This change to carriers is probably a good thing if you are talking about Sins 1.16 to 1.17. But add Entrenchment buid rate penalties and you have just removed the LRF counter. Now the build order will be LRF then HC and maybe a smattering of support cruisers to augment the repair and firepower of those two units. I hope I'm wrong but I really doubt it. I think EadTaes is right in saying that before all this carrier nerfing there was a counter to them. Light frigates had the speed and
mbar8
I think I understand slowing carriers down if we are talking regular Sins. But this change added to the build rate nerf in Entrenchment is puzzling. This double whammy will make carriers very unappealing except as a mobile hanger. They are slower than LRF now making the LF useless as it's counter. I think the Mazra adjustments are inline with what the "Nerf the damn Mazra" thread has "wanted" It at least gives the opponent a more visible cue and time to react. You'd still have to pay
Well I guess I can keep spamming those LRFs cause now LRFs will be able to overtake kited carriers. And the point to LF will be what now? Hello. Is this thing on?
[quote]Here is the replay http://tinyurl.com/jj-advent 18 lums vs 24 assailants (4 lums survive) and 30 lums vs 30 assailants (17 lums survive)[/quote] But if Vasari has teched up with phase missiles what would be the results? I mean I know you could ask that of just about any tech but don't Vasari players tech phase missiles rather quickly?
I'd say you'll be fine. I run Sins mainly on my laptop which is a 1.66 Duel Core with Intel graphics and only 2 GB memory. The game runs much better than other games when comparing the recommended minimum requirements. I'd say memory is one of the bigger performance enhancers for Sins and 4 GB should run nicely. But if you really want to make sure a demo of sins is available. I always try before I buy.
I mentioned this in another thread but I'd like to see fleets turn together like a school of fish instead of like they're being lead on a leash by the lead ship.
Sounds like an interesting idea. It would also be nice when LFs are made into a fleet that they would all turn at the same time like a school of fish. Currently they all follow the lead frigates old way point path which slows their turning down even more.
A Mazra is the strongest neutral planet cleaner you can get. You can send it in on it's own and for the most part it can be left alone while you focus on other needs. Terran and Desert planets will need caution and maybe 1 or 2 trips to a repair bay before they can be cleared. Sova is very good if you pick Missile Battery as it's ability and suprisingly is only second to Mazra in it's ability to clear neutrals. Akkan is also stronger than it first may apear but you may have to move it into th
[quote]I think that the build penalty should be only for carriers that are engaged. Or they are in the midst of a battle. If there is a battle going on in a grav well and your carriers are in said grav well but they are on the far side of the grav well from the battle then they should not have a build penalty. So they should make it so there is a build penalty on a carrier ONLY if enemy units (should include SC) are within a certain range of said carrier.[/quote] That would be fine wi
[quote]Y'think it would work if this was actually attempted? The hard-counter system always felt rather 'lazy' to me... 'Why does X counter Y?' 'Um, because we said so. So we gave it double damage.'[/quote] I would really like the info on ships and counters to be up front and make sense. I think LRMs and LFs would both have their place in REAL strategy. LFs are short range but fast. LRMs have long range and more fire power but take FOREVER to cross a gravity well. This is GREAT!!! So
I play single player so apparently my opinion means very little to some, however I will post my thoughts. In the recent version of Sins 1.16 and Entrenchment 1.02 a build rate penalty was implimented to stikecraft and a bit of a buff added to flak range and power. Many feel the buff to flak is good and was needed. However fighters are the hard counter to LRMs and because of the combination of buff to flak and build rate penalty to strikecraft it makes it possible to focus on building LRMs if
And the tech tree varies from game to game. $20 this weekend!!!
On second thought, EadTaes and EmpReb are right. LF counter Carriers hard LRM counter LF hard But as of 1.02 and 1.16 Carriers can't counter LRMs anymore. We are missing the hard counter to LRMs. As of now it's a soft one. I'm hoping the patch that'll be out in the next few days will balance this back out Anyone care to way in on bombers? Bombers seem to be able to hard counter HCs to me cause flak can't murder them as bad. What are your
I agree for the most part. The build rate penalty to strike craft is too harsh. Because of it the cheep and easy counter is a hand full of flak. I'm glad you brought up Light Frigates. I would also like to be a little bold and say the Light Frigate is too nerfed against LRM. An LRM is more powerful and has greater range and as long as you have crystal, cheep to build. But then the LF suffers a 25% DPS nerf against LRM while the LRM gets a 50% BUFF!?!?!?!? Is it any wonder fe
Any game with Star-Force protection. "Hey buddy. Install these great games and have a nice day." Mwahaha..MWAHAHA......MHAW..HWA..HWAA...HWAAAAAAAAA!!!!!!!!
Check here for an excellent guide Entrenchment Unit Basics and Tips Only the Vassari starbase is mobile so it is the Vassari attacker of other starbases. Only Advent and Vassari can deploy mines in a gravity well they do not own because they have units to do it. TEC is stuck in their own planets making mines with their logistic constructors only.
I don't have them but you may want to check out Field Commander or R-Type Command Both are turn based and IGN rated them high. (Heck I might have to give them a look since Sins has turned me on to strategy games) If you liked the Full Spectrum Warrior series on the PC you might want to give SOCOM: U.S.
[quote who="Darvin3" reply="3" id="2223313"]First of all a common misconception: the Akkan is not a low damage capital ship; its DPS is actually just a hair below the Marza, putting it at second place overall for its faction. The catch is that it's a side-shooter, so half its firepower comes out of one side and half on the other. If there are no enemies on one side, its firepower is cut in half. Maneuver the Akkan into a good position and it easily matches a Marza for
Using 5 or 6 flak as escort can fully suppress 14-15 squads of fighters and make them almost ineffective against about 20 LRMs. Good luck getting light frigates anywhere near the flak with 20 LRMs protecting them. I agree something needs to change. If fixing LRM spam was the goal before then the 75% build penalty against carriers has reversed the trend.
How does GalCivII:UE install and launch? I got the Ultimate bundle before UE came out so I have 3 separate icons for GCII, GC:DA, and GC:TotA. I can launch either as the launcher and switch chapters if I want. Just curious. FYI SotS:U has 1 icon and launches the Murder of Crows. So far I like it. It's like SoaSE and GalCivII had a baby. Interesting how you can target parts of a ship in tactical mode.
Yes!!! The Sword of the Stars Ultimate is now on Impulse. Thank you. It was worth the wait. (rather buy it on Impulse than Steam)
I snagged Making History this weekend. I couldn't pass that up for $9.99.
I saw it last night finally. I'm an old school Star Trek fan. I loved the old series because it had good drama with the charactors and interesting "what if" senarios. So what do I think of this new reboot. They nailed it!!!!! They rebooted the time line so anything goes now. What I mean by that is you can't assume that everything is going to work out in the end because we know everything that is going to happen. No. By rebooting it and making a new time line they now have a new story
[quote]The TEC have the easiest time here, since their HC share their weaponry with Fighters and upgrading autocannons is quite cheap as well.[/quote] Good point. I still think going with a Mazra cap would be better than Kol even though Kol's weapons are mostly auto cannon.
[quote who="EadTaes" reply="18" id="2182554"] Also earlier i forgot to mention that advent fighters ahve the same weapon type as their LFs. So for advent: Scouts, LFs, Fighters, Support cruisers, HCs all share the same weapon type. I see lots of money beign saved on upgrades and invested in ships instead.[/quote] I had thought Advent would be the easiest race to use this way. The research tiers in Advent get to the units and weapons needed quicker. The scouts are so tough too.</