Wrong thread. Am deleting my reply.
Wrath89
[quote who="CptSiddy" reply="7" id="2991699"]Consider when you have AM pool empty after long battle and you need to replenish 3 squads instead of two. Thats when advent carriers start to suck, they lose air superiority easier.[/quote] FrigatePsiCarrier.entity.txt MaxAntiMatter 600.000000 AntiMatterRestoreRate 0.600000 FrigatePhaseCarrier.entity.txt MaxAntiMatter 400.000000 AntiMatterRestoreRate 0.400000 They do of course have to re
[quote who="CptSiddy" reply="3" id="2991476"]They cruiser carriers are most annoying to use, 3 squads means 3 squads drawing from one AM pool opposite from 2 squads drawing from one pool.[/quote] I, for one, think this is a net positive trait of the Advent. Although there are more squads per carrier to support, the carrier also has a significantly larger AM pool. So I see no downside. Also, since there are more squads for a single carrier to support, this also means that the u
[quote who="Qu4r" reply="20" id="2991016"]TEC best hc[/quote] You think so? I think I'd prefer to have 5 Enforcers than 6 Kodiaks, due to Reintegration.
[quote who="sareth01" reply="2" id="2990708"]They should make trade more diverse and require a bit of micro instead of having trade be build to get "auto" cash. It wouldn't be difficult to implement and could add more strategy to the game as well.[/quote] I dunno. Among good players, with the necessary constant focus on the enemy's fleet, scouting, your own research/builds, micromanaging battles, and so on, I'm not too hot on something else requiring repetitive&
[quote quoting="post"]get trade ports, produce as many tier 0,1,2 (sadly 3 for advent) units till u can overwhelm the opponent-win the game. Will the titan destroy this spam tactic? I hope so.. I Hope it forces player to actually max out the hostility tree defensively and offensively.[/quote] This post is extremely short on details. If you're in a reasonably spacious map then no matter what race you are, it's a good idea to get trade ports as soon as you can and then t
[quote who="ImperatorPavel" reply="3" id="2990592"]I know, but Domination - Starbase.[/quote] True, but that would only work when the Titan's in play, which would only be at the very end of the game... right?
[quote who="gamerlamb" reply="61" id="2990546"]Raze Planet: At level 3 this deals nearly 500 pts of planet health damage and kills 60 population. That population loss kills any asteroid and almost a fully upgraded Volcanic in 1 volley.[/quote] 500 points of planet damage is only about half of an asteroid, and only a third of the default health of all other planets (1500). Planets only die from planet damage, not from population loss. Clairvoyance does need to be buffed
[quote who="boshimi336" reply="20" id="2990478"] Quoting RiddleKing, reply 19Is spectating available? It would be a nice option! Then you could have 'live commentated' games.[/quote] It has been listed on the FAQ page for several years now that there is indeed an "observer" option available in Sins multiplayer. ...but I've never been able to find it.
I think it's understandable for some ships to be significantly more powerful in one part of the game than in another. As long as the Sova isn't unavoidably overpowered in the early-game.
Just do us a favor, Ironclad... for Rebellion, advertise multiplayer. There appear to be tons of people who bought Sins who may not even know about online play.
The biggest problem I have with a playable "Darkness Race" is that, from the canon, it sounds like it'll be way too overpowered if it ever arrives. If, as you described in ICO, its main weapon is a giant Titan which serves as its base of operations, which can Dominate any ship which comes close to it... it will basically come down to the Trinity Alliance (that's what I'm naming the TEC/Advent/Vas) attempting to build as many carriers and bombers as possible before the Tita
[quote who="Darvin3" reply="55" id="2990278"]Advent scouts have the lingering presence upgrade, which is a much more cost-effective alternative to keeping tabs on a gravity well for a long period of time. Sacrificing a scout once every few minutes is much less intensive than sinking an entire capital ship to scouting duty... Clairvoyance isn't terrible, but it really needs a secondary utility.[/quote] I think its antimatter costs should be reduced significantly (f
[quote who="GoaFan77" reply="43" id="2990213"]Actually I noticed it is far more efficient to just move your scout near a mine field then to order it to manually use its reveal mine ability. Once close enough the scout will auto use the ability, saving you a lot of effort.[/quote] *automatically? if it's on manual and not automatic, it won'
[quote who="jtillung" reply="41" id="2990200"]Mine auto detection is useless. They target a mine and just sit there. Fire range of the detector is not long enough and no other strike craft or ships attack the detected mine if in engagement range. I have to pretty much manually move them around to detect the mines... Detectors are also suicidal by flying through a minefield to detect a mine on the far side [/quote] I haven't had these problems much. I have not
[quote who="BlackHawk141" reply="3" id="2990195"]Why do people buy this game and expect a beta? (no offense) its too early. Never pre-order a game until at least someone has reviewed it. For all we know, this could be the worst game ever developed, unlikely, but anything is possible, those damn hamsters![/quote] Agree 100%.
Yeah, that's very weird. The only other thing I can think of is that there might be a problem with how your .NET is installed (which GalaxyForge depends on). If I were you and I had the time, I'd uninstall .NET and GalaxyForge, reboot, and reinstall both... problem is, .NET is very large and takes a long time to download, so I'm not sure you'd want to go into that, especially since it's not guaranteed to solve the problem. I've heard that there've been some problem
They're under no obligation. I'm fine waiting as long as it takes if it means a better game when released.
Sounds like a problem with your local machine or something (an update? something in the background consuming resources, like a spyware scanner?) rather than something to do with Galaxy Forge. Or does this happen if and only if you try to add those specific worlds and suns to Galaxy Forge?
[quote]Had a game recently with random empires, unlocked teams and the teams ended up myself (advent) with one advent ally on team against one Vas and one Advent, all on Unfair. My ally and I did pretty well, wrapping the game up fairly quickly despite the map being a random Huge Single star. Even the dreaded Phase Missile were held at bay by a balanced Advent fleet (Flak+Illums+Destras including bomber support is a fairly decent combo nowadays against Vas).[/quote] A
Envoys only take 8 supply points apiece, right? A few envoys for each player you want peace with is a small price to pay for gamelong peace. Having as many envoys as you need shouldn't put all that much pressure on your main battle fleet.
[quote]Repulse Just select one of your guardians with antimatter from your fleet and click on repulse. Once repulse is over, choose another guardian with enough antimatter and repeat the process.[/quote] An enemy who knows what they're doing facing you as Advent would probably be well aware of this and consequently focus much more on LRF and strikecraft... and to counter them with close-combat units of your own would make using Repulsion counterproductive, I would th
[quote who="Tohron" reply="8" id="2988567"]So, speaking as someone who's played a fair amount of sins but hasn't really gotten into multiplayer, would you say starbases are not effective at slowing the enemy while you obtain HCs when you have a chokepoint world? Also, how effective are fighters against LRFs now?[/quote] Starbases are useful for protecting your fleet and structures, but not for stopping the enemy from advancing and/or attacking your planet i
I really don't get why so many people almost only want to play 5s. I would think that 1v1s or 2v2s would be pretty popular but I only see a few people who regularly seem to host them. The thing about smaller games is that your importance on the team is greatly increased - whether your team (or you) wins or not is much more dependent on how you play than it is in 5s. For me, at least, having significant control over the game's direction as a whole is an extremely positive
[quote who="KingDeathGod" reply="704" id="2987939"]Whats the average body count on MP now a days?[/quote] I think it's usually around 40-60 players online total at any one time during the peak hours.