[quote who="Twilight_Storm" reply="12" id="2580027"]Correct me if I'm wrong, then, but would all this not make a fleet of LF/LRF/Light Carriers w/ fighters technically un-counterable in reasonably even numbered battles? LRF is core, Fighters protect LRF, LF kill Flak, which is the greatest threat. Just curious. -Twilight Storm[/quote] Invincible?not if u can redirect their targets ; 1.a 50%-50% fighter bomber combo vs a 100% fighter in this cas
runesia
well if there's any advice i could give buck, its just u have to decide where is the chokepoint early on
[quote]I can't believe that the AI on normal doesn't cheat when they can have gigantic fleets already developed when I'm still just trying to build a small force. I've seen this before in C&C Generals, Act of War, etc.: no time for planning, just try to hold off the rushes. [/quote] LOL'ed at THIS. look C&C Generals is all about holed up in ur small base,stacking a huge line of defense, holding off wave of invaders, build tons of superweapons and spamming nukes and fin
[quote]If logistics space is actually so important that you need to consider this, your empire is probably so small that you're not even ready for 8 civic labs yet anyways.[/quote] Development Mandate solves the problem (1 HW + 2 roids equals 6 civ labs easily)
[quote]The issue is that it's easier to beat culture back than it is to permanently get your culture over an enemy planet. Capitals repel so much that even when you win the battle by culture centers, he can just fly some caps over there and push it right back.[/quote] funny i found my opponents need at least 4 lv 6+ caps that can repel my tec culture with critical mass on
1.hurmmm i think Magnetize radius of effect should be increased up to 150-200% to be very effective in culling swarmers out there 2.i dun see any problems with DG currently, DG + GW + IF + any huge AoE skills owns everything in large scale battles mid to late game. 3.oh if some1 complains about how kortul is weaker, my u haven't seen a kortul with 450 pulse beam dmg eh?
pc gaming died?HEH not in my country at least
micro managing ur fighters and focus firing any bomber squad manually sounds better rather than letting ur fighters in AIs control and randomly firing that vasari bombers
[quote]On a side note, never throw thousands of credits on AI bounty at once. With large numbers, they actually become MORE likely to throw thousands at a time back at you[/quote] well actually AIs got their own limit too, by far the pissed-me-off bounty countered by AIs goes up to 50K, too bad they don't have any money left when i increase to 100K [e digicons]:P[/e]
[quote]Just for the sake of argument, I tried your suggestion... I put around 2000 bounty on 2 AIs just before bidding started. I end up with 2500 on me. However, thanks to that large lump sum, I was able to easily verify who put it on me. It was a 3rd AI that had zero bounty on them! And he cashed in a pile of resources to make that bounty, too.[/quote] 2000 don't work?tell me the AIs difficulty level and the game time when this happens for not worked out.i
in the end; the morale of this story is to put a LOT of siege frigates in front any of his high population planets and position ur main fleet at the back on his main fleet
not to mention AIs in same team in locked teams occasionally says planet X will be mine (planet X is my planet)
[quote quoting="post"] I fired it at a enemy's planet a couple of times, i built 2, fired both but nothing seems to be happening, whats supposed to be happening and what should i be noticing? [/quote] no damage u say?1 deliverance shot deals 50 culture rate/s of ur won culture minus the cr/s of the target's culture on that planet
[quote who="Volt_Cruelerz" reply="11" id="2548602"]So, really all SP does is reduce the damage taken by the primary target by 33%? I could see how that could help SR work better, but it still doesn't seem like much.[/quote] well it depends HEAVILY on ur fleet composition if Guardians works effectively, like : [quote]The basic idea is to form the Advent Battleball with Progen+Halcyon+Guardians+Illuminators, with the Illuminators dealing the damage[/quote] this bat
[quote quoting="post"] I'm having trouble with pirates. I'm relatively new to Sins, and each of the games I have played involved the pirates becoming a kind of superweapon. Their offensive force is powerful enough to demand the attention of my entire fleet, and by the time I build up a decent sized fleet the pirates often have several hundred ships in their primary base. What is the best way for each race to defeat the massive pirate defense fleet? [/quote] <
[quote]Why bother using defences when you can build Phase Stabilisers?[/quote] phase stabilizers only opens up at t 5, at early games u need defense to survive some rush or if u became the first pirate raid target. [quote]Defenses can be useful, but if a big fleet slams into them, they're just going to get torched. Fleet is the only counter to fleet, period. Defenses exist to support fleet, they are not stand-alone.[/quote] if there's anything that can buy some time
[quote]TEC is the opposite, with great cost-effectiveness from the word 'go', but don't get anything really special at the higher tech levels.[/quote] huh?TEC don't get anything really special on higher tech levels?are u saying Insurgency, Industrial Juggernaut, Development Mandate and Improved Planet Shields are somewhat not that special?gimme a break those 4 are very very imbalance considered with its comparison from advents and vas
[quote]http://www.watchmojo.com/blogs/images/sins7a.jpg[/quote] strange what is that ship above the tec refinery ship and what building is that below the same refinery ship?
[quote who="SpardaSon21" reply="9" id="2553879"]Yes, but the Novalith also kills population and reduces max population. If you can nail a few of his high-population worlds with Novalith rounds, that is a huge penalty to his econ.[/quote] yes but novalith only shoots every 6 minutes ; keep in mind even a 3500 dmg n 150 population kills won't work effectively against a player with HEAVY FORTIFIED planets like fully upgraded planet shields that reduce 80% dmg and population kills.<
[quote]NOTE: ALL NOOBS RESEARCH your planet development to bring in more credits on each individual planet.[/quote] oh LOL THIS didn't work out for frontier planets unless u feel very very secure 1st
whoops double post due to connection prob sorry guys
man i hope the devs pimp the cielo's weapon from laser to autocannons just like the pirate cutthroats aka cielo with spikes XD
well its true pirates got tougher but their BEHAVIOR DOES NOT CHANGE every single pirate ship type always have their fav meals Corsairs : aim for towers Cutthroat : aims for trade ports Rogues : aims for trade/ref ships Pillager : aims for planets Reapers : aims fighters first before bombers so stacking trade ports / refineries behind a HUGE STATIC LINE OF DEFENSE solves much problem
[quote who="GJDriessen" reply="11" id="2545397"]What's not to love about the Hoshikos? I haven't really played the other factions, do they also have repair cruisers?[/quote] well vasari got overseers and advent got dominas for repair cruisers problem is hoshiko's repair is an instant repair over time ; after it uses its repair it can help fire the enemy; something that dominas can't do since they must channel its repair ability ; even overseer's repair is somewhat not as simple as hok
the only problem with Kol was its the current CHAMPIONSHIP cap on extreme short ability cooldowns