PurplePaladin

PurplePaladin

Joined Member # 3040377
1 Posts 20 Replies 631 Reputation

Funny. When I first showed my friend this game, he watched my Kol warp into a system, and when he saw it shoot the first pirate ship, I saw him grimmise a little, thinking it would explode. A while later, when the pirate finally poped, he said "was the small ship really strong, or was that big ship really weak?". I think Caps are fine early game, but I really wish all their stats/defences/damage went up after lvl 3. I don't know, maybe 2-3% per level or something (with no level cap).

121 Replies 110,142 Views

Work full time. In mid 40s. Been playing computer games since they came out (pong anyone?). If excepted, this will be the first guild I've ever decided to join. As long as other members don't call each other "gay" (I'm really getting sick of that), or quit without at least a "GG", sounds perfect for me. . .

64 Replies 149,164 Views

I think LRMs don't need any of their DPS, range, HP, Armor, nothing changed, just one thing: Reduce their turn rate greatly, and perhaps even a delay to "lock on" to targets before firing. This makes them more like the artilery I beleive they were suppose to be, and ends their ability to hit, destroy multiple buildings/HC and then run. When you make artilery as mobile as other units, your just asking for nothing but a mass of artilery with hit and run type attacks only. I also agree

114 Replies 151,824 Views

I had the same difficulty at first Zer. Except for the superweapons, this is not really a game for turtles. I put 5 hangers on planets that are at the front or choke points, and scatter a few turrets around them in case an opponent thinks of attacking them. A repair bay extends the life of all buidings/ships greatly. But you should consider making a smaller fleet of ships to keep as a defensive fleet. Keep them in an area on or near areas your enemy might attack. Most planet defences only

49 Replies 22,887 Views

What IS it with all the quitting? I'm in my 40s; been playing games online since the day it was first possible, but I don't remember ever seeing so much quitting ever in MP games till recently. Now it seems rampant, almost common. Even with SC, I never had people "just quit" even one MP game that I ever played, even large team games.

181 Replies 67,957 Views

Oh my gosh. This is just what happened to me the first week I got Sins. I'm thinking "why in the heck is my neighbors floodlights on?". On closer look, it was the sun comming up. . . Come to think of it shanks, I don't remember the AI ever attacking any of my planets, any of my games ever, except with small fleets of Siege Frigates on unguarded planets.

21 Replies 10,671 Views

Ahh, thanks, now I get it. I guess the ship can "transfer" the xp reguardless of where the ship died. So if you leave it by your main Cap-Ship factory, it would just give the xp to the new ship? That would be a great ability during huge/long games.

10 Replies 21,229 Views

So, I see a circle when I put my pointer over it. Does the ship collect the "dead XP" of a ship in that circle? Or does it cast the XP to any ship in that circle? I guess I'm confused as to how it "gets" the xp from the dead ship in the first place? I usually only play against the AI, so I never need this ability I guess ;)

10 Replies 21,229 Views

The AI is better in 1.3 for sure. But it makes one huge mistake over and over: It still is very bad at knowing when to stay and fight. It does not "seem" to matter if it's last viable planet or not, or take into consideration economics, or if your atacking with your only fleet. I just finished my 5th game vs 1.3 AI, and it had one planet left (and a couple asteroides). The last planet was it's homeworld; maxed out with every building and defence. I figured I might lose the battle,

21 Replies 10,671 Views

I have to agree, it was great comming onto this forum, and actually seeing them talk to us, and reply to some topics. For so many games (like HoMM5 for example), you'll just never know if they ever even read their mail/forums; it's like they sold the game, and now too bad about any changes or patches. Oh, so we should also put a reasonable suggestion in to make this post less useless ;) Ok, give LRMs a much slower turn rate (and make them more like artillery). Oh, and to make this t

13 Replies 21,424 Views

My first game vs AI on 1.3, he ran as much as he always did. Boy was I disapointed. The second game, he stayed and fought, and drove me off twice. I was so use to it automatically running, that I actually had to get a "decent" fleet together to win the battle the third time around. 3rd game he ran with a huge fleet vs me at first, then stayed and fought with a smaller fleet later on. My 4rth/current game, he fights like a tiger, but I won. I think I'll try the Unfair setting now, t

17 Replies 33,699 Views

Blair, that was nice of you, but I'm surprised you waisted your time replying to the post of someone that has played the game one hour, and complains he can't build "on" planets, just around them. This was either a troll, or someone that really actually only played the game for an hour, and decided he did'nt like it. Either way, I think the OP should spend his time and money on that classic strategy game called "How to piece together sentences in a comprehensive way". <br

16 Replies 18,911 Views

A "Lock-On" timer even: I don't know, say, 5 seconds before they can open fire. Or, have the missle speed reduced 100% (if it takes twice as long for the missles, which should be slower than direct fire anyway, to reach their targets, then the targets have twice the time to reach the LRMs). All sorts of options.

58 Replies 24,516 Views

Yes, they are a good counter in a face-off. But the concerns I've read seem to be about LRMs hit and run ability. They can down Caps and multiple buildings, then retreat the moument they get countered. LRMs are kind'a like artillery, problem is, they move and fire like most other Frigates, so there is no "weakness" like real artilery has. If they just reduced their turn rate like 50-100%, they have an achilies heal. Imagine artillery in real life that could move and fire as fast as

58 Replies 24,516 Views

Well, I feel noobish; 4 MP games under my belt (3 wins), and about a dozen vs the AI, and till I read this thread, I had NO idea I could build more than 1 trade port (or super weapon) per planet. I use to only build one per planet (never asteroids), as I also thought the income was based on tax income. I wonder if a "1 per planet" change would help with all this?

190 Replies 204,962 Views

That's why I never do mods; I did twice now with two different games, and it totally messed the games so a total reinstall was needed. And if this mod is so "great" why would the devs not put some type of setting with the game. I can put my resolution up really high, but since I can't read the text at that great setting, I have to keep it at "1024x768 :/

13 Replies 11,940 Views

Well, my first game vs the AI with 1.3 was disapointing; it did the same terrible stuff, or worse if you ask me. I tried another today, same settings (but random AI), and it was the best game I've ever played vs the AI. It did not retreat, and in fact, I had to retreat my first encounter with them. And my second. But not my third. They did retreat my third attack, but I would have too given the odds. They also did an end run on me once, which really shocked me (since I was use to watching T

93 Replies 146,985 Views

Thank goodness he never played Surpemem Commander; it was FAR worse there for rushers and "I'm a noob, really!". I was going to invite the OP to play a team game with me. We'd most likley lose, but we'd learn and have fun. Guess for some people (or, may I be so politically incorrect as to say the younger generation brought up on low strategy, rushing RTS games) winning is sinning when your trying a new game. . .

104 Replies 66,727 Views

Ummm, thanks Windex, but it took me 4 hours to play the small map; 14 planets I think, playing a map 15 times larger really does not appeal to me. Maybe I'll try a medium map next. If the AI competence is based on map size, I and my friends are out of luck SP I guess, cause that's about all we play. . .

93 Replies 146,985 Views

I played the AI today. Small, Random, no pirates, Hard, Agressive. All Normal settings. I was pretty disapointed. I won easily, and it only attacked me once. It retreated every other time I attacked (just like it use to). I don't see a difference, but it's just one game; maybe I'll notice it in the next game I try . . .

93 Replies 146,985 Views

The simplest changes are usally the best. The complaint I've heard the most is that sure, flak/fighters kill LRMs, but the LRMs just hit and run, taking our a cap ship even or more before they run again. There is no time to get the counter to them. What if they simply droped the turn rate of LRMs greatly; that's all? They can still hit, but they could not "run" seconds later. And then you could also circle them with Flak if you wanted to micro a bit. Regaurdless, except for one "po

58 Replies 24,516 Views

+30% range in fact, but about +30% the cost too from what I can tell. If only flaks could target incomming missiles, that would be interesting. But they say they've been playtesting non-stop, so surely they know something we don't about the patch and it's implications.

58 Replies 24,516 Views

Thanks Wind. Well most everything about the patch sounds great, but I'm still puzzling over the Seige & LRM changes. I don't usually number-crunch stats, but every time I playtest the changes in my head, they just don't seem to work out. I just would'a taken about 20% of the health seiges, and/or made flacks a better counter to LRMs. But since they say they are playtesting it a bunch, maybe it's like cake batter: it all makes sence after you cook it. . .

137 Replies 164,667 Views

Darn! Saw this post, and thought 1.3 was out. What a bummer when I saw 1.2 still on the update page. :SNIFF!: So basically, Seige is now more expensive, and "bigger" in that it takes up more cap? That squiggle "`" makes it difficult to tell if it's minus, or just a squiggle. And I also can't tell about the LRM ships. They are obviously more expensive now, but 30% more range, yikes. I heard/read lots of people complaining how they can hit and run caps and planets as they a

137 Replies 164,667 Views