The Torpedo ships might be too tough, but the Starbases are definately not too weak. Just finished a massive game where my ally and I were Vasari and didn't have Torpedo ships. We had to kill a couple fully upraded starbases backed by slightly weaker allied starbases. And it took a heck of a long time.
Cykur
As games get kind of long, the Empire Tree gets kind of buggy. Never seen this behavior except in Beta 2. Normally I have my empire tree set so I only see things in the gravwell where I have something selected. As the game goes on, previous gravwells stop closing in the Empire Tree, so it gets very cluttered and I start to have a hard time finding things. It is very odd, because it works correctly for a while...an hour+ sometimes, then it starts to go kind of
Ummm...if you are having a problem with 1.13 email the [email protected] guys. They will help you.
Just finished a 3 hour 3v3 on a 30ish planet map. It was JohnJames, myself, and an AI vs KL3MZ, Shadowhal, and Commander Sheperd. Replay Link: http://www.sendspace.com/file/1u4k6x Brief Synopsis: After the initial expansion, KL3MZ managed to deflect my assault and get a Starbase up. Shadowhal also reinforced KL3MZ SB (Starbase) with one of his own. JJ was assisting with my attack a bit, but mostly used this as an opportunity to get more planets
JJ was basically using his entire economy to build mines and starbases. The mines are not cheap. Your HC fleet is not an optimal fleet to fight mines. If you had some scouts and flak in the mix, you actually might have been able to protect the HC's to let them do their job. That said, yeah, mines are really powerful ...when you hit them. Otherwise, they are pretty hugely expensive.
[quote]If u want to spam flak burst use finest hour first.[/quote] Nice! That works, huh? Mind you, I keep Finest Hour on constantly on high level Kols. There is almost no reason to turn it off.
Microing fighters???? Um .... 1. ALT Selecting the fighters and shift clicking their targets on the Empire tree 2. ALT Selecting the fighters and giving the the "hold position" setting, then parking them next to your targets. They will sit there and shoot at them as fast as possible instead of when they fly by. 3. Being smart and docking them to rebuild and launching them when ready.
[quote]I haven't played a lot of advent, but one thing I have noticed is that they have arguably the best LF ability in the game. Not only can it STEAL antimatter, but it can restore that antimatter to any of your ships. This is extremely useful. While I agree that TEC has some awesome abilities, it is hard to keep using them. Flak burst is a large drain on the AM. [/quote] ahem.....Flux Field
[quote]So if someone else is 2-3 jumps away when do you upgrade your HW pop?? After scouting so your sure there will be now rush to you? after you build up a bunch of cobolts/LRF's so your safe? When you decide not to rush? (and in the case of TEC) when you decide to play TEC so you can't rush... Just wondering...[/quote] If someone is 2-3 jumps away and you did not upgrade your HW immediately, the apppropriate time to upgrade it is when t
I hear Dawn of War 2 is going to be more based around the squad level, so you might like it. I enjoy Sins Multiplayer a lot...it actually plays a lot slower than Starcraft / Warcraft III. The flipside is games can get kind of longish sometimes. While you do need some speed, it isn't anywhere near as bad as Starcraft.
[quote]Wait their are people who didn't know this? Wow I have been playing sins so long I have become jaded to professional knowledge.[/quote] There are no professionals! When someone tells me how I can make money by winning, then maybe there are professionals. But yeah, these are the decisions and situations to deal with early game. +1 for good advice. -1 because formatting, spelling, and punctuation cause my eyes to bleed and brain to hurt.
[quote]Some of us find the diplomatic aspect less than borked. [/quote] You strange. [e digicons]o_O[/e] You OK, but strange. I no likey, it is like a lotto system. Destroy 5 structures, or I hate you! But...but...I just destroy 30 of their frigates???
[quote]Fear of assholes more than anything else. The first 100 times I tried to get an online game ended in a completely non-fun experience. Every single time. The typical situation is that some kid create some huge map with 10 players, and wants 5vs5. You join coz its your only shot at a game (I know - ridiculous from the outset. How long will the game last with 10 players? 10 hours?), then 5 minutes into it one of the players bails, causing much consternation from his teamma
Yep...it just had a couple new maps which is why they called it a bonus pack, but don't worry, all has been included in 1.13. Doesn't you ever sleep Kitkun?
I think it would be interesting to build upgrades on a planet that gave it some capabilities to fight back. Planet base strikecraft hangars or missile silos would be cool Just make the missiles large enough that they could actually be shot at....the game mechanics could treat them like a suicide fighter with light armor and low hitpoints so flak could shoot it down. Maybe even energy turrets which charge up and fire at ships near the planet. But the flip side is that
[quote]Sounds great! I only hope that the AI knows about this new station warp disruptor thingy, and doesn't just ignore the station and jump its fleets into certain doom, constantly.[/quote] Well..the old AI was not a big fan of bypassing hardpoints with its fleets. I did notice in Entrenchment beta 1 that the AI did do a bit more harassment with frigates, which I thought was great, so maybe this has changed.
Most of us find the diplomacy model in Sins pretty borked. =) It is very hard to keep multiple allies happy, they have a tendency to all eventually ally against you. When I started playing, I used to think I sucked until I clued into the fact that all the AI fleets eventually stopped shooting at each other and I was fighting 5v1. We pretty much just set AI's to whatever teams we feel they should be in for the appropriate level of challenge to us. The Second sin
It is true that capitals ships are weak on firepower for their cost, with the exception of some super abilities. Early game, if someone spams level 1 capitals, you chase them down and kill them like dogs with your LRM / Bombers. =) The power of capitals is they add strategic and tactical abilities to your fleet you can not otherwise get. Capitals also contain some counters that have a tremendous amplification effect on the effectiveness of your main battle fleet, es
Yeah, I have had some fights on stacked discs, and they are a massive pain in the butt. Sometimes without meaning to, you accidentally give an order which sends ships to the wrong gravwell. You have to pan about 70degrees to give orders effectively. I love how this one is a dead end! Great screen shot!
I have a general overview of 1.12 game balance in this thread that is good for new players: https://forums.sinsofasolarempire.com/336376 People may not agree with every point, but it is good food for thought, and may give you some ideas. [quote]13-yr old ritalin popping twitch monkey smacktards. [/quote] LOL, yeah, I know how you feel. Sins still requires micro and speed, but nowhere at the level of say, Starcraft. The
Without the original CD, I don't know how to do it. The Impulse install will take you straight to the current version, you can't roll it back. The GOOD news is there are 1.05 stand alone patches available and they are easy to find....for example here is one at filefront. 1.05 was the last stand alone patch before Impulse, if memory serves: http://files.filefront.com/Sins+of+a+Solar+Empire+v105+Patch/;10374447;/fileinfo.html My
[quote]Bingo. Thanks for the analysis - quite helpful. Haven't seen the guy online recently, but I bet he will be playing this weekend. I'm going to try to apply some of the things I've learned in some of these posts, and see if I can do any better.[/quote] Or see if you can get him to play a different map. Or if you want to play the same map that you guys always play, do a practice run against the AI where you work on your rapid expansion. Attempt to outright
OK..you are describing someone with a maxed out 2K supply fleet. You should have a MASSIVE fleet by then -- maxed out or close to it yourself. If he has superior numbers as Advent AND superior economy, well...you are kind of screwed. That said, Bobucles is absolutely correct, you need a lot of flak to flat out counter carriers. And the carriers can still jump in and assassinate something, and then run. And Bobucles is again giving you good advice on multiple PJ
[quote]okay, so i DO understand how shield mitigation works, my question is why is it there and what is it supposed to represent? like, if you were to apply it to a "real life" battle, why is it that shields reduce damage MORE as they are weakened? sorry if this post doesn't belong in the 'strategy' forums... [/quote] There are 2 mechanics at work here... 1. A shield at high charge is energy inefficient, and while it protects you better from its
Hehe...I hate it when fighters chase down my cap too. =) That said, I'm curious to see if the new Entrenchment enhancements to targetting allows flak to perform better.