[quote]Incentives to stay in the game late is where Sins seems to fall a little flat now. If you're on the losing side, it's nearly impossible to recover if your fleet was decimated. If you're on the winning side, you have to play tag to make the win "official" (not that it's ranked anywhere). I imagine most of this has to do with game balancing, which is on-going and will be addressed in future patches, but since there hasn't been as much official word about this yet we're still speculating
PeskyFly
[quote]Ding ding ding ding, we have a winnah! TEC get this via the probes, the Advent through the lingering presence, and the Vasari through phase cloaking. So the Vasari are still a little "screwed" since all they have is the colonization ability, which the other races get on their colony ships.[/quote] The TEC Arcova Scout gets this via it's Probe ability, yes - 15 minutes of reconnaissance for 2 minutes of cool-down. It can keep tabs on multiple planets this way and still be able t
[quote]PeskyFly,I have to diagree with your assesment...[/quote] The Kol is a capital ship. Capital ships are NOT 'advanced warships'. They do not need to be researched - they only need crews. And unlike other ships that can only get bonuses and new abilities from research, capital ships get that stuff from simply surviving through enough battles. What I meant by 'advanced warships' are cruisers, LR frigates and flak frigates. They're weaker than their Advent and Vasari analog
[quote]To innociv, good lord you are a twat. Actually say something instead of just crowing about how good of a player you aren't. Geez.[/quote] The tone of Innociv's speech does sound like the thread only exists to attract attention and flames. He could have criticized Returning Armada, long-range frigates, colonization, carriers, heavy cruisers, and shield mitigation in a more intelligent manner(apart from a bunch of 'that sucks' one-liners), but it is true that spamming of any one ty
Damn it, why has "Returning Armada" become synonymous with "Vasari"? It's just become the Vasari's version of an "OMG Unbeatable Strategy". It'd actually be fine if Returning Armada were cut out completely, but then Allure-of-the-Unity and Insurgency would have to be cut out as well. That would leave us with Highly Attuned Sensors for the Vasari, Mass Transcendence for the Advent, and Pervasive Economy for the TEC.
[quote]Speaking of idea's, how hard would it be to create a ship that could manufacture frigates on its own? Sort of like the Mothership from homeworld except not that powerful, maybe give it a max cap of like... 10 frigates or something, or just make the cost much higher when producing from the ship...?[/quote] The Vasari Skirantra Carrier can do this with it's Level 6 Replicate Forces ability. Maybe modding a super-version of this ability into the monster-ship could work?
[quote]I read in quite a few post about playing vasari in 1-1's and hear that they are pretty good. Is this true and are there any guides using them? Thanks.[/quote] A thread exists about this already. [link="https://forums.sinsofasolarempire.com/?forumid=404&aid=302472"]WWW Link[/link] [quote]P.S. what are the pros of using Vasari over TEC and Advent? Thanks...[/quote] Lots of 'em. Here's a [link="https://forums.sinsofasolarempire.com/?forumid=404&aid=302452"]link[/li
The TEC are not TOTALLY hopeless in the strikecraft arena, they're just almost entirely hopeless. Their Fighters are no match for Advent and Vasari Fighters, and their Bombers simply can't compete with the firepower of Advent/Vasari Bombers no matter how much you upgrade them. But their Heavy Fighters are able to put up a bit of fight. The Sova Carrier's Heavy Fighters upgrade at Level 3 gives it's Fighters a passive buff of +30% damage and +3 armor. A fully teched-up Level 3 Heavy Figh
There is already a mobile Phase Jump Inhibitor. The Serevun Overseer with it's Jump Degradation ability technically inhibits phase jumps(slowing the enemy's speed in phase space by 50%), but doesn't stop them. The same effect can be obtained, however, by using Jump Degradation when the enemy is retreating and chasing after them at the same time. Since they'll be traveling through phase space at 50% of their normal speed and you'll be traveling at your maximum speed, your ships will ove
[quote]5 scout vessels cost 1000 credits, but can blow up structures that cost 800 and metal/crystalit'd be easier to just scuttle them and build 5 new ones[/quote] So you're saying that it would be easier to scuttle the scouts after the attack and build new ones than to wait 15 minutes for the old scouts to reload. That would take 15-75 seconds depending on how many factories you put on the task + a bit more cash + transit time. Sounds effective, not giving the enemy time to
[quote]I think the vasari siege frig uses the sickle of death too.[/quote] Any weaponry on capital carriers, colony ships, and siege frigates is so largely pointless that it may as well be ignored. They should never be using it unless something really went wrong somewhere. The Purge Vessel and Destra Crusader are the only Advent non-capital ships which use Plasma, and the Karrastra Destructor and Skarovas Enforcer are the only Vasari non-capital ships which use Wave Cannons. Th
[quote]... the TEC timed explosives has a REALLY long cooldown though AND its what, tier 5? Your not gonna get that early game. Also unless you REALLY micro them they tend to overkill on structures (I saw like 13 get used on a turret one time cause it was the nearest thing after the refinery).[/quote] Timed Explosives: Tier 3 Military technology(not tier 5!). 1200 damage per bomb, detonates after 15 seconds. 900 seconds cool-down(15 minutes!!!). 5 bombs is e
A thick ring of Phase Missile turrets with a few Regeneration Bays, at the planet targeted by the pirates, should generally hold them off rather well since they don't attack the Regen Bays first and kill themselves over the turrets. Their ships have lousy range and they don't use strikecraft, so fleets and hangars are pointless against pirates. A 25-tactical planet should do well with 3 Regen Bays + 19 turrets near the pirates' entry point and the trade ports. It would also be useful no
There are already 'interdictor cruisers' of a sort available. The Guardian with it's Repulsion ability, the Enforcer with it's Inertial Field, the Subverter with Distortion Field, and the Robotics Cruiser with Demolition Bots can all prevent enemy phase jumps.
The tech for the TEC Arcova Scout's Timed Explosives ability is on Military Tier 3, while the tech for the Advent Seeker Vessel's Martyrdom ability is on Hostility Tier 4. The TEC scout attack can effectively screw a Vasari player trying to pull a Returning Armada tech-rush, or indeed, any kind of tech rush at all. 4 bombs is all it takes to destroy any orbital lab, any factory, any trade port, any culture building, any special tactical building, or any superweapon(before hitpoints upgr
[quote]Having some light frigates in your fleet for their abilities is a good idea tough, especially as advent or TEC.Advent disciples drain/give back antimatter and the TEC frigates prevent enemy ships from using anti matter abilities.[/quote] The Cobalt's Sabotage Reactor ability doesn't stop the enemy from using abilities, but it makes them take damage if they try to use them. Good for killing support cruisers faster. The Disciple steals antimatter from enemies and transfers
[quote]I'm gonna try this with TEC scouts actually next time... do they die too when setting explosives or can they move on?10 scouts cruising through undefended enemy backwater planets could cause a real lot of damage...[/quote] No, they set explosives on the target structure and are then free to do whatever they want. The bombs go off only after a few seconds of delay and the ability cool-down is long, but the scouts don't get killed unless there is a large enough number of fighters/t
[quote]While the TEC tech is extremely powerful, so are the max Vasari and Advent. The Vasari's "Returning Armada" lets them flood the world with ships, and the Advent's... sounds sort of weak in comparison- it makes Capital ships level up faster (exp bonus) and automatically get to level 4 (so you don't need to spend credits). On the other hand, level ten Advent worships are nothing to sneer at...Rebels aren't overwhelming if you have defenses in every system. It is expensive and if there is an
[quote]thats a very helpful link! what does it mean by the damage for front rear left and right? Why do some weapons have values for all four and others have values for just one? I am looking @ cap ships.[/quote] Capital ships may have weapons that fire in different banks. While they have 2 or 3 weapons 'officially', you may treat each different bank for each different weapon as a separate weapon(sharing the same cool-down rate). Left weapons fire out of the left, Right weap
Correctly, it should be 'area-effect' instead of 'area of effect'.
[quote]Light Frigates only deal decent damage to ships with Heavy Armor (Flak Frigate and Carrier & Support Cruisers).[/quote] They do 125%. Heavy Cruisers also do 125%. These 2 are in fact the best against Heavy Armor. [quote]Oh, and (At least the Advent ones) use Plasma instead of lasers, which means you need to research separate upgrades to increase their damage. What do you all think? I tend to use Light frigs as my main force late game with some heavy cruiser
Seeker Vessels do 250 damage flat during a Martyrdom attack. This does seem kind of pathetic as a stat, but lots of them would be a serious problem - great at taking down high-value units such as superweapons. The 20-25 scouts that would be required to ram a superweapon to death would cost 4000-5000 cash, while the superweapon would cost 8000 cash + 600 metal + 500 crystal. However, for this task, the TEC Arcova Scout is far more effective. It's Timed Explosives do 1200 damage apiece, s
[quote]amen edix, i cant stand when people limit a game's dimensions![/quote] It's just peoples' way of coping with the fact that they can't handle those dimensions, so they decide to take them out of the picture. That's one thing good about the AI - it doesn't cut things out like that. Stardock has tremendously improved GalCiv 2's AI over time, they can do it here too.
Here's all the stats you need for ships: [link="http://roe.totalgamingnetwork.com/wiki/index.php/Sins_of_a_Solar_Empire/Flak"]WWW Link[/link] Go to the bottom of the page for links to all other ships.
Or, the grand simple solution is to just put the TEC's LRM technology at a higher level(Tier 3 or 4). This means that you get counters(carriers & flaks) on earlier levels or on the same level. Of course, TEC missile technology requires the Javelis to be unlocked, but that problem can be fixed by just removing the prereq. Presently, LRMs are Tier 2 tech. Flaks are also Tier 2, but they're too much of a niche product that are useless against anything except LRMs and strikecraft, and LRMs