Sova is nearly always the best first choice. Can defend against missiles, has a good starting ability if you choose the missile launcher, has fighters which help, and can be a mobile corvette factory? There really is no better choice, though sometimes I start with the Kol just for variety sake.
xclavex
[quote who="Codan Armada" reply="4" id="3925528"] To be honest, I am not in the same camp about the KOL. That thing is a beast compared to the Marz in my opinion. Having the Gauss cannons on turrets means the cap doesn't need to change its facing to hit with with them. The Marza has to turn to face the target head on. In that time the KOL will drop two to three shots from the turrets. If yo
I don't know if I even noticed the ability at all. Even when going up against Hard AI their dreadnaughts have never been an issue. My fleet will take some losses, but I always replace them and counter attack the AI either forcing them to retreat or wiping them out. I don't feel it to be overpowered at all in it's current form.
Just some minor feedback; I do enjoy the new sound effects for the Gravity shot from the Vasari colony ship. Has a sonic boom sound and then some ambient humming. Sounds really good. I also noticed a new bombardment sound from the TEC dreadnaught that sounds a bit better and less over the top. I really hope more sound changes are in the works, as those new sounds are more punchy and really increase the immersion of the game. Currently I feel the games weapon effects and explosio
Could we have a toggle to make it auto cast? I understand why the Akkan's Armistice ability isn't auto cast (nor should it be) but I'm not sure why we aren't able to do so with the Sova's rapid manufacturing. Most of the time in combat I forget to use it anyway and with the swarms of fighters in the area it's virtually impossible to see if you should time it or not during combat.
Suggestion; maybe change the default fleet behavior back to flying in formation rather than quick move? Granted it's not the end of the world and easy to fix, but it just feels more natural to have fleet move as default IMO.
Newest test version seems fun, but the ships now jump sporadically and not as a fleet anymore. Before I was able to choose by holding CTRL to make them jump without a formation, but now they do that anyway! Am I missing a setting or toggle option or is this a bug? EDIT: Think I found it, have to right click the move options.
Look forward to testing out the new changes. Not live on test version yet I see as status says "unavailable". Hopefully in the next day or so we can check it out.
[quote who="mlintune" reply="2" id="3923424"] Like I wrote some time ago. Some sort of battle log of the galaxy would be awesome trough research or culture spread. It may come in real time at the end but could be slower in start. Would also offer some insights on tech levels and objectives. You could add a 3 level science tree for it : intelligence reports or make it work with trade ships. Only alert I notice is that someone has build a Titan which I couldnt care le
[quote who="Valkyrie8053" reply="16" id="3923728"] Don't stop! This is a good train of thought. Outside of combat why don't we have more power to speed and jump charge rate? This would just generally be a nice feature. Ships transiting safe space faster would be nice. [/quote] I don't think this would be a good i
[quote who="Valkyrie8053" reply="7" id="3923247"] If we have a system in place where the ship goes derelict then the AI would need to change to utilize salvaging mechanics otherwise they're just going to blow it up every single time because they won't stop shooting just because it went derelict. So we're talking about some updates to the AI behavior in order to facilitate this. [/quote] Agreed as a repair mechanic would add a bit o
I would say a crippled ship should move at around 50% of it's original speed, basically in limp mode until repairs are made. That would make it more than "just another health bar" and give it more meaning, still allowing for increased survivability and a chance to escape but costing you for allowing your ship to get to that point rather than beginning your retreat before you get to crippled status.
I remember in SINS 1 that we always got audible warnings (as well as an indicator) that an enemy fleet was spotted heading towards a planet and gave us a few moments to "prepare" for their arrival. So far in SINS 2, there is no warning unless you happen to be monitoring the space lanes and see them flying towards your planet. Most of the time it's just "surprise"! I don't like surprises. Now I always "assume" that I could be attacked anywhere and try to build defen
[quote who="Unikraken" reply="4" id="3922964"] Quoting xclavex, reply 3 Hmm ok then that is what I had it set at. I could swear though when I jumped into a multi-team fight that the AI ships ignored each other and focused me (outnumbering me). I stayed to fight but ultimately had to retreat. I'll double check n
When an enemy ship is crippled, shouldn't they move slower as well and make it more difficult for them to get away? As it is, crippled just disables their guns but they can still fly at max speed to escape (or at least it appears so). I feel it would be better (and a tad more realistic) for them to limp along after taking that much damage.
While I haven't had that specific issue except of a very rare occasion, the Akkan's firepower is very low as it is. At best it is support DPS. Even when it get's lined up it takes forever to take anything down, especially early game.
[quote who="Unikraken" reply="2" id="3922896"] Just to make sure it's clear, if you click the little dropdown in the lobby setup screen you can select how many teams the players will have, once put into those teams, they are locked. If you're on an 8 player map you select 8 teams and each player will be placed into a separate team. <img style="cursor: pointer;" src="https://cdn.stardock.us/forums/34/25/3425919/86814b97-babf-459e-b7b8-445bbe889aad.png" width="
I remember I preferred to lock the teams in mass FFA games so that everybody was out to get themselves in the first Sins. I see the option is not there in this one, and the AI nearly always will gang up on you about mid game rather than ally with you. Is this option returning soon in Sins 2? It would make it far more enjoyable in large games.
[quote who="wbino3556" reply="6" id="3921531"] Why did they feel the need to reinvent the wheel? Keep the games original damage formulas and ships...copy/paste to the new engine and start Sins 2 upgrades from there. [/quote] I disagree. I really like the direction the new game is going. They are improving the game in many ways (really love how fleets actually work in this game as that was a missed opportunity in the first) and I like how they are ac
[quote who="Valkyrie8053" reply="12" id="3921242"] https://www.reddit.com/r/fuckepic/comments/bs4kh6/rfuckepic_for_dummies_a_quick_breakdown/ When you defend EPIC you defend all this crazy crap they do, and you deserve to be called out for it because they are bad and you are bad for defending them. [/quote] Try as I might, I cannot see a single p
Well, the armor and crippled states are functionally just extra health bars. This results in it taking longer (considerably so) to take down a capital ship or starbase. I'm kind of ambivalent on whether I like it or not so far, as it doesn't appear to be better or worse for me but different. However, I do applaud the attempt and if it sticks it wouldn't be a bad thing for me I think. One positive is that it can buy more time for you to bring defenses into a planetary assault as it takes longe
I'm not part of the "anti EPIC" crowd and I fully support Ironclad games. While it is annoying having multiple downloaders, it's pretty much inevitable in modern days so you either adapt or get left behind. I purchased this day one and have watched the game grow. I have full confidence that Ironclad will make this game to be every bit the successor to my most played game of all time, Sins 1 (+ Rebellion).
[quote who="RammaStardock" reply="2" id="3917939"] Hello! So help me understand, are you suggesting that if a player disconnects that a current player control both themself and the disconnected players faction? [/quote] I'm not sure I like that idea. Part of the appeal of Sins games is that they are micro light, with fleets and auto building/ability uses to help mitigate it. Having to control an entirely separate faction would be a huge micro infusion. Some pe
Hello. I frequently move between two different computers at two different locations so cloud saves in games are critical to me (manually moving saves around is a pain in the butt) so when a game doesn't have cloud saving, it's a pretty big deal to me. Are there any plans to implement cloud saves with Sins 2?
Neato, something to test for the weekend.