Wrath89

Wrath89

Joined Member # 4452402
31 Posts 1,070 Replies 13,398 Reputation

[quote who="ZombiesRus5" reply="1" id="3026004"]Are you playing window'd. I ask because this happens to me if I'm playing window'd while doing something else then coming back to Sins. It doesn't happen when I play full screen.[/quote] Indeed. When clicking back onto Sins from another window, often Sins thinks that a mouse button is still being pressed down or something, or that Alt or Control is being held down, and you have to then press whichever key it is ag

7 Replies 2,931 Views

Indeed. They definitely shouldn't be removed. After all, there are tons of things which are in Sins but are simply too worthless to use. Don't remove them. But it would be nice if they could be buffed to the point at which their use would be viable, in at least some situations.

59 Replies 30,322 Views

[quote who="Seleuceia" reply="13" id="3025476"][quote]If the Orky manages to kill two batches of Disciples (30 seconds? 40? I'm not quite sure) before it explodes, the investment will certainly have been worth it. However, if you're going to be SBing your enemy's planet, you'll almost certainly want to have only one capital ship so that you can invest primarily in heavy-firepower Assailants. [/quote] This is not an area I am particularly experienced in, but I woul

32 Replies 15,023 Views

[quote who="lachlanp" reply="15" id="3025444"]but were ar talking about the bug pirates, they can just shoot by your bases, only the advent could really stale them[/quote] What exactly is the pirate bug you're referring to?

17 Replies 15,236 Views

[quote who="lachlanp" reply="13" id="3025403"]It’s an endurance test, how long will your defences last before being completely overwhelmed?[/quote] Probably forever, if you know what you're doing. Put 4 starbases in the star's gravity well, right in the midst of where the pirates will warp to your planets from. Upgrade SB weapons. Then put a starbase on that front-line planet. Upgrade it fully. Also build static defenses, probably all turrets and repair bays.

17 Replies 15,236 Views

An Orkulus costs about the same as a capital ship (maybe a little less) but is significantly more durable, and can do large amounts of damage if it manages to finish building and stay alive for more than 20 seconds or so. (Make sure to have Repair Cloud on your Skirantra to buy an extra few seconds) If the Orky manages to kill two batches of Disciples (30 seconds? 40? I'm not quite sure) before it explodes, the investment will certainly have been worth it. However, if you're g

32 Replies 15,023 Views

[quote who="Mecha-Lenin" reply="47" id="3025101"]Thing about 4v5/4v6 is that bigger team has much better chance of getting econ players, so random factor plays big role. If 4 starts separated and without econ, then it can be rough even vs 6 relatively bad players.[/quote] You're assuming the modders know how to eco. Good/bad assumption? I dunno.

875 Replies 1,547,068 Views

[quote who="SithLordAJ" reply="45" id="3025135"]I like that idea, but I don't think it'd work completely. Can you link the post you mentioned? If you want to bring the other unupgraded SBs up to the level of the Orkulus (I am assuming that is the intention): The Advent would have to research culture, then research SB before they could do anything with a SB. So, that wouldnt work. For TEC, while they wouldnt have to research additional tech first, I don't think repair rate com

196 Replies 157,188 Views

[quote who="noing" reply="43" id="3024976"]11. Way of relocating TEC/Advent Starbase in gravity well[/quote] What do you think about just giving the TEC/Advent SBs some sort of buff for their current relative disadvantage, just one that doesn't make them similar to the Orkulus? I think the buffs should be something keeping in line with their faction, rather than something that just copies (or comes close to copying) the Orkulus. I actually just posted a proposal for this s

196 Replies 157,188 Views

[quote who="GoaFan77" reply="38" id="3024943"]Yeah we still need another 2 or 3 modders. I'll leave it up to the pros to decide how bad they want the odds stacked against them, but a 4v6, 3v6 or a 3v7 seems to me the main choices. I guess it will depend on how confident they are and how big they wan their bragging rights to be... if they win of course. [/quote] I think a good decision on that really depends on how skilled the modders playing are, rather than how confident the pros

875 Replies 1,547,068 Views

[quote who="Seleuceia" reply="9" id="3024809"]On a purely theoretical basis, this is a highly debatable subject...if Advent brings in disciples, clearly kanraks are the obvious go-to...but what if the Advent introduce seekers to counter your kanraks? Well, sentinels will counter the seekers, but will get absolutely crushed by all the disciples...so you could build more kanraks to kill the disciples faster, but then you leave yourself more vulnerable to massed se

32 Replies 15,023 Views

[quote who="wbino" reply="15" id="3024681"] The number of starbases you can build around stars should be lowered (2), the ai cant handle multiple starbases around stars and its an easy ai exploit. So if starbases are going to be strengthened it will exasperate the problem.[/quote] The AI can't handle starbases, period. To fix this, either (1) Devs need to get the AI to realize not to charge headfirst into enemy starbases, or (2) go play on ICO again

37 Replies 55,974 Views

[quote who="N3rull" reply="13" id="3024664"]Hmm... rather underwhelming. Half of the answers either say something will not be changed or sounds interesting and MAY be looked into (which usually means "keep dreaming lol"), the other half say that something is going to be changed but nobody's willing to say what. Oh and a handful of answers stating what everybody knows (Titans can move, yay... omg wasn't that obvious? Come on, would they be making so much noise about giving each race th

37 Replies 55,974 Views

[quote who="Seleuceia" reply="7" id="3024640"]Having 2 caps is also a good way to deal with Advent's tier 0 spam...while massed disciples can be brutal, if the Advent spam is heavy on the number of seeker vessels, you are actually better off with a 2nd or 3rd carrier cap (armed with fighters) as opposed to more frigates.... This is particularly useful for Vasari who have a hard time dealing with a very early Advent rush (one before self-repair on skirmishers or that 2nd ti

32 Replies 15,023 Views

[quote who="RiddleKing" reply="43" id="3024512"]oh please... it will be serial killing each noob 1 at a time with the other noobs having no idea of whats going on: You think they can master maps, backup, feeding and unit combos do deal with threats? In the end- the mindless hordes of zombies always luz: (Atleast in hollywood) Ratios of 3vs5 is still a win for the pros[/quote] If the modders know the basics, it might only take a moder

51 Replies 151,268 Views

This is a game which was made for the gameplay, not for the realism. Everything else in Sins is built around a 2d universe - the vertical axis is mainly for looks. Manual control of the z-axis adds nothing but the ability for a ruthless few to exploit the game engine and gain an unfair advantage in ways not intended.

96 Replies 238,623 Views

[quote who="ZombiesRus5" reply="6" id="3024340"]First game is pros/modders... though I'm pretty confident what the outcome would be.[/quote] The teams should be stacked enough (in favor of the modders) for the outcome to not be certain at the beginning I think. 3v7 or something. [quote]Well, I can't make it...[/quote] I'm sure they would appreciate a strong supporting player like you though :( (someone who's actually played a good number of standard mul

875 Replies 1,547,068 Views