gamerlamb

gamerlamb

Joined Member # 4405519
0 Posts 256 Replies 138 Reputation

Just to reiterate, a star-base without a support fleet is actually not much of a hindrance. Especially Vasari as it simply cannot threaten a massive fleet. My typical invasion fleet (2-3 Caps, 20-25 HC's, 6-8 Carriers-40/60 Fighter/Bomber, 10-15 Support/Healing Cruisers, 35+ LRF, 10-15 LF, 5 SF-if you have scouted mines) will roll even a fully upgraded Orky in a minute tops. Now, it can be a bit harder if someone has taken to make an effective support for the Orky ( Repair Bays and massed

23 Replies 14,603 Views

Really like the idea of planet linked SC. Would be helpful to us Turtlers of the world. As for the realism aspect of static defenses in space being able to adequately defend I would say, actually it would work rather well but the difference is it would orbit the planet. So you set up a grid of defense platforms that orbit but again, this is nullified for the benefit of game mechanics. Therefore, us turtle players are merely asking for some buffs to overcome the "nerf of static defenses in spa

153 Replies 373,643 Views

[quote who="Greyfox2" reply="105" id="2963448"]I am not saying phasic trap should be removed, just reined in some and not buffed indirectly.[/quote] Gotta agree with Mecha-Lenin on this one. If 2/3 races can effectively counter some "thing", the fault lies not with the "thing" being countered but with the inability of 1/3 races to counter it. Phasic trap could be argued to be a counter to the uber SC fleets from advent. Erego, we should not hate on the counter (phasic trap) but we sho

153 Replies 373,643 Views

[quote who="Wrath89" reply="93" id="2963041"]Do keep in mind that your "at no point in history" refers to planet-based combat, which would presumably be quite different from space-based combat.[/quote] You missed my point. With all large military installations in current world history, reasonable precautions are put into place to counter known threats. My point is that it makes little logical sense to assume that at some point in the future, sentient beings suddenly forget the lessons

153 Replies 373,643 Views

Completely agree that statics need a boost. I get that the overall focus of the game combat in SINS is on the Fleet but static defenses could really use a boost and from a realism standpoint, the current static defenses are sorely out of alignment with historic standards. First off, weapons platforms should have a basic low damage short range anti fighter/bomber attack. At no point in history since the invention of air warfare has a static defense installation been completely without

153 Replies 373,643 Views

Real Superweapons Please with upgradeable effects!!! See my post detailing my Superweapon idea. https://forums.sinsofasolarempire.com/408935/get;2941306

33 Replies 156,446 Views

[quote who="Greg30007" reply="47" id="2955842"]Actually pervasive economy can be researched 20 - 25 min in the game.... Hardly late game.[/quote] True I suppose, completely relative to game speed of course but I find most people acting as the Eco booster on their team as TEC go for the early advantage of massed trade ports rather than using those slots on civ labs. Granted I play with a select group on private online games only but I find most people don't go past Civ Lab 6 unless

53 Replies 40,502 Views
Reply to Vasari Economy in Strategy

Economy for Vas is always a bit of a gamble. If the map is neutral heavy, then you can really be set. If not, you really have to be aggressive in your colonization.

19 Replies 11,690 Views

If you are TEC this gets even easier. Starting at Civ Lab 4, TEC can upgrade trade income by 15 % which can really increase your creds/sec, especially if you've got an 8-10 planet chain. If you have 8 planets with an average of 3 trade ports each with the Cargo hold upgrades you are looking at: (8( 3*(1.7+(8*.1))))*1.15= 69 creds/sec of trade income. At Civ Lab 6, you can get trade bonus up to 30%, which would mean, 78 creds/sec of trade income. This is a very cons

53 Replies 40,502 Views

[quote who="GoaFan77" reply="1" id="2951835"]I think its a good idea, though it shouldn't be found randomly. Otherwise a player could find it on his first asteroid and not let the other team have any real chance to take it.[/quote] It could be something that remains hidden until a set length of game time has occurred and then found by the normal research planet function. If you have already searched all of your planets before the timer goes off, then it will just appear on whateve

5 Replies 32,223 Views

[quote who="Wrath89" reply="10" id="2951688"]Build starbases at choke points as soon as humanly possible[/quote] or as soon as alienly possibly if playing as vasari [e digicons]:P[/e]

11 Replies 7,209 Views

Since no one has addressed this adequately as well, with the new updates I personally rarely waste funds on Illuminators which you mentioned having large numbers of in your fleet. As advent, you thrive on synergies therefore against Vasari you need to leverage dominas with disciples to fuel their AM, this will best keep your fleet alive along with Halcyon TK Push for defense against Vas Bomber spam. For offense, use crusaders+SC to take out enemy heavies and LRM. If you are facing frigate fle

11 Replies 7,209 Views

[quote who="GoaFan77" reply="4" id="2950209"]Basically building a Titan should be like building the Death Star,[/quote] I want's a "Death Star" Titan.

40 Replies 43,407 Views

[quote who="Seleuceia" reply="82" id="2950952"]FB is inferior to the other two abilities impart because it doesn't provide "cover"[/quote] You know, you just gave me idea. Thinking about flak, I'm pretty sure I would be kind of distracted if I was flying at high speeds through a cloud of sharp pointy metal and furthermore, wouldn't it cause a bunch of reflected/scrambled readings from the directed energy sensors of the SC weapon systems? Why not make FB cause temporary wea

102 Replies 178,522 Views

[quote who="Baron_Libra" reply="22" id="2950885"]its bomber wings. Vasari and Advent bombers destroy TEC ships.[/quote] Echoing Kitkun, Fighters and Flak frigates but Hoshiko's as well as Kol's can be helpful. Flak frigats with the appropriate upgrades will shred bombers especially if you are using Flak Burst on multiple Kols to help you as well. If you have 2 Kols with at least level 2 flak from each, you should be able to shave off at least half of the life on most bombers a

26 Replies 9,362 Views

[quote who="Greg30007" reply="80" id="2950821"]Would it be possible to add condition to ability that it fires only if amount of enemy strike craft in range of ability reaches or exceeds certain percent of total enemy strike craft in gravity well.[/quote] I haven't cracked open the coding on this but intuitively I would see this type of AI Use condition as very memory intensive. This would mean that this single line of code would essentially have to ping the coding of all gravwell

102 Replies 178,522 Views

[quote who="Darvin3" reply="18" id="2950325"]Their shield regeneration is their weakest ability by a considerable margin.[/quote] The one benefit I see for Shield Regen is that at higher levels, it represents the only "burst" type of healing/instant protection that is available to the TEC. Albeit a very inefficient and costly one. The same funds invested in hoshi's would represent a much better ROI but if I had to look for a positive for Shield Regen I would say that's it. </p

26 Replies 9,362 Views

[quote who="Pbhead" reply="9" id="2950243"]man are you kidding? 15 donovs means like crazy shit awesome! your enemies will have no shields! no strike craft! no antimatter! and you will be all like, this is almost as good as having 45 overseers![/quote] That sounds great in Theory but how many times will you really have that many Dunovs?

26 Replies 9,362 Views

Never actually done this particular combo that I have described but I think it will work. I know that I have used Rapid Manufacturing to rapidly complete an Argonev Starbase in an enemy grav well. Sort of a pseudo-TEC Assault Deployment. Building a SB in enemy territory with 250% speed increase is REALLY nice.

43 Replies 36,537 Views

In addition to everything else that has been correctly pointed out, You may want to rethink your choice of Cap ships. If you have 4 Caps with TEC, you should probably have 2 Sova's, 1 Marza & 1 Akkan. Instinctively its natural to think, "The Kol is the Battleship so I should get that first!" Sadly this is not the case. I like to open with 1 Akkan & as quickly as possible a Sova to back it up. If you use those 2 plus 10 or so scout frigs, you should be able to clear most ne

26 Replies 9,362 Views

Adjudicators are nice to clean up structures while your main fleet chases down fleeing enemy fleet. I wish they could be used in main line attacks, conceptually they are really cool. Just not functionally.

25 Replies 21,100 Views

[quote who="Seleuceia" reply="37" id="2947005"]This is not just "how things are"...this was an intentional part of the game design...TEC's inferior late game fleet per fleet supply is a serious weakness, but TEC also has a stronger economy to replenish losses and field larger fleets sooner (larger as in more fleet supply being used)[/quote] Not only the economy to replenish the losses but the infrastructure to do so HYPER quickly if you have the proper setup. With fully maxed Indu

43 Replies 36,537 Views

[quote who="Nightraid3r" reply="10" id="2948898"]it absolutely does not work on starbases. that would be idiotic.[/quote] I'll concede that it doesn't work but I fail to see that it would be "idiotic." It disables every other tactical structure lol and the Wiki currently states "The Subverter performs an in-grav phase jump, teleporting it towards an enemy target before channeling a disabling field of energy, disabling all frigates, structures, and <span style="text-decoration:

17 Replies 18,568 Views