheap, and Embargo is situational to not be used all the time. It's not an antimatter-intensive ship. The Kol, however, has only weak, expensive abilities. GRG costs 75 antimatter for barely any damage, Flak Burst is 100 and not worthw
Your idea for changing the Kol's GRG simply bysteps the real problem. GRG is utterly useless, because it deals little damage for high antimatter. By simply decreasing antimatter and increasing cooldown, GRG is still extremely weak, and just cheaper to use. And after a single GRG anyways, the damage dealt is too low to warrant another use. It really needs a substantial damage boost to be anywhere a decent ability. EMP Charge sounds too powerful by disabling all weapons. Instead, a flat
The artwork of the Vasari is incredible. Is he one of those shock troopers mentioned in the manual? I do rather like the art style, and this work really conveys a nice, military-oriented side of the Vasari. ^_^
[quote who="Agent of Kharma" reply="677" id="2512496"]Got it - you're dividing the heal by the cooldown. (And please don't say "build scouts," because I didn't want to build scouts. HC is there for a reason, right? If it isn't there for a reason, then remove it. If it is there for a reason, then let me build it in peace without you saying "build scouts" or "build fighters"). [/quote] Build Flak. Really, late-game flak works the best against LRFs. They
No, you can't purchase Entrenchment with a Gamestop gift card. It's not available at Gamestop; only on Impulse.
If it's 2012, the world will of ended, so we won' be seeing Sins 2. ;) But honestly, the only important thing about the graphics in a theoretical Sins 2 is that it'll allow the game to still run well on older computers. I just bought a laptop with a decent graphics card and 3gb RAM, and it'd be awful if I couldn't play the game at a decent speed. Though honestly, I'd prefer a big expansion to SOASE, not a sequel. ^_^
[quote who="ice27828" reply="6" id="2507066"]Wow Sword you are so far behind the times, we are at 1.181 [/quote] My mistake. I actually meant 1.181. Thanks for the correction. ^_^
[quote who="BRB_sins" reply="2" id="2506361"]Thanks for replying. Checking out Options/User Interface was the first thing I tried, but that option appears to have vanished! I reinstalled from the original retail distribution disc then did the online upgrade - version now reported is 1.05. [/quote] The current version is actually 1.081 (1.041 for Entrenchment). I don't remember if 1.05 has the mini black market screen, so update the game via Impulse.
Check the options menu, and there's an option to re-enable the mini black market screen.
You can destroy unwanted structures and ships. Below the picture icon on the HUD (The large box in the bottom center of the screen), there's a button that allows you to scuttle a selected structure or ship. Select the unwanted unit, then press scuttle. After a certain amount of time, the unit will be destroyed and you will recieve a fraction of the resources you used to build this unit back. If you want to end a scuttle, press the button a second time.
Carrier cruisers need both a cost decrease and an antimatter/antimatter regen increase. Preferably, I want to see a decrease in metal/crystal costs and increase antimatter by 100 or so. Currently, the cruisers are outclassed by carrier caps because of the expense and lack of good antimatter regen. You can swat out any Fighters/Bombers and make the cruiser completely useless. Hangers also need a good cost decrease and a large antimatter increase, for similar reasons.
I've moderated one particular forum for a number of years, and in a pseudo-advisory position on another. There's really two effective methods to have a better community; harsh punishment and participation. With flaming, warn them. If they do it again, suspend their account or outright ban them. However, a good moderator also has to be a member of the community. Far too many times I've seen staff members of other places simply not participate in discussion unless someone was infringing
Refineries (Matter Processor) should only be built if there are enough planets nearby with multiple extractors, or enough neutral extractors. Planetary extractors benefit from up to three refineries, while neutrals benefit from up to four. In addition, refineries benefit extractors in adjacent gravity wells. As such, you should generally build only a few, and that's only if the refinery can benefit multiple gravity wells. Trade Ports work a bit differently. You want to make a chain of