P5yy

P5yy

Joined Member # 2845630
123 Posts 631 Replies 19,980 Reputation

In every game ive played online , ive never ever wanted my cobalts to hunt for guass cannons through automation . If cobalts ever want to attack guass cannons , I always expect to be there to control it manually. The three units I dont mind hunting guass automatically are LRMs, Bombers and Missle Batteries. Caps possibly.... So I think the best thing to do is to just remove Guass cannons from the attack priority so caps (excluding turret attacking) and cobalts/garda/krosov will

23 Replies 8,560 Views

My ping can be as low as 140-200 with Multi when im getting command lag. However ive noticed it comes and goes , which leads me to believe that there can be something done about it. Sometimes or 2-3 minutes I dont have it , then ill have it for 10 minutes.

43 Replies 8,704 Views

Go on #sins . If you see P5y there , you can ask him for a game tho im sure he will be asking you for a game.

17 Replies 16,936 Views

[quote]I assume you guys are getting command lag in the multiplayer games? (I haven't witnessed it myself.) [/quote] Yea , offline im actually very comfortable with the ship movement. The clumsiness of caps is realistic and theres some challenging gameplay-isms to adapt to it. Online is the problem

43 Replies 8,704 Views

[quote] uh, because its the best stance? How so? although granted I wouldnt know how to efficiently do this in 3-D... Should be a simple as giving ships a Z axis displacement on that base course -- just do the same thing, then adjust for any needed Z axis using the existing formation controls. [/quote] Its the best stance because it stops cobalts wandering into guasses , it stops a fleet sp

43 Replies 8,704 Views

[quote] when playing Sins , your fighing against the cumbersome controls and ship movement What do you feel is cumbersome about it? [/quote] In a nutshell , its having the command lag and trying to get all your ships onto hold pos as they come out of the shipyards. Takes me 6 seconds to get it done because its 2 seconds of command lag inbetween each option. If you could somehow set the shipyard to hold pos so anything it bui

43 Replies 8,704 Views

I remember a game which was 2v2. Mult and Strat vs me and Eet. The game was pretty epic and the jist of the game was multi and strat spiked me anticlockwise and eet was left to expand clockwise. Lucky for us , my first cap was a Kol (hardest to kill from a spike) , eets cap was an akkan (awesome at expanding). We came out on top . I made sure to play really wimpy and retreat my Kol quickly, even lost 2 planets just to keep my kol safe. Throughout the game , I was thinking I was

4 Replies 1,454 Views

I agree in general I feel that when playing Sins , your fighing against the cumbersome controls and ship movement + command lag , as much as the enemy. Really the only gripe with Sins atm is the ship movement which is poor compared to homeworld

43 Replies 8,704 Views

In pretty much every game ive played so far im guilty of mass genocide. If 1 Population point represents 1 million people.

49 Replies 27,862 Views

Hearing that most games in Sins will last over an hour , I was slightly tentative. But once you get into a game , you just let the hours past and before you know it , 3 hours have past and your still having fun. I have to admit tho, by the end of a game of sins im totally drained. I think one game a night does me fine.

18 Replies 23,607 Views

[quote]same thing with the current game, except its just WAY more tedius. [/quote] If you think its just as tedius albiet a different form of tedium then fine. But the biggest difference between current and suggested is that you cant stall and I think stalling in Sins is just too chaotic for such a game design. I support the current , and this is me who has played many RTS games in the past that actually used the suggested system. I just take into account how it fits in Sins an

50 Replies 10,384 Views

[quote]p5yy seriously man, your really just pulling up some nice smoke from out o' your ass[/quote] Actually im making valid points based on my expierences of this game and many other games which uses the other system. Sins just wouldnt work with the suggested system and theres nothing wrong with the current system. [quote]something so dramatic would rarely occur.[/quote] Replace pirates with opponent... [quote]not really... yes thats part of it, but its not

50 Replies 10,384 Views

[quote]How hard is it to manage 10 production places when you can also micromanage a fleet with 50+ ships and dozends of planets? Sorry but i find you argument very moot.[/quote] I find this suprising coming from you. Its not a matter of being able to. Its a matter of whether its fun enough for a player to actually have the willpower to. Balancing resource production rate with income rate is not worth microing. Microing ships and watching the combat is fun and its worth microing

50 Replies 10,384 Views

[quote]your talking about something like HW had right? that was an AWSOME idea that HW had, I think it would work very well in this game. [/quote] It wont work actually since hw and sins is different. Ill refer to hw2 (which the system worked also) , since I cant remember hw. In homeworld 2 you had one resource - credits In homeworld 2 ,you have to balance what you build with what your income. Its pretty easy since you just have a mothership , carrier and shipy

50 Replies 10,384 Views

The system wouldnt work for Sins because people will most likely stall their production with either too long build queues or with too many things being built. It will make the game too hard.

50 Replies 10,384 Views