AntiCommie

AntiCommie

Joined Member # 3041402
0 Posts 0 Replies 1,110 Reputation

I think they need to add a new ability (Actually 2) to counter mines. First, I'd add an ability to celio cruisers (and other races equals) that makes mines self destruct. Make it an autocast ability. You would use Celios to escort your fleet and keep viewed mines from messing them up. Since Celios dont detect mines, they would be useless without scouts. I'd also add a new strikecraft ability/new strikecraft type to capships. These would b

37 Replies 15,179 Views

They should add 1-2 really long range upgrades to starbases, and allow more strikecraft. A basic starbase should have 2, and a maxed one should be like a carrier. This will give a starbase a good long range punch (Enough to keep harrassment fleets away from the planet). As for mines, what about a bomber(Or fighter) upgrade that allows them to spot and destroy them? I'd make it a toggle button where (After research) bombers can see mines at Scout ranges, an

16 Replies 3,203 Views

Silly question, but are we allowed to talk about the beta here? Is there some agreement you have to accept when you install it that you wont go on the forums and post about advent starbases, Vasari defense trees or the power of Marza? Just curious, I dont want to get banned because I didnt read something.

49 Replies 158,378 Views

Goafan: 1 thing you forgot is the BB's big guns would blast most PT/Destroyers out of the water at ranges the destroyers couldnt engage back. The point of the screen of escorts was to make the enemy small ships take fire from the BBs at long range, and then be finished off by the smaller ships before they get in range to even hurt the BB. In SINS, this doesnt work because the BBs shoot the same range as the PTs. This is also why Carriers are so good, and most conside

37 Replies 19,775 Views

Thanks for the info. I'll probably order it then. I'm not normally a big fan of download only, but at 10$ atleast I feel like they are doing it fairly. 50$ on a download only game sucks.

6 Replies 15,398 Views

So I've read up some on Entrenchment and so far it looks exactly like what is missing from Sins. However, it seems this is downloadable only. Are there any plans to release this in a box? If so, whats the cost? Also, with each of these expansions, does that mean I cut my player base down to only the entrenchment people?

6 Replies 15,398 Views

It would be nice if Capital ships were worth their cost in research and ship cost. Right now, they arent worth it. Lowering their research cost, or making that increase crews by 2 instead might make it worth it. In a lot of ways, I wish caps didnt take up 50 supply, in addition to the crew and expensive ship. Right now, its just not worth it for anything outside of planet bombing. They could buff the ships, lower the cost, or lower supply/upkeep/crew cost. Personally, I'd

14 Replies 24,115 Views

IMO upkeep should be based on ships, but ship losses should provide a culture loss. Culture itself should be much more important as well, both economically, and planet control wise. This means a small empire that smartly uses their fleet and inflicts high losses on a larger empire will gain more culture in these areas and have higher income empire wide. The larger empire has bigger fleets, and more planets, so more income, but the little guy can still fight back, and enough of those 1 sided b

15 Replies 17,538 Views

IMO online sucks because its all about spam. Whoever spams LRMs faster and gets HCs faster wins. Sure there is strategy involved, but almost all games come down to LRM-HC spam, and who does it faster. Comebacks are pretty rare, since fleet cap screws you whether you have ships or not, and cap ships suck. Actually, anything not directly helping your LRM/HC is pretty much a detriment. Compared to games with Micro like COH, where 1 squad can beat 2 because of superior tactics/micro, th

51 Replies 141,108 Views

Missile defenses or planet based squads would be nice. I'd like to see this for all planets, maybe as a seperate research, or tied into the health bonus. As the planets health is lost, missiles would fire slower or less per barrage, and fighters wouldnt rebuild, since their base was destroyed. This would also make planets a better choice then asteriods, due to more "natural" defense. As a bonus, home planets could get this doubled, or something to make rushing them suicide.

14 Replies 28,002 Views

The singleplayer is just like the Multi. You can set teams up, and I'd recommend that. Just lock them, or they change their mind often. Multi is more fun, but single has its advantages too, especially if you want to play a huge map.

3 Replies 3,113 Views

The mission system does suck though. Almost all the AI will offer trade with me, then 2 minutes later revoke it. Sure enough, 10-15 minutes later that same AI will do it all over. Also, most missions are stupid, or even impossible. Destroy 10 buildings, yet the enemy doesnt have 10 buildings near me. For a 4x game, the diplomacy is horrendous. For an RTS, its ok, but I rarely use it since the AI has ADHD. Its also kinda crappy that everyone starts hostile and you cant change that

20 Replies 17,795 Views

It would be nice if each Capship played a more distinct role. Obviously, each plays a role of some sort. Each race has a planet killer, a carrier, a support, colony, and a battleship. What I'd like to see would be drastic differences in these ships. Make Capitol carriers weaker, but carry 4 squads to start. At level 10, they'll have 12. Battleships would stay a tanks. They would have very hard armor, and be almost impossible to kill, but do little DPS for

54 Replies 83,803 Views

If everything is based on distance and number of ports, do trade ships actually do anything? Does killing trade ships actually do anything? They have techs to make killing trade ships hurt the opponent (revenge I think, Advent). And TEC has tougher tradeships, so I'm assuming killing them and keeping yours alive is a good thing. If so, how does it factor that in, and why do trade ships always take the same route, even if its right into a pirate base?

16 Replies 29,281 Views

Megavolt: I too would have set it up like that. It doesnt make sense for weapons on 1 ship to be drastically different then on another, but I guess they were going for the R-P-S approach to balance. IMO thats the easier way, and it takes away some of the realism/tactical nature of the game.

16 Replies 10,454 Views

I didnt mean to actually kill frigates, but a single raiding light frigate might want to stay away from large developed planets, especially when they have a dozen trade ships around too. Mostly, I think it would make the game feel more alive. Add some missiles or fighters planetside, and I think the game would be more fun, and more exciting. I'd also make fighters patrol the planet.

7 Replies 12,341 Views

Frogboy: Yes. I think any capitol unit (Tech3+) has as much or more detail as a capitol ship in Sins. This is running everything in Sins maxed, without mods. Supreme commander has more life too it, and it was a bland game. I only brought it up because I knew someone would use the 1000's of units vs the COH comparison. Keep in mind, I'm not comparing styles. WW2 tanks/Future tanks/Starships are very hard to compare and say one is better then the other. However, when I zoom in on SC/CO

27 Replies 22,998 Views

IMO, Company of Heroes, Supreme Commander, and other modern RTS's have shown that a lot of detail can be put into a game. Sins is missing a lot of these minor details. The ships look nice, and so do the planets/space. The problem lies in the details on the ships. Turrets dont move, missiles just appear, and ships just explode. Compared to SC, which is also known for huge armies, the details are missing. Compared to COH, the game looks flat out boring. I'm not c

27 Replies 22,998 Views

I think they use the iron and other minerals in the slaves to make the ships. Dump enough slaves into the grinder and you can have a lot of natural resources. Nano-robots could probably also remove these from the body without killing the host(atleast not immediately). Its actually very good for the enviroment, since its renewable resources.

27 Replies 47,926 Views

I'd love a COH style to this game. Right now, its wonderful, but it does turn into too much of a Starcraft style number fest for me. Since COH has been my game of choice for 2 years, going back to SC seems like a step backward. Unfortunately, I'm not much of a modder, nor do I have time to learn. I'd love to play it if you do get it modded. One other thought... COH has a very delicate balance. Sins would be much harder to balance with this in place.

56 Replies 43,485 Views