Therlun

Therlun

Joined Member # 707246
2 Posts 74 Replies 137 Reputation

Pirates are a totally different matter vs AI and vs humans. The Ai does not utilize them beyond randomly spamming bounty. Against a human player the minutes alone you need to defeat the pirates (and the time your fleets move due to them) can be game ending.

2 Replies 10,453 Views

Brillig, why are you trolling here? If you dont like the thread, ignore it. If you want to love Sins without exceptions nobody will stop you. Somewhere else.

67 Replies 89,696 Views

Man, I hope that linking to those damn damage charts will ebb down at some point. I'm slowly thinking that they do more damage to the knowledge about the game than they actually help... :P That chart only lists chance to hit vs fighters and bombers. So all other ships still have 100% accuracy? Right now only flaks, abilities and fighters can influence strike craft right? Thus a chance to hit for anti-medium is pretty much useless.

16 Replies 8,004 Views

I think its mainly a matter of taste. I like that it plays like a slow Dawn of War. I like the Space SF scenario. I like the graphics which are beautiful and scalable(my machine is not bad, but not top notch :) ). Many well done and unconventional feature also help to set it apart from normal RTS games. They didnt completely succeed in eliminating the "battle micro" though. Playing a few games (MP only) I'm also becoming bored by the first 10-15 minutes, which a

67 Replies 89,696 Views

What does the Akkan aura actually do? Dont ships have 100% hit rate everywhere but in ion storms anyway? So it only increases range a bit...

16 Replies 8,004 Views

Some Caps leave pretty big chunks already. What I would really love would be if the debris stays on the map. :)

15 Replies 8,927 Views

[quote]spending your money on more trade ports nets you more.[/quote] What a ... misleading statement. Upgrading the terran version two times costs less than a tradeport, brings 1.4 credits of additional income per terran planet and does not use logistic slots (you can still build trade ports...). Even if your homeworld is the only terran planet you have in a game the first two upgrades are a good investment paying off (with a single terran planet!) after ~15 minutes. I

6 Replies 4,298 Views

Why counter LRMs with LRMs? That makes no sense... A counter is something that is more effective than the original strategy. "Countering" LRMs with LRMs means that economic power and travel routes are the deciding factors. As a TEC example: You can build 12-13 LRMs for 10 Flaks resource wise. In a direct 1on1 fight of those forces the LRMs will be completely destroyed in the end while the flak fleet will have lost about 3 ships. Try it out if you dont believe it. Su

18 Replies 11,926 Views

[quote]They are not the BEST counter[...] but they are rather effective. [/quote] Indeed. Flaks do bonus damage to LRMs, take reduced damage from TEC and Vasari LRMs and have much more HP and armour. The multiple firing arcs are also an advantage if you position them right. Flaks wont rip a LRMs fleets apart, but are a cost effective "emergency solution" to defeat "mostly LRM" fleets mid- and long term if you can come up with a force of about equal cost. The numbers in

18 Replies 11,926 Views

30 Bombers eh? They were talking about the early game with cap levels 1-3 and a few frigs as fleets. From my experience the nano-disassembler is indeed devastating early. It costs 75 antimatter which is pretty cheap if you compare it to other abilities and it does huge amounts of damage to capitals for that stage of the game. The most economic solution is defending with a repair dock or two backing you up, as early fleets wont be able to kill your cap through the s

7 Replies 5,375 Views

I assume its a planet special found with exploration. Might be called candy mountain... :P

4 Replies 12,984 Views

I do not agree. Capital shipyard, crystal mine and scouts should be the first things you build (you will run out of crystal before you run out of metal). Then metal mines, light frigates and THEN research stations. Researching metal technology that early is a waste too. Your overall income is still very small and the increase wont be noticeable. The research costs are better spent elsewhere (Not saying the tech is bad, just that THIS early is too early). Also dont

5 Replies 4,233 Views

I played too... :P and would like to add to eets comment. Indeed I got a good economy up and managed to build a big fleet of heavy cruisers and hoshinkos. However it was too late. The Fleets of my northern allies were all but destroyed already by the early(-er) cruisers of eets and his allies fleets. In the end I got the best economy (if i remember the graphs correctly), but contributed the least because when I was able to present a sizable fleet of advanced ships the game was prett

20 Replies 16,317 Views

I agree with Luften on the tweaking need for returning armada. If the Vasari established it and has a few gates ready it is extremely difficult to defeat him. Not only does he get free replacements faster than you can destroy them, he also can react with his entire, continuously replenishing fleet through the use of gates. He doesnt even need an economy except for maxing fleet cap and the occasional weapon research.

29 Replies 46,014 Views

Yeah same here, get the message but am able to host just fine. It IS however a serious issue. A game focused so much on MP (not exclusively of course ... :P *patting AI bashers*) such an issue right at release can be very disadvantageous.

4 Replies 7,392 Views

Hiho, nice chart although somewhat misleading IMO. As with the other damage lists in the forum the pure numbers don't reflect the gaming reality completely all the time. For example you list bombers, heavy cruisers and LRMs as "poor vs" capital ships because they only do 75% damage, however everything but other capital ships or advent LRMs does less. So while it might be true that those unit types have reduced damage vs capitals they are still the best choice. You also list

3 Replies 7,123 Views

Dead asteroids (no logistic slots) dont count as empty though and interrupt trade routes/dont count as jumps.

32 Replies 18,977 Views

The fleet cap is a great idea. Two players should be able to defeat a single player that has the same strength as they have combined. In "reality" it might be the opposite way, because there a single side has coordination advantages over several allies. But a game played by individuals needs a strong emphasis on those individual player's abilities and decisions or there would be no reason to play. Games on anything but the largest maps are decided long before you reach the 2000

43 Replies 15,905 Views

ICO suggestions: - Ability to whisper people ingame, with the option to set a do not disturb mode. - Ability to reply to the last person that whispered to you with "/r" instead of "/w name". - More information on games that start before you join them. Game suggestions: - Stacked fleet upkeep. If you have high upkeep and lose some big battles you are even more in a disadvantage. I'd suggest paying half the normal upkeep for every level if you are under the thre

1,040 Replies 557,872 Views

No offense, but I think that is terrible advice even for SP. The first thing to do is always building a capital ship (the first one is free/costs the resources to build a capital shipyard). It has the survivability of 10 frigates and the firepower of 4. Defense buildings that early are a waste too. Your empire is still small, and your fleet should never be far away. If there is a threat that can kill your colony before your fleet arrives weak static defenses wont sa

25 Replies 16,928 Views

You can scuttle structures and ships, and you even get back parts of the resource investment! The standard hotkey is alt-h I believe, and there is a small orange button in the bottom of your hud for it.

5 Replies 37,008 Views