If you're paying attention (which isn't always a given in Sins), couldn't you just spread your LRM's and outgun the supporting fleet OP?
R3DT1D3
If you don't take advantage of the time it takes to rebuild a titan to level up/bolster your fleet then you aren't adapting to Rebellion. Level differences on a titan are HUGE and taking them away would still make the game who snipes the titan first wins which is pretty one dimensional and not balanced in the least.
Build and upgrade a starbase at your border planets and you should be able to weather pretty much any fleet the easy AI throws at you.
Since BETA 1, the AI has come a long way but it's still a WIP. Not too long ago it wouldn't even build fleets once it got capitals so I'm confident they'll iron this out soon enough as it's clearly not finished.
36 Kols, think about it.
#4 clearly needs a visual effect like a web that all the SC get caught in and slightly rustle around trying to break free.
[quote who="Mecha-Lenin" reply="11" id="3167192"] Quoting Nofew, reply 10preferably the "Battleship" one KOL! BUILD KOL! [/quote] *Kol makes Forever Alone face*
3. Isn't always true. I've seen the AI properly support it's titan with a fleet about as many times as it sends it off on a rambo mission.
Literally nothing you said was correct except perhaps point 2 but I haven't used it yet.
We have exited from PHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASE SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE. So excited to get home and play today. Other than that, any ETA on the Halycon push ability being fixed?
Let's go over this again shall we? If the titan doesn't retain any level, the player who lost it has no incentive to play (other than feeding in team games) and adding in loss of an arbitrary amount of levels gets extremely complicated and screws over the already terrible ult of the advent (rebel?) titan. The time it takes to rebuild a titan should give the person who killed it enough time to farm up their titan/cap ships and break the defenses. It allows snowballing while not making
Whatever the max research is + the supply pact from TEC + whatever upgrades the Vasari have would be the max.
[quote who="chundai" reply="6" id="3151128"]i've played against a hard agressive ai which spammed the hell out of Orgrovs and LRMs, it was very hard to counter, i ended up having to divide my fleet in half to hold my defenses and counter attack their flanks whenever they attacked. they are probably too powerful at the moment, 20 or so can ravage a planet and leave before taking losses.[/quote] Corvettes or SC work wonders vs that comp.
[quote who="MayallCommunion" reply="8" id="3150909"]I never understood that if you worked for improving diplomacy, that clearly means you are trying to woo them over to your cause, why can you not just give them pacts, and if they catch up they give you pacts. [/quote] Wouldn't that defeat the point of getting approval over 10 with the same race as you?
Even if the Vasari are coming next week, it would have been nice to get a mine hotfix.
[quote who="Pat_22_" reply="12" id="3149766"]What's this nonsense about AIs? I say remove the AIs altogether and let single player people colonize planets from the hands of neutral forces till they run out of planets to colonize![/quote] Truce among rogues OP!!!1111!!!!
If possible, it would be nice for the AI to only use Armistice when: A ) It's retreating or B ) when the Akkan itself is close to death
I play mostly SP in this game but MP in others. You should never balance around the limitations of the AI but rather than the potential human opponents are capable of. Unless it's late game, the cost alone of building another titan means you've gained a significant advantage not to mention the time of force superiority and opportunity cost on XP you've inflicted.
I take it you've never been against Armistice spam.
Is there really even a reason to build Cielos?
So instead of the rally just being a move command to wherever the fleet is at the time of completion, you want it to be dynamic essentially a follow command? I usually rally to planets so I'm not sure how the current system works.
[quote who="Brazilian_Joe" reply="12" id="3145129"]I think the pirate counter should have a cooldown of 1-5 seconds from the last bid before pirate launch. I have gone auction-bidding in several games, and one of the definitiviely-not-funny-things about pirate raids is to have someone outbid you, and the pirates launch 1 femtosecond later. Pirate launch should happen no sooner than 1 to 5 seconds after the last bid, being delayed as needed, so that there is always time t
A shame the mine fix isn't in but good patch nonetheless.
[quote who="SithLordAJ" reply="2" id="3143819"]Yeah, that reminds me: one dumb thing the AI did I should mention; it kept putting bounty on me, but pirates were off. That seems like a simple thing to stop it from doing, and then that cash can go into more offensive. I was quite impressed when it bypassed some worlds and then the lone disciple running around my core worlds shooting trade ship![/quote] I always thought that was just the tech that automatically
Also, there's a bug in the game right now where constantly giving resources even if you have none bumps up their relations with you so if you need a quick boost you can sell off say Crystal and then spam that button for almost free.