I've just been reminded why I didn't play Sins for about half a year..

First off: I really like Sins, but I'll soon have send Ironclad my doctor's bill for the treatment of my gastric ulcer..

point 1: Scouts still trigger mines which means whenever you play against Advent you are very very lucky if you scouts trigger more than one mine at once, which is the only way to break the "one scout kills one mine ratio". So make scouts mine proof or give me an option to ban mines from the game because this way, they are just a pain in the a**. (and btw: in my last game, two mines were placed within (!) a planet and all scouts gathered around it, but couldn't reach them. at least these were the only mines that didn't kill any of my ships ..)

point 2: when I tell my caps to retreat it usually means the are pretty banged up and really have to get away ASAP. but guess what, as soon the are hit by phasic trap or any other skill that stops their movement, they just forget my order and when they can move again, they start turning towards the enemy to engage him and, of course, get killed. could you please give my commanders pens and paper to write down my orders so that they will be followed?

point 3: pathfinding. it's still not working. the only game I know with worse pathfinding would be SupCom. Ships get stuck in about everything that's in their gravity well. It's like "whoops, where did that planet come from" or "I really thought that factory would step aside". Why don't these ships just fly up or down to avoid all the structures on their path which are all situated on the same level. no more zig zag, no more getting stuck (except, of course, in every other ship that's about to leave that gravity well because the area where you can start jumping is only 1m² wide).

well, that's it for now. now I'm hopefully calmed down enogh again to resume my game where I just lost one fleet with two caps and the planet because of points 2 and 3 -.-

41,804 views 25 replies
Reply #1 Top

lol ships are dumb on all the games for sins the other day my capital ship tryed flying thru a planet on soase it sat there for 5 mins trying to go thru then it turned. also the fighter need fixing they fly thru the objects like factory refinerys and planets and trade ports

Reply #2 Top

ah michael u hav my picture. we're gonna hav to fight to the death.

but about pathfinding, i also find it annoying, but the ships DO go up around the obstacles. It happened to me 2 days ago: my capital had lost its shields and i told it to retreat, but it bumped into a bunch of enemy frigates. i thought it was stuck, but when i zoomed in i saw it slowly arching upwards and a couple seconds later its engines throttled and it flew over them. it just takes ships in Sins a long time to turn, so it looks like theyr stuck. but they DO get around them eventually, if u can spare the time.

Reply #3 Top

lol same pic but yes it is very annoying when your falling back or going to attack the other player when they are distroying my planets or buildings or going to fend off pirates it does need to be improved mostly the caps any thing else they do fine

Reply #4 Top

yeah ive noticed it too. but it seems like they have to crash into whatever it is before they realize "oh shit there's a frigate factory at out 12 oclock!"

Reply #5 Top

 

As far as mines go, if you're playing single player you could just return to playing regular Sins.  Besides, the AI will be more challenging since it won't be suiciding on your starbases and investing in its own starbases instead of fleeting up.  Alternatively, if you log onto Ironclad Online and play Entrenchment in online multiplayer against human opponents, you'll find that few people bother with mines.  (That doesn't go for everyone, but from what I can tell, the percentage of people who mine-it-up is small.)

Reply #6 Top

i thought it was stuck, but when i zoomed in i saw it slowly arching upwards and a couple seconds later its engines throttled and it flew over them. it just takes ships in Sins a long time to turn, so it looks like theyr stuck. but they DO get around them eventually, if u can spare the time.
Perhaps caps could get a researchable ability like Intercept for the Kodiaks.  Call it, "Evade & Maneuver"

Reply #7 Top


Why don't these ships just fly up or down to avoid all the structures on their path which are all situated on the same level. no more zig zag, no more getting stuck

Hmmm... going up and down for avoid strutures is identical that going left and right for avoid strucutres... one is a zig zag in the horizontal plan, the other is a zig zag in the vertical plan...

Reply #8 Top

Quoting C.I., reply 2
i thought it was stuck, but when i zoomed in i saw it slowly arching upwards and a couple seconds later its engines throttled and it flew over them. it just takes ships in Sins a long time to turn, so it looks like theyr stuck. but they DO get around them eventually, if u can spare the time.

maybe, but then why do they fly to the structure until the paintwork gets damaged und only then decide to pull the ship up or down. they could go a lot faster if they planned their path a little bit ahead.

 

edit: hm, now what's wrong with the quotation tag?

 

Reply #9 Top


First off: I really like Sins, but I'll soon have send Ironclad my doctor's bill for the treatment of my gastric ulcer..

point 2: when I tell my caps to retreat it usually means the are pretty banged up and really have to get away ASAP. but guess what, as soon the are hit by phasic trap or any other skill that stops their movement, they just forget my order and when they can move again, they start turning towards the enemy to engage him and, of course, get killed. could you please give my commanders pens and paper to write down my orders so that they will be followed?

LOL

funny and a good point.

 

Reply #10 Top

i think they would be better off releasing Sins 2... Sins base code programming is just too limited... ships dont use Z axis adequately, ships are inherently unbalanced, and there are a multitude of other problems and shortcomings... its a great game, but it doesnt fulfil its potential for many reasons

my advice, just deal with it until sins 2 is released and pray to the gaming Gods that the devs improve on what they have now

Reply #11 Top

I have no prob with 99% of things in this game. Its more refined than most games i own.

Sounds like some things that frustrate you are meant to be frustrating.... why build mines for instance if they are not effective. Don't just send scouts. Send clearing parties.

Reply #12 Top

I just bought the game, and while I miss a "Campaign" mode, I'm starting to like it.

I come from playing StarCraft, WarCraft, Company of Heroes, and Supreme Commander games, and I must say I'm quite amused by the details put into SoaSE.

Oh, and it's SO true that those ships take a long time to turn around. Next time I'll retreat forward into deep space, no matter where I end up...!

Reply #13 Top

Quoting Sinon, reply 8
[quote who="C.I." reply="2" id="2502876"]i thought it was stuck, but when i zoomed in i saw it slowly arching upwards and a couple seconds later its engines throttled and it flew over them. it just takes ships in Sins a long time to turn, so it looks like theyr stuck. but they DO get around them eventually, if u can spare the time.


maybe, but then why do they fly to the structure until the paintwork gets damaged und only then decide to pull the ship up or down. they could go a lot faster if they planned their path a little bit ahead.

 

edit: hm, now what's wrong with the quotation tag?

 
[/quote]

lets see if this quote works *_*

yeah, i agree that they need to be able to "see" in front of them so they don't have that initial bump. but ehh, what can u do. all of the ships in sins planning their paths ahead would be a real downer on my not-so-high-grade pc. they probably have it this way to not put so much stress on weaker computers (or if that wasn't their plan its a good wing-it excuse)

EDIT: woo! 1 point to c.i. for amazing quote usage

Reply #14 Top

I agree with every situation the OP said. Add one more: You have your fleet at the edge of a system, all in place and ready to jump out. Then, on the opposite side of the system, a lone scout pops into the system while you're doing something else. By the time you click back, your entire fleet is after that scout, and you realize it will take another several minutes to gather your fleet again to jump. Of, if you turn off auto-attack, then you forget to turn it on, so your ships get slaughtered before you realize.

 

However, none of these issues are serious enough for me to stop playing on of the best games ever.

Reply #15 Top

in the above situation you could always set fleet engagement range to local area to prevent this.... and in the next grav well you might as well let your enemy come to you, that way you are in formation so all your ships can fire at once rather than being spread out all over the grav well

Reply #16 Top

Quoting Destraex, reply 11

Sounds like some things that frustrate you are meant to be frustrating.... why build mines for instance if they are not effective. Don't just send scouts. Send clearing parties.

but scouts are meant to disarm mines and in the navy every decent mine sweeper has its hulk built of plastics in order to avoid triggering mines. so why aren't theses scouts mine proof?

 

@ Beric: well, that's one more problem I forgot to mention: priorities. If you enter a gravity well with 200 ships, 5 caps and a starbase, your whole fleet will chase the colo. -.- or in my last game, there was a military lab and a cap factory left in an enemy gravity well. so my small raiding fleet engaged the lab while my opponent built a new cap. seems like my crews are tired of living. and of course your caps should try to chase a scout because it's impossible to reach it before it's gone.it's only theses small glitches that taint the fun of this otherwise great game. and it seems like these glitches were so easy to fix (although I guess that fixing pathfinding or introducing a priority system are anything but easy)

Reply #17 Top

Quoting Sinon, reply 16
@ Beric: well, that's one more problem I forgot to mention: priorities. If you enter a gravity well with 200 ships, 5 caps and a starbase, your whole fleet will chase the colo. -.- or in my last game, there was a military lab and a cap factory left in an enemy gravity well. so my small raiding fleet engaged the lab while my opponent built a new cap. seems like my crews are tired of living. and of course your caps should try to chase a scout because it's impossible to reach it before it's gone.it's only theses small glitches that taint the fun of this otherwise great game. and it seems like these glitches were so easy to fix (although I guess that fixing pathfinding or introducing a priority system are anything but easy)

set the fleet stance to local so it wont chase a scout it cant catch.

Reply #18 Top

I'm still hoping and researching my militarly labs for the new fangled rocket geometry thingy called "reverse thrusters" for my ships!  That way they can hopefully back out of a situation more quickly.   When I need to run away from enemy that may help them avoid flying directly at and then through or over the enemy fleet in order to do a 180degree turn!

Reply #19 Top

The only thing that irks me about the pathfinding is jumping while in formation move.  There's ALWAYS one idiot ship that refuses to line up and delays every jump by 45 seconds.

Fleet formations are still terrible as well.  Far too often ships will drop what they're doing and move back into formation if they venture too far, even if they're in combat and turning back means giving their target free shots in the back.  As some already said, I'm not sure if it's worth the devs time fixing at this point

Reply #20 Top

well that fleet formation thing is worth fixing. how about just setting it so if the ship is NOT auto-attacking it reforms the formation, but if it is or it CAN auto-attack it does that first. change the ships priorities.

Reply #21 Top

I think jump orders should take priority unless an attack order is given specifically (i.e. not autoattack).

then, quite simply, an directly given order should have priority over any other autocast order. including return to fleet.

so if i send my ogrovs around the other side of the GW to attack some labs or whatever, they should sit and follow the orders they are given, not attack one structure then return to the fleet unless an order to do so specifically is given by the player.

on the matter of priorities, the audio cues could do with some prioritising also, even if it means cutting off a cue mid play. too many times ive missed a pirate raid being launched because a silly ship had finished building or i selected a planet or SB...

Reply #22 Top

one more thing I just noticed: I can't unpin starbases and didn't find an option for not pinning them. Is there a way to hiden them?

Reply #23 Top

There should be an option for pinning starbase in the options menu.

Reply #24 Top

there is no way to automatically set them to pin or not pin (i mean, for fucks sake, its been how long and the devs still havent put this option in?)

by default its set to autopin, if you want to unpin them you need to select them manually and press the pin button

Reply #25 Top

nevermind -.-