You cant use those in multiplayer. :)
treveon022
When I set the game to normal ships seem way to slow. When I set it to high. My ships die before I can respond lmao
Please add an option to change the ship movement speed like in sins 1 Changing the game update speed to very high = insta death for my ships(even with very high hull) Setting it to low seems like everything moves at a snail's pace. Ship speed option!!!
Orkulus Starbase fires all its weapons on a single target. 2 shots on capital ships. Quite funny. Capships like to change targets when telling them to bomb the planet. Not often, but sometimes Not a bug. Capship factories are frigate factories? Vise versa. Seems weird Lrms likes to target corvettes? I'm not sure about this one. I'm pretty sure I saw the Starbase aim at fighters. Egg like to absorb the planet even when facing away from
Does this mean Vasari soon? Yes, I do mean to pry. Respectfully. I love the game so far. Most of it...
Well appears both recieved the same nerf :/
refering to sins 1 because i know this forum is more active than the other :)
So you nerfed tec starbases, but didn't nerf vassari starbases?
Im just waiting for the vasari release :/
I like this idea, probably as another setting that can be turned off if preferred. I wish they added a race with cloaking mechanics.
I would rather have the damage reduced over a limited jump range.
I wondered if the new armor system is here to stay or if the old counter system will be added back in. Or possibly a mix of both? And This is off topic. Does anybody know the formula for how dmg reduction is calculated in Sins 2? 20/(20+armor) ?
Comprehensive Guide to Damage Types <div id="t3_149qbb-post-rtjson-
I understand what you are saying. You want to defend your planet without using some gimmick that doesn't make sense. I'm using Sins One as a comparison again. Aux Gov lore-wise doesn't prevent damage to the planet. It prevents you from losing control. Think about Vasari. In the lore, they govern their slaves/workers using orbital structures and force their will through bombardment. Aux gov for all three factions showcases this. We also must remember the game is still in development and
I like this idea. In sins 1, Vasari has a tec that gives them a small amount of pop on their starbases. Perhaps an ability similar to "colony pods" that provides a small income after the planet has been eaten.
Not to be that guy. But I preferred when the self-destruct button worked without going into the tactics menu. I cant sd my fleet as fast as before when Im a loosing battle.
Bro at this point, play Vasari. Your post always includes complaints about technology relating to the Vasari empire. Aka, moving starbases, phase lane hoping. You should get the Sins 1 and go through the tec list for Vasari. This will give you a better understanding of Tec's restrictions.
This was solved in sins 1 ages ago. Planetary shield tec just need to be earlier lol
It reminds me of old sins when too many particles were present. Effect didn't show when it popped :) (edit: Couldnt replicate. Maybe I'm blind XD feel free to delete. i don't know how to to)
Possible late-game technology to counter Vasari's phase gates/sw Tec: Charged Engines: (Rebels) Upon exiting phase space, engines are boosted for a short period of time. Acceleration +15% Ship speed +15% Duration 20 secs Possible side tec that requires afterburners first, Kodiaks Regenerative Alloy:(Loyalist) New studies in nuclear physics have allowed for lighter armor while gain
I think the problem lies within the planetary shield being extremely late tech. In sins one, you could always bypass a sb, but you couldn't take the planet because of aux gov. In sins two, you always ignore SBS because if planet shield is so late in the tec tree. My fix would be to reintroduce "aux gov" and turn "planetary shield" back into its original dmg reduction building.
5s = 5 versus 5 skilled. It's a community of sins players with big egos that prevent new players from joining the experience. In fairness, new players tend to lose 5 mins into the game, not metaphorically either. It's not a fun experience when a player, krusher usually, rushes your hw with 3 Marza and 30 lights frigates when you have less than 1k hours in the game.
I heard it's like two years after release. I think, generally, if the game is good enough advertised better than it's previous we could get more players than the olds sins. RTS games are making a strong comeback this year
I'm aware of all the mechanics of culture and how to monopolize. I know that part of the community likes minor factions, but most 5s players dislike it. I play minor factions sometimes in Sins 1. There should be an option to turn off pirates and minor factions somewhere down the line in development. I think that satisfies both parties, casual and competitive players.
It feels like a mimic of other games, slows down the game's pace, and forces me to open a tab for the market when before I could use the market right away. The ai somehow monopolizes the market if they sit right on the traders, giving them the advantage. Last, playing with any passive ai in a rts feels noncompetitive. I would prefer if there were an option to turn off factions and pirates. I like to focus on the fight.