[quote who="Teun-A-Roonius" reply="35" id="3043254"]To put an end to this: new ship limits won't be added in Rebellion anyway.[/quote] Haha fully agree. This is now more in the realm of a thought experiment type of intellectual exercise.
gamerlamb
[quote who="N3rull" reply="30" id="3061096"]Well then, I would like a global tactical structure that severely nerfs TEC's production and economical capacity system-wide, and another that globally blocks enemy culture.[/quote] When I used the term "Universal" I was referring to a tactical structure build able by any race akin to the Phase Inhibitor not something that affects all of your planets vis a vis an artifact. This would take up a goodly # of tactical slots and would affect
I would love some large universal tactical structure that prevents phase node creation ie blocks Kostura Cannon secondary effect.
[quote who="Rovert10" reply="101" id="3048862"]I always wondered what would happened if the GRG was just a regular weapon and not an AM ablity. I would assume the Kol would be sniping capital ships and maybe starbases like nothing especially after its weapon upgrades.[/quote] Haha indeed. Actually, fixing Kol is easy and has been discussed extensively. The most consistently agreed upon problem with the Kol is demand on its AM reserves. Rather than grossly buffing the amount of
[quote who="Wrath89" reply="51" id="3055305"]You've been around yourself too long, of course you can't smell what's coming from you! [/quote] Win! [e digicons]:thumbsup:[/e]
[quote who="Seleuceia" reply="30" id="3042155"]Nuclear powered anything still requires "fuel"...granted, it might last decades or centuries if only used for propulsion, but add weapons in the mix and you probably are going to need more uranium/plutoniun/thorium (or whatever you use to get your energy) every once in a while...[/quote] Hopefully by this point as well we are getting more than .1% efficiency from our fission reactions and 1% efficiency for our fusion reactions as we curre
[quote who="The-TEC-Empire" reply="22" id="3037423"]thank you "gamerlamb"[/quote] You are very welcome sir [e digicons]:thumbsup:[/e]
[quote who="RiddleKing" reply="28" id="3037284"]well.. supreme commander got it right. anti-air will shoot down anything that flys. fighters and bombers.[/quote] True, though I have always felt that SupCom was too far in the other direction. I mean come on, target tracking energy projectiles? Really? REALLY?
To OP: Point of Fact: SINS does actually care about these ship limitations in the most basic of ways. Its called Fleet Supply. Fleet Supply literally is where you are dedicating a portion of your economy to meet all of the logistical and infrastructure needs of a Fleet. And the amount of resources used per ship simulates the portion of those resources in constant use by said ship. This is why bigger ships use more Fleet Supply. Because the eat more, breathe more, use more fuel & a
It's easy to keep pet Tigers amused...they will do anything for a Tuna sandwich. To quote Hobbes "We are kind of stupid that way." [e digicons]^_^[/e]
[quote who="RiddleKing" reply="24" id="3037221"]The one thing that needs more attention is counters to LRM and Bombers: [/quote] I can accept the need to balance Fighters vs LRM but not against Bombers. Right now, unless Flak-type weapons get a major rework in general, Fighters are the ONLY true counter massed Bombers outside of a few niche abilities (Flak Burst/Phasic Trap/Telekinetic Push). I love the SINS game but in general, it has way too much lo
I think Cap Ship Specific bonus upgrades are the most logical, feasible and balanced approach to make Caps more viable late game. All of the above ideas should be greatly considered. They also make perfect sense from a lore standpoint, wouldn't any race continually maximize the effectiveness of their biggest and baddest ships?
[quote who="Wrath89" reply="13" id="3036187"]That only works if you can get the enemy to attack your starbases in the star's gravity well[/quote] Sareth referred specifically to defending his home star vs AI so I replied with a strategy that would pwn under those circumstances. IE- [quote who="sareth01" reply="10" id="3033743"]I was facing 9 lvl 4 computers[/quote] And-[quote who="sareth01" reply="10" id="3033743"]but my starbases at my home star (sol)[/quote]
[quote who="Darvin3" reply="11" id="3033890"]Advent starbases, with meteor, are still a crappy starbase.[/quote] This one baffles me a bit. Your playing against compy. So you know that they will just rush your starbase. So I guess it really would depend on how you upgraded. 4 Advent SB with Maxed Weapons, 2 w/maxed Meteor, 2 w/maxed mass disorient and then the rest of the points in Health really ought to be able to utterly annihilate thousands of command pts worth of ships... Especial
[quote who="Darvin3" reply="6" id="3032616"]Two capital ships I would also seriously consider are the Kortul and Rapture....I'd argue these are the two best caps other than the carriers and colonizers... I'd totally agree with this. These are two highly underrated capital ships and they belong in any balanced late-game fleet for their respective factions.[/quote] Agree Completely. Kortul wit L3 Power Surge is almost invulnerable especially when paired with JW or DS
[quote who="Seleuceia" reply="5" id="3032610"]TK push does a fair amount of damage and disrupts bombing runs...I'd argue it is better than flak burst, even if you include double taps of the abilities, but that's just my opinion....[/quote] Completely Agree. I have often had to argue the superiority of TK Push over Flak burst with people. Comparing both at L3, TK Push still delivers 2/3 of the damage of Flak burst but also reduces the speed of attack as well as the ability to e
[quote who="Darvin3" reply="8" id="3033082"]but the guardian does scale better.[/quote] Granted this type of scale happens usually only in SP as no MP game I've ever played is willing to go that long. Would love to see the guardian given tweaks to make it more of a mid-game as well as late game player. Perhaps a slight change to Repulsion where it only slows all ships but violently throws and damages a set # of frigates.
[quote who="Darvin3" reply="78" id="3030130"]You could always hook up your computer to do this if you like. [/quote] Agreed. My current setup is my super compy hooked up to a 32" Sony Bravia set to 120 hz screen refresh and "Game Mode" Color balance. Sins looks AMAZING.
[quote who="boshimi336" reply="40" id="3023909"]I would like to see the Z-Axis exploit fixed.[/quote] Agree.
[quote who="wbino" reply="31" id="3023326"]There must be some reason the game was made so you can manually dock s/c, now give me a reason too. ie: increased repairs? Increase ship speed when s/c are docked?[/quote] I would say increased repair rates & reduced AM for SC creation. No change in move speed for carrier though, if anything, logically it would move slower with the extra mass onboard unless there was a mechanism to plug the SC power supply into the carrier and increase en
[quote who="Wrath89" reply="262" id="3021538"]Once you understand the etiquette (which isn't that hard) it isn't bad at all... even relatively bad players come onto ICO often and play with other regulars.[/quote] My problem in the past hasn't so much been the etiquette as much as the issue of if you don't do exactly the "accepted normal" strategy for a given map & situation, you are cursed, screamed at and team members leave. I get that some people have bee
[quote who="N3rull" reply="18" id="3021823"]Five LRfs can kill a billion turrets.[/quote] Turrets aren't about stand alone defense, they are purely to buy time for fleets to arrive. Also, while 5 lrfs can kill turrets, it would take FOREVER to clear a few turrets supported with a repair bay which is almost always built with turrets.
[quote who="Wrath89" reply="258" id="3021481"]I suggest you try playing a few more games online, like maybe in the very common multiplayer 5v5 games on ICO. When I started playing in 5v5s they gave me a very different (better) perspective on the game and strategy.[/quote] True, unfortunately its a decidedly inhospitable MP environment.
[quote who="anteachtaire" reply="33" id="3019589"]Also, their superweapon needs to be ramped up.[/quote] Agreed, I vote the friendship cannon temporarily causes a few enemy ships in the grav well to turn neutral and attack.
[quote who="Ryat" reply="1" id="3018785"]Both used less then the Dunov.[/quote] Really? Perhaps you are referring to MP online only? I find the Vertigo to be invaluable for it's enhancements to my Halcyon Fleet's SC and for its ability to reduce damage from the attacking fleet. L3 Vertigo offers a net 51% damage reduction from any affected attackers, that's nothing short of phenomenal especially if you can hit a tightly packed group of HC or LRF. Antorak is