Frogboy, could you please unstick this topic? The problem is that while the data provided is nice and simple, it is plain wrong. I'd also recomment updating ingame damage display with decimals but that is a design choice. At least on the forums the exact damage values should be dominant. Yes, I realize that there is another sticky with the correct data but with this topic also sticky and in first place and with the more eye-catching name, most noobs won't even realize that the data prov
MegaVolt
Strike craft are not really cost-efficient but they make for great hit'n'run. Another fun thing to do: Pair Advent carriers with the Guardien and its repel ability. Keeps your carriers safe while the strike craft deal damage. Still, flak will rip through that. Not to mention all the capital ship abilities that annihilate strike craft. In the end your strike craft will be gone and the enemy will kill your Guardians with his LRM.
Quick fix: Only one Phase Stabilizer per system (or only one can warp stuff in, a global DA cooldown for the system). That way a vasari with 3 planets can't max his 2300 fleet supply within minutes but RA stays useful (if the empire is large enough to support many planets).
The GeForce 9600 GT costs like 150 bucks. With that card every medium-fast PC sold in the last 2 years can play Crysis at medium details at least and all other available games on high details. Yes, it costs a little but its just as expensive as 3 games. So if there are like 5-6 games using this kind of graphics I'd upgrade. Yes, the available hardware sure is something to think about. But the cheap versions of the high end cards are more then good enough to play everything and they
Rounded values I can understand, having fractions there would look not as good. But having plain wrong percentage based numbers for ALL abilities based on them ... that's way worse then some rounding.
Krugor, the skill description clearly states that it is +1 ships per squadron per level of the upgrade. Not more. Certainly not 100% increase. And this also can be confirmed quite easy in the game (thanks Rasit). Why are you constantly posting such wild claims on different topics when you obviously didn't put even 10 minutes reasearch time into it? And why with the really annoying attitude (like "I know you're not referring to my statement when I said there is Advent techno
That's why I wrote "noobs had nothing to defend against them". There ARE plenty of things to do to kill siege frings and I never intended to imply that there are not. The only reason one has not enough units to kill any amount of siege frigs is that the guy playing doesn't know how to play the game. That's not a bad thing. We all start as noobs and Sins as a steep learning curve. But calling for balance changes just because you don't know the game and the counters yet ... that's
Developing future games with the platform it will run on in mind would be enough. Sins is heavily based on D3D and this won't change for sure. But I hope game devs will some day wake up and start breaking free from the restrictions of DX and start programming portable and open games - ID software has shown how to do it!
Can't a dev simply tell that Krulgor guy that he hasn't understood anything and that they are not lying ingame but just didn't put ALL the information there? It's really not that hard ... btw I find Kruggers attitude very annoying. Respect to Jinx for putting up with it ;) I'd probably have given up by now. I really hope that nobody ever listens to the stuff Krolgur posts on a regular basis here ... those posts maybe even influencing balance changes *shrug* That must be how sie
Some more official Linux love would be great. StarDock often mentioned the importance of the "word of mouth" factor in selling GC2 and also Sins of a Solar Empire. Especially us Linux fans are very vocal and also willing to buy games that support out platform. Developing the game in an open way (e.g. OpenGL support) isn't too hard and if that is done right from the start, then a linux port can be done by a single person (e.g. ID games is doing gread that way). I am sure Linux us
It's not an elitist attitude. And I call everybody who could not defend against AIs using siege frigs in 1.02 a noob - and rightfully so. I played the AI in 1.02 a lot and there simply is no way a halfway good player can be beaten by siege frigs. The fact alone that the AI will retreat them as soon as a friendly fleet jumps in is enough. Nono, siege frigs were in NO way too strong in 1.02 and in fact they _weakened_ the AI using them because that AI could not only not daman
yay for less sticky stuff ;)
Lets look at the Enforcer for example. Reduces enemy speed by 100%. If normal speed is X, a 100% reduction would reduce it by X, meaning resulting speed is 0 - no more movement. What that ability really does is increase travel time by 100%, meaning the actuall speed is reduced by 50% and not by 100% as the skill description says. The same goes for weapon cooldown skills (the 1st Vasari capital for example, forgot the name). It has a skill that says cooldown reduction 75%. T
The siege frigate nerf was totally pointless. The only reason they got nerfed is noobs complaining about them when the AI used them in packs because they had nothing to defend against them. Making them completely useless in multiplayer is not the right answer to that! Easy solution: Reduce their supply cost to 7 or 8 and just let the AI build less of them. Noobs in singleplayer are happy and people can finally use a few of them in multiplayer.
Could you try to mod in bomber 150% health and fighter 150% damage? That would also help with LRM counter and might make strike craft interesting. For testing purpose 200% fighter damage and 200% bomber health would also be interesting. It's not the strike craft change you had in mind but I think it might come close and it can be modded. About bombers being able to overcome flak: I think they never should do that (at least not in a ratio that can be afforded). The problem with bombers i
Great post and I generally agree but [quote]2 - Spreadsheet theorycrafters. These people will look at just the numbers and imagine their effects in game. The problem with this is that there's many other factors that they often fail to take into account such as ships turning, accel, max speed; range; unit combinations; player skill; etc.[/quote] is quite wrong. What you are describing are [b]bad[/b] theorycrafters. Sins is really not that complicated so by looking at the numbers you c
The AI will always defend its home planet with its full fleet (no matter if it is the last planet or not) and not run away there (1.02, guess it's still valid in 1.03).
Set research to slow. That locks you out of any tree you are not researching for a long, long time and forces to prioritize ;)
LOL There really is not much more to say. LRM are the counter to Light Frigates. What will you propose next? Mass strike craft to overcome flak spam? ;)
In 1.02 it worked great to attack their home planet. Then all the computers fleet would prioritize defense of the home planet and come for the big battle. A little cheesy but still better then chasing the fleet over 500 jumps.
The idea of having giant cap ships as the center of the game is quite good at first glance but then I had to realize that this would turn Sins basically into Warcraft 3, were all is focused on the hero unit - I don't like that.
Great list, I agree with most of it and want to generally say that innociv seems to be a cool guy ;) Three things I'd change: 1) You are overdoing subverters. Yes, they are strong but over-nerfing things gets done really fast ... I'd go with a smaller nerf and if that isn't enough maybe another one later. Please don't make them really weak in one go. 2) About strike craft: There is an easier solution. Why not simply double all bombers HP and at the same time double fig
It takes 7 seconds to power up for a phase jump. Thats about 21 to 35 seconds extra damage you get in before AM runs out. If you got a phase jump inhibitor it again is a guaranteed kill, no matter how much micro the enemy has. Later in the game when AM is basically infinite it can also be used to render the enemies strongest cap completely useless for the whole battle. Imagine that level 10 Radiace not being able to do anything at all for over a minute ;) Quite useful I'd say.
Is there a standalone-patch to download somewhere? My gaming PC doesn't have an internet connection. My only partition with internet access runs linux. I could get SDC to work with wine and archive it there but a standalone patch would be a lot easier ;) GC2 had those but I couldn't find any here in the download section.
I only partly agree, Frogboy. Yes, the game should be enjoyable for all players, including the SP and casual gamers. But Sins does not even offer a SP campaign and it was shipped with a horrible AI so the focus [B]obviously[/B] was not on SP. Using SP now as reason to not fix MP balance issues is ... strange. Yes, the AI update probably helped there (didn't make a 1.03 game yet) but it doesn't change the basic fact that Sins is all about MP. But lets look at the most su