mcintire

mcintire

Joined Member # 4066594
6 Posts 306 Replies 5,580 Reputation

You keep assuming that normal players would keep a group of Akkans in the way the AI does, but players don't do that. Being able to cover a retreat or giving your some time to send in reinforcement is pretty much the only point this ability has, if the ability wears out too fast a single Akkan will be unable to protect it's fleet long enough to do either, and a very long cooldown would make it impossible to use it conseutivley i.e. when the enemy follows you to the next well while you

8 Replies 7,563 Views

I use Armistice on my 2 Akkans to safely establish Starbases, this strategy kinda relies on being able to use the ability continously (well there is a short window of being vulnerable, but that's the risk you gotta take). I would hate having to wait ten minutes for the cooldown just cause the AI is too dumb to learn that ceasefires don't win a war...

8 Replies 7,563 Views

If I recall correctly it damages enemy planets that are direct neighbors to your planet when your planet is destroyed, meaning it gives you an edge at getting revenge by bombing his planet into oblivion. Only really useful if you happen to have a fleet ready there to retaliate (i.e. if you lost the planet due to novalith spam or if you didn't pay proper attention and "accidentaly lost it"). It works similarly to "wail of the sacrificed", with the difference being that the latter can be us

3 Replies 9,442 Views

If both players are TEC rebels local militia won't attack either of them, the pirate base becomes useless and neither faction can put up bounty (btw, even if I use carmic retribution to put bounty on the rebel won't be attacked. No problem with me, but if the pirates won't attack their allies when they have the most bounty on their heads WHY CAN'T I PUT UP BOUNTY FOR THEM THE NORMAL WAY? It's a great incentive in FFA games to have other players attack your neighbor instead

16 Replies 18,902 Views

Yep, and you need an actual high population world (terran/desert) right next to one or more enemy worlds to be fully efective, makes it a bit too situational.

25 Replies 17,697 Views

I tried sacrificing my own planet to fry buildings on the neighboring asteroids, was quite fun actually and with a starbase that has bombing protection you can keep the planet, too. Play with a TEC friend and use their envoy for a pop boost for best effect (Best used in combination with a deliverance to mop up faster after the strike). I also use the Corvettes a lot (i.e. cause they are good food for the Rebel titan). From what I know now the playstyle of the Advent hasn't change

25 Replies 17,697 Views

It's not the ability that is broken, it's the fact that level 6 and higher AI Akkans spam it in groups. A lone Akkan can only use it for 1/3 of the time, and only if you let it regenerate antimatter (you should fokus on killing the buggers anyways because of them annoying ion bolts). The AIs I go against often have four to five Akkans, so if their level rises beyond 6 they turn into a major pain with the way the AI handels fleet now. The ability itself isn't faulty, though

8 Replies 7,563 Views

Yep, having a high level titan on your homeworld is pretty much GG anyways, the Planet takeover just speeds things up. Only possible exception are maps like point blanc where capitals are next to each other, but I guess those games won't go for long enough for your titan to level that far...

3 Replies 2,612 Views

I've been thinking about the pirates for a while now, ever since that other topic I made about the TEC rebel reinforcement researches. Now I've had an idea on how to improve the performance of pirates, change the way their "capital planet" works and at the same time make them act more like pirates would. "Hidden Capital": At first glance the Pirate base looks and acts like your normal empty asteroid belt. No visible pirate base, no pirate ships guarding it. A scout has to expl

4 Replies 11,192 Views

The Corsev has a relatively good survivablity thanks to it's passive ability, but it just doesn't live up to expectations with it's prime ability, boarding party. Because that ability is weak the others become as well, since they are so highly reliant on this one ability.

36 Replies 29,121 Views

[quote who="bilun" reply="17" id="3120316"]I agree the ultimate is dead-boring, I'd love to see it replaced; two ideas that immediately come to mind for me: 1). a drop-ship launching ability that works similarly to the boarding party only for planets(perhaps a channeled damage over time and if the planet falls while the dot is applied the planet changes sides) to allow the Corsev to capture a planet with it's planetary upgrades intact? This wou

36 Replies 29,121 Views

Was the research for the cannon finished, were the tactical slots done upgrading? You can place a Novalith the second you "payed" the money for the research or the tactical upgrade, but it won't start until both are finished researching/upgrading.

3 Replies 6,665 Views

Open steam, then your library (use the detail view, you can change the view in the upper leftern corner of the steam window). select sins rebellion, right-click on the name and go to "propertys". A new window appears, select the header "local files", the button should be right there. Edit: ah okay, hope it works

4 Replies 2,913 Views

I can tell you right there that I suck pretty bad (since me and my friends aren't competetive players and often take our time setting up before bashing our heads in), saves us both two hours of playtime we could have used more intelligently. The forum join-date has barely any worth at all, I've been playing for two years before joining, the beta was what actually made me end up here. Also skills can be decieving. Even if you are good at playing the game, predicting how new gam

55 Replies 42,629 Views

@ sareth: I don't think you quite understood what I was implying in my first post, neither did you understand what I stated in the following posts... I state that truce among rogues will become less useful or even hurtful to the player using it. The reason behind this is simply that insurgents will stack up on rebel planets (ignoring the faction) and reinforce their defenses. In a game with mixed factions/allegiances this can be quite annoying, especially if the tech would have he

55 Replies 42,629 Views

Where did I say anythig about OP? If anything the ability gets worthless, that's the whole point. There is a distinctive difference between rebels and terrorists, al-Qaida is not a rebel oganization (even if it may have been in the past). Truce amongs rogues is actually quite the un-rebel like ability. Bribing neutral factions into sitting still while you fight a war on their their territory is more of the way a government (or in this case, the loyalists) would work. The R

55 Replies 42,629 Views

Another problem with this is that Insurgents (that tier 8 civilan research Rebels only need to research for the next step to get more free reinforcements) will become even more useless or even hurtful. If all rebel factions were immune to it all you do by researching it is reinforcing the enemy defenses, and as is now the research is already only helpful if the insurgents happen to land on an unprepared gravitywell. Unless you want to make "spamming insurgents until the rebel players

55 Replies 42,629 Views

Hmm, if the boarding party would traget a number of ships and was more reliable in taking over an enemy ship and the destruction ability had a short timer like snipe that'd be kinda epic. Turning over a large number od ships and suiciding them into the rest of the enemy fleet...

36 Replies 29,121 Views

That was the case since the original Sins I belive. They usually have their production around there, so sometimes they'll chicken out like crazy and hide their fleet over there once you've shown them your fleet can kick their behind.

13 Replies 13,138 Views

XP values shouldn't be estimated around how the AI behaves, but how human players do. A human player would focus mines in warp-in points and use them in combination with starbases or tactical buildings, making them are quite dangerous and worthwhile. Otherwise strikecraft should give no XP at all since the AI tends to suicide them into my ships, enabling me to put my fleet at the edge of their gravitywell and farm XP all day.

3 Replies 5,844 Views

If it is delayed too much there may be no effect anymore. The main advantage of the research is being able to rush through neutral worlds and just take them over, and in games versus non-TEC players there is no such lategame advantage as being able to pacify insurgents (the main reason the ability seems to be powerful right now). It's also a double-edged sword anyways as it denies you an early XP-income (and basically you provide those free XP to your enemy whenever they attack yo

17 Replies 83,144 Views