[quote who="Ryat" reply="10" id="3166248"]gnarov. Who doesn't love a big gun (that plays this game)?[/quote] Yeah! I always prefer BBs rather than CVs.
gundamlit
And maybe also decrease the autosave interval to, say, 5 or 6 minutes?
[quote who="Volt_Cruelerz" reply="74" id="3166002"]Chastic Burst can already nuke capitals when used with Malice. The Eradica doesn't need another.[/quote] I always hope all the AoE skills of titans can be nerfed. It's way too powerful, especially against low level capital ships and frigates. And the same reason I don't like the 4-level normal skills and 2-level ultimate skills of capital ships. But many people like it...
[quote who="Seleuceia" reply="69" id="3165801"]For example, for 60s you can use chastic burst 5x as fast (with reduced AM cost), but then for the next 120s you can only use it 1/2 as often...this on average doubles you ability usage, but frontloads it....[/quote] Just like the Overload of Phoenix in StarCraft II? Interesting, but it's way different from the original one. I'd like a more Tauren-Chieftain-style one, that the skill is still activated when "death", then ma
[quote who="Teun-A-Roonius" reply="22" id="3164538"]I would definitely recommend it to new players that want to evolve their skills in the RTS genre.[/quote] ... if they already have decent experience of RTS games and space games. Some knowledge of WarCraft III is more helpful. Sins isn't good at providing an easy and quick learning way.
[quote who="Volt_Cruelerz" reply="66" id="3165707"]The more I think about it, the more it seems like UW is considered weak because it's a situational thing that no one likes to use. It's not fun to use (you lose your titan) and it's not fun to be on the receiving end (the combat solution is to run away).[/quote] I always compare both Eradica and the Tauren Chieftain in WarCraft III. The latter's Lv6 Skill Resurrection is a good skill, and every Orc player likes i
[quote who="lbgsloan" reply="10" id="3165728"]Going into release as is will be a mistake. First impressions are important, and right now balance will scare many potential new multiplayer players away from the game. If you need to ban certain races from being used, the game is NOT ready for launch. Releasing one more update and delaying release for another week or two is the right call.[/quote] Agreed. And since most game sales actually are implemented in the fir
[quote who="Volt_Cruelerz" reply="16" id="3164402"]Snipe does hurt, but that's just the way the Ragnarov is. The first few times I went against one it did well, but once you learn how to deal with it, it's not as much of an issue.[/quote] I'm just considering such scenario: say one player lost some high level capital ships. He builds some again, and buys to Lv3 or Lv4. Then the enemies, leading with Lv6 Ragnarov, jumped to his grav well. The player's new fleet is
With most I agree. And I want to add something more: The new tech upgrades between factions. There are huge differences between them, some factions get insanely powerful techs while some others get nearly none. Now I'm missing the good old times, when most factions can get similar tech upgrades. Some are faster, some are slower, but they can indeed get some if they can live long enough. TEC Rebels. Generally speaking I don't like the idea that some skill can h
[quote]- Armour Restoration is OP however, at least a little. Two levels of 10% hp bonus and 2 pts armour each is still incredible but wouldn't suddenly make the whole TEC focus on hp and armour look sad in comparison - second rate maybe but at least not sad.[/quote] I agree with this most. Considering the TEC Rebel, they need to research 3 techs (and 6 tiers) to get 10% damage boost for their common weapons. TEC loyalist nearly gets nothing if they want to attack. Y
Thanks for the effort! Now it's very clear, that the diplomatic techs are inclined to be forgotten.
[quote who="RiddleKing" reply="56" id="3163147"]You need to open with a defensive fleet then an offensive one.[/quote] The scenario I described in OP was actually a late game. After killing a Lv10 Eradica, I lost many frigates, and according to the map, the next AI was Vasari, so I started to mass out carriers. The reason to wiping out a TEC loyalist fleet, was just because they happened to be there in my way. I'm not sure the MP scenario, but I think it shall be possible
[quote who="LHDAllaxul" reply="19" id="3162939"] Cap ship abilities now go up to level 4 instead of 3 for the normal ones and a level 2 for the super ones was added. So now one level 10 can be a little different from another level 10 of the same type since it would take 14 levels/points to max everything out. All in all it doesn't feel like a cheap and rushed expansion that just throws a couple of new things into the game if that was what the OP was wondering.[/quote
[quote who="RiddleKing" reply="54" id="3162906"]i can truly say there is a-alot of trolling going on here.[/quote] Well first, I should admit my post is somewhat trolling. And second, I don't have much chance to play online, just due to the bullshit speed of China Telecom. And third, considering the time zone, it's a tragedy for me. And turn to my post, I think you misunderstand me more or less: I'm talking about TEC. I really know Advent and Vasari
[quote who="Ryat" reply="6" id="3161995"] Quoting Mecha-Lenin, reply 5. and I don't remember balance being worse than it is now. Balance will always take a while. Look at Starcraft2. Still not balanced.[/quote] If I am correct, the balancing problem of StarCraft I and WarCraft III were only improved after the Koreans make them as professional e-sports. And look at Rebellions now! Pirate allies, phase jump SBs, permanent map-changings, now there are way too
[quote who="Seleuceia" reply="52" id="3162765"]I like having the accuracy debuff, but that's not a change likely to be implemented by the devs...an AM cost decrease is something the devs may actually consider....[/quote] Why I INDEED agree all three point of you... Yes, the balancing is complicate and some AM decrease seems the most realistic solution. At least it makes Lv4 Kols a bit more useful. And I just have an idea - though obviously late now -
Well I think OP is mentioning the scenario when comp stomping: the main fleet is at somewhere half an map away; the AI uses 20 - 30 Ogrovs; or / and also at least 40 fighters, which makes all the local defending fighters useless; and the SB has no red button equipped. That's the scenario I often encountered when dealing with several AI. One of the (easiest) solution is, give command to your AI allies to order them always stay at
[quote who="wbino" reply="12" id="3162534"]Really...the different factions should have gotten their own new cap ship. Love the game always have, an appreciate it's rock solid, but come on.....guys give us some new toys..... With three new games being built concurrently I think Stardock is being stretched a little thin.[/quote] And I think GoaFan7
I don't agree the idea to buff fighters. It will trigger a series of re-balance. And the same as buffing the flaks. Speaking to the idea of adding AA weapon to the capital ships, I'm afraid it's not possible in Sins 1. And it also results in a series of re-balance. [quote who="Frostflare" reply="46" id="3162466"]Flak Burst: In addition to doing damage, now reduces the accuracy of fighters and bombers caught in its radius of effect by 25/33/50/66% for W/X/Y/Z second
One of the biggest difference is: in Trinity you can kill an AI with any variants of ship combinations. Now in Rebellion, at least 80% of your supply would be occupied by carriers. No more HCs, no more LRMs. Bombers are the only way to kill a high level Titan.
So I just want to consider Lv4 captital ships. It's a more realistic scenario. So, can a Lv4 Kol lived long enough to use the Flak Burst second time? That's what I concerns.
[quote who="Volt_Cruelerz" reply="41" id="3161651"]Their cooldown is higher than that (13.5 seconds), so really it's irrelevant. That's why I suggested a cut to accuracy earlier. Also, your numbers are far too high. Try more like 3%/6%/9%/12% but allow stacking. It may sound small, but it will impact the damage taken pretty significantly. Vasari critical mass bombers in particular are the problem. Though fewer, they carry phase missiles and hav
[quote who="sareth01" reply="38" id="3161491"]@OP The TEC do have the capability to deal with large groups of bombers in the late game. You sacrifice one of your starbases(via the big red button) to kill off the bomber swarm and take the fight to the enemy, pursuing their carriers relentlessly[/quote] That only works if the enemy is so merciful to allow me to build a SB on their grav well, and sit and wait and watch movies and play pokers and drink vodka with patience
No matter what, a capital ship, that has so many people and devices on board to create a new colony, should never be smaller than other capital ships.
[quote who="GoaFan77" reply="32" id="3160895"]I'm also thinking of fixing this problem with splash damage for flak.[/quote] And move them before your caps ASAP? After all flaks are always low-value target comparing to caps. But that shall be possible only if they're fast enough. Maybe also change the "Intercept" also affect the flaks? What do you think about the idea? And, I indeed agree that any player or AI shall be punished for they left their opponent to bu