Sakhari

Sakhari

Joined Member # 2417821
4 Posts 599 Replies 334 Reputation

With rare exception, if it's not on Steam, I probably won't buy it. Considering the state of my most recent exceptions (Diablo III and The Old Republic), I imagine them becoming even rarer in the future.

464 Replies 2,505,386 Views

[quote who="Rovert10" reply="18" id="3171039"]...and if you leave the system just use a scout with auto attack to clean up the rest behind.[/quote] Unless, of course, you're dealing with Advent mines in which case, your scout will run headlong into the acquire range of the nearest homing mine and get blown to pieces. I'm sure they're no trouble at all in multiplayer (do people even use them in that setting?) and they aren't 'difficult' to get arou

38 Replies 39,967 Views

[quote]1 The ability to turn mines off[/quote] Balance issues aside, that alone would make me happy at this point. Getting rid of trade ships would be nice, too. I don't know what purpose they're supposed to serve to gameplay (aside from making it far more tedious to focus on targets that actually matter) but as far as I can see, having them around does more harm than good.

38 Replies 39,967 Views

What problem are you trying to solve by doing this? Why should they be changed in this way?

8 Replies 12,867 Views

[quote]And where in the Tech tree are they? I thought I recall reading that they are Tier 0, but I haven't been able to confirm that.[/quote] For the Advent and TEC, they require 1 lab. For the Vasari, they require 2. As was said, around that time, they're basically a safe, anti-everything unit that can be spammed cheaply until Flak starts hitting the field in good numbers.

12 Replies 35,424 Views

Yeah, I remember that too. And moons. And corvettes... It's nice that Stardock/Ironclad gives an ear to genre fans but that's a group that doesn't always give much thought to how these ideas will affect gameplay. Regardless of what I think of the original implementation, sticking with the topic, it would still be nice to be able to turn them off.

8 Replies 33,193 Views

[quote]the ability to turn mines off in the game options (i hate them)[/quote] No objection to the other items but I definitely agree on both counts here. This is one of those items from the "But Homeworld had it!" grab bag that just ended up making the game worse in my mind, especially in the single-player field.

8 Replies 33,193 Views

[quote]...and an option to turn mines off would be nice [/quote] *sigh* If only...

8 Replies 14,128 Views

Since we're on the subject, changing the target priorities on strike craft when a mine-laying drone host is in the area would be nice, too. In several instances, I've zoomed to a well in my control to find 20 squads of strike craft hovering around a drone-host, apparently trying to take a shot at the unplaced mines that it has in tow. They wouldn't go after anything else until I issued a specific attack order. But I agree with the above - trade ship priorities

6 Replies 10,044 Views

[quote who="Seleuceia" reply="8" id="3164583"]Perhaps he is referring to culture visions which in theory could get that far from your frontline...[/quote] That's the one (as I said, "potentially"). Even without that though, you still have the ability to receive a two-jump heads-up on opposing fleets coming your way. If you're not paying attention and have no supporting fleet on-hand to counter what's probably a large fleet-cap investment in Ogr

13 Replies 8,241 Views

Why is it a problem that starbases can't stand alone against their direct counter? In the late-game, every faction should be able to see a fleet of Orgrovs jumping in from two wells away (potentially further if you're Advent or Vasari). If you get caught with your pants down while the whole of your fleet cap is rolled in one tight ball on the other side of the galaxy, I think you 'should' stand to lose some structures. Games need to end at some po

13 Replies 8,241 Views

The TEC factions can research an "Insurgency" (I forget what it's actually called but something to that effect) tech at tier 8 of the civilian tree. Once they have that, all of their opponents will start seeing these random attacks on their planets. Typically, they're small and can be handled with almost any kind of basic defense but they do force you to put some kind of defense on your backwater planets.

1 Replies 4,029 Views

[quote who="BellGoRiiing" reply="6" id="3163522"]Speaking of mine detecting, it seems the scouts won't reveal them themselves unless I move them closer to the mines. :/ Like, mines on the other side of the gravity well and the scouts on the opposite side just sit there.[/quote] The reveal ability is now a passive 'aura' that is always on. The scout doesn't activate it anymore but yes, you have to move the scout within the range of the mines for it to w

9 Replies 11,685 Views

I didn't mention the Vasari since I don't mind clearing the field with a mobile Orkulus. With the frontal deflector on, it barely takes any damage at all from the ordeal and all told, it's a bit cheaper than a titan. It'd be nice if the scouts did a more effective job - greater reveal range or something, but it's not a gamebreaker.

9 Replies 11,685 Views

[quote who="Caesar337" reply="22" id="3163378"]Forgive me if i'm wrong but aren't beta's supposed to be buggy and unbalanced?[/quote] Your crystal ball is as good as mine but right now, we're two weeks away from the scheduled release date if Steam is to be believed. In my experience, it's very rare for large issues like this to be fixed in time when we're this close to the wire. Being a beta product doesn't expand the amount of work that people

64 Replies 261,421 Views

My question is in the title - If you're playing as the TEC, what would be the most effective way to clear out an Advent homing minefield? As I understand it, the way you're 'supposed' to do it is to bring a scout along to reveal the mines while other ships clean them up. This is fine against TEC mines since they don't move and you can get close enough to take out large batches at a time. Against Advent mines, however, the scout reveal range seems to be

9 Replies 11,685 Views
Reply to Planets in Sins Rebellion

[quote who="ShotmanMaslo" reply="15" id="3161706"]I agree, why NOT add more planet types, and celestial object types in general? It would only make the game better, and is very easy to do. Water worlds should definately be added.[/quote] Just so I'm on the same page as the rest of the thread, is this more or less a purely aesthetic request or is there something that additional planet types are expected add to the way the game plays? I've seen people cla

41 Replies 23,765 Views

[quote who="Teun-A-Roonius" reply="5" id="3161611"]I haven't actually tested the superweapon limit myself so it might not even work. Don't know if anyone else tested it.[/quote] As of this afternoon, I was hard-capped at 4 DE's and in a previous game, only 4 Novaliths were allowed. Not sure how he got around that. The build icon should be greyed out if you have 4 of them already.

15 Replies 10,235 Views

[quote who="Timmaigh" reply="17" id="3161397"]finally, you ruin all YOUR juicy terras and deserts.[/quote] Correct me if I'm misunderstanding but it seems like this conversation assumes that the VL player is always going completely mobile. There's no rule in the book that says you 'must' use this ability to immediately ravage every single planet you come across, including your own. Neutrals and planets closer to your opponent are just as lucrative (m

32 Replies 33,525 Views

[quote who="Volt_Cruelerz" reply="72" id="3160876"]If you strip a planet with an artifact, apparently, you keep the artifact.[/quote] Are you sure? I actually watched for this when I ate a planet with the Phase Jump artifact in my last game and as soon as the strip effect took place, the artifact was greyed out with a message saying I'd lost the planet that carried the artifact. I didn't try this with an artifact-bearing asteroid (reducing it to an asteroid belt)

79 Replies 176,552 Views

[quote who="Nichtganz" reply="4" id="3160898"]And maybe i'm an idiot but the armor debuff nanites doesnt work?[/quote] If they do, the debuff doesn't show up on the affected unit's infocard (which more than likely means, no. They don't work). As far as I can tell, the structure-assault nanites are garbage for assaulting structures in their current form. Not that either Vasari faction really needs them right now, of course.

32 Replies 33,525 Views

[quote who="Timmaigh" reply="5" id="3159643"]However, i see this as good opportunity for some nice microing, so perhaps it should stay, as it is[/quote] I'd agree with this. As far as I'm concerned, anything that makes 'click to instantly ravage target fleet' abilities harder to use is welcome in my book.

21 Replies 69,078 Views

[quote]If I can place a PS in hostile grav wells, why does it get destroyed when I strip a planet?[/quote] In general, I think it makes sense that structures are destroyed - stripping a world changes the allowable number of both Logistical and Tactical structures in a grav well so it's probably easiest to simply start things off with a clean slate. In the case of the spawned stabilizer (which basically breaks the rules of structure-placement by design), balance-

11 Replies 12,380 Views

[quote who="gundamlit" reply="16" id="3157652"]It can destroy a whole fleet in a second, why? Because no one builds ships other than Caps and corvettes in MP now?[/quote] There are several abilities that can destroy whole fleets in about 1-5 seconds and they don't even require the ships in question to be level 6. Getting anywhere near an Eradica is easily just as scary. In the case of the Missile Barrage, at least that can be interrupted or safely evaded and you

35 Replies 29,459 Views