misterunderhill

misterunderhill

Joined Member # 3084667
2 Posts 21 Replies 207 Reputation

I agree the changes are pretty bad, mostly senseless. However, larger ships should be more efficient, especially when it comes to siege stuff. I mean, if you waste a capital ship on planetbusting it should be more effective than some lame frigates for the same money. That is just economy of scale. I can't imagine wasting a cap ship slot ont hat, though. The ease that planets go down to siege frigates is a problem, though, especially in single player where it's just a huge annoyance to have your

222 Replies 200,794 Views

Most of these make sense, and really mostly they are common sense. Especially with the capital ships. Getting a free one is pretty strange to me. With the armor types it is sort of annoying and very artificial. You can already make it so big guns can't target fighters, that's most of what's needed. Only light weapons should be able to target them in the first place. Unfortunately there's no way to limit bombers to only attacking large or static structures. Siege frigates are ju

17 Replies 12,424 Views

Which is to say you are playing on the pirates, appealing to them to prove piracy is not a problem by buying your game even though you obviously know it's a problem. Manipulating them and manipulating us at the same time and at the same time encouraging piracy in general by obliquely defending it. If so, it's deplorable. That and to get good reviews and as marketing fud. "We sell well because we are good." Throw that out there enough and maybe people will believe it. No, sorry. You sel

254 Replies 1,050,411 Views

You are an idiot. First off, while I have bought all your games, I think they are largely uninspired crap. At least they are blessedly bugfree but they are generic and formulaic in the extreme. Your races are basically the same exact things except mashed up together. You fail the most simple common sense checks when it comes to game balance. Such as IS A FRIGATE TOUGHER OR WEAKER THAN A CRUISER? How about a cruiser as compared to a capital ship? Can I just send ships straight to the enemy cap

254 Replies 1,050,411 Views

The biggest advantage of event aking planets early on is to get their crystal. Unless you already have the resources to upgrade their population and build extractors it's silly to take them at all in the early game. I think it's a mistake to get the free capital ship like that. If anything, you should get a free colony ship, a couple scouts, and some functioning extractors instead. Then you would think twice about making moves like the home planet upgrade because you might get

46 Replies 23,140 Views

Well, cosidering how badly balanced it is now, and that it took me just a couple hours to make things about ten times better, like I said I won't hold my breath. It's just annoying to see so many things that defy basic common sense and also standards in pretty much every space game I've played. Thankfully the game is easy to mod, or I would not bother with it.

58 Replies 24,196 Views

Well, another thing is why do we need to even build this stuff? Almost every 4x game starts you off with a couple scouts and a colony ship. Also, if you have no crystal mines, where'd you get all that starting crystal in the first place? If anything's broken, it's that you start with none of this stuff but you DO get a free cap ship once you build the (not free) capital ship factory. If you are aggressive enough with it you can force an endgame in a matter of minutes. But, I disagree it

74 Replies 98,387 Views

Well, I made a rebalance mod. The problem is all frigrates have too many hitpoints. I reduced them dramatically so they are still useful but much more frgaile. Did a lot of other rebalancing to, but no one seemed to even try my mod. If you're waiting for the devs to balance things don't hold your breath - I just do not think theya re capable.

58 Replies 24,196 Views

The pirates are cruncy yummy exp points for your cap ships. The only time to bid them up is when you want to atatck or defend against your neighbor.

9 Replies 5,007 Views

I am usually not so much into IP mods, but I agree on this one. I keep thinking of the TCS Tiger's Claw when I see some of the carriers. A mod that toned down all the cap ships but carriers and had tons of killrathi fighters would be awesome.

1 Replies 1,782 Views

So the idea was to do a couple things. First, make it so that turrets were worthwhile. Make it so that scouting is not so easy and automatic. Make is so that frigate spam is not so appealing. Make planets last more than two seconds against bombardment. Make is to that the difference in power between frigates and cruisers is substantial, and likewise between cruisers and capital ships. Make carriers more powerful. Make the economy less retarded. Make it so every damn battle doesn't take h

0 Replies 2,264 Views

[quote]Why are people complaining that 30 siege frigates kill a planet too fast? It is THRITY siege frigates. Thats a ton. I'd be yelling "broken game dynamics" if 30 siege frigates did NOT kill a planet in minutes.As peskyfly said, 30 siege frigates is 360 fleet points.In terms of capital ships, that is 7 capital ships. The siege spammer's fleet (besides siege frigates) should be non-existent. There is no "broken game dynamics" here. Siege frigates are made to take out p

40 Replies 37,088 Views

I made a mod last night and changed things a bit and it seems to help dramatically. What I did was lower bombardment for everything but captital ships by 4/5ths, lower frigate hitpoints so that scouts only have about 75 hitpoints and others are 150-400. Then I made the range of turrets about three times as much. It seems to make a DRAMATIC difference. Only took me like an hour. Maybe I will upload it. I also changed economy a bit and money is too easy now, but I wil tweak it m

40 Replies 37,088 Views

[quote]I really think you ought to try the mod before you pass judgement. The buffed defense platforms and hangers dramatically improve your ability to defend your planets, particularly against nuke rushes. The cost may have gone up, but since the overall tactical slot limit hasn't increased, the total defensive power of any given planet is tripled.The only ships that were buffed were the capital ships, with 3x the HP and damage across the board. The frigates were actually made cheaper, with no

258 Replies 124,685 Views

I think that the frigates should have about one quarter the hitpoints and the capital ships about 5 times the firepower for their standard guns. That would solve a lot of problems with the game.

12 Replies 10,602 Views

It sounded like a great idea but I have to wonder. Why make platforms do more damage if they're just going to be way more expensive? It's pointless. It seems that basically it should be called a more of everything mod and there's hardly ever any scarcity. I'd like to see it so that ships like the light frigates get taken down by just one shot from a capital ship. Instead of buffing everything and making it more expensive, why not just buff the capital ship main weapons and cut way back

258 Replies 124,685 Views

Well, I hardly found the performance for sins to be great, especially for a top down game that should have zero stutters. People also act like stardock does nothing against piracy, but that's not true. They just don't do anything invasive or crazy like the bioshock thing or starforce. Those are really aimed at actual crackers, to slow them down, but it's really not going to do much better than a normal keygen. As for PC games being shit, it's because they have become mainstream

18 Replies 21,239 Views

[quote]Actually having thought about it a bit more - you can put like 15+ defensive platforms around a planet, that would instantly destroy a seige ship every time it fired. I have no idea what you're whingeing about.[/quote] That's great, except they'll only get to fire about 5 times before the planet's gone. You can break them up by exploiting the AI and getting them to attack something else, but it doesn't change the fact it's a flawed system.

28 Replies 44,614 Views

[quote]I wouldn't say these are flaws it just sounds like you might not be building up your planetary defenses enough. I usually put at least one hanger defense around all planets, 2 - 3 at choke points. That way no matter where the enemy is in the gravity well my defenses will respond and at least inflict some damage on him before he is able to jump to the next planet. Also as others have stated you need to build up your infrastructure and emergency facilities otherwise

28 Replies 44,614 Views

[quote]Learning tactics and how to counter siege or whatever is part of any RTS! It isn't a "workaround".Sins is about dealing with both micro and macro issues. If one can't deal with simple tactics, then there's no point trying to build a strategy. LOL.[/quote] My comment about idiots was to avoid exactly this kind of comment.

28 Replies 44,614 Views

[quote]I agree with you that it can sometimes be annoying when the AI has a little pack of bombardment ships that he runs past you and hits a planet in your back lines etc. But for me this is just typically a minor annoyance then a game halting issue. Basically I usually have a force somewhere near to deal with them or I make a new little "security force" group of maybe 5-6 LRM's and maybe a carrier ship or something and chase them off etc.My biggest complaint right now w

28 Replies 44,614 Views

You can't be serious. That's not strategy, it's asshattery. I mean regarding certain units doing more damage than others to certain targets. It's a very simple, braindead way to artificially introduce strategy. Ships should have real tradeoffs but it should not be "This one kills this one and that one kills that one lol"

35 Replies 36,137 Views