Agreed, after all these years, Sins 2 kind of needs to have a lot of new stuff to show... no pressure devs xD
Vaihlor
[quote who="Timmaigh" reply="5" id="3880441"] Quoting Yarlen, reply 4 Quoting wbino3556, reply 2 Are you planning any ne
Cool! from an engine standpoint, do guns fire through their own ships? Because strike crafts could just rain fire from above and be safe from retaliation! It's that the the point, then ok! That's fine by me. Battlestar Galactica Deadlock used similar ideas and it was fun to attack ships in their deadzones.
Eh. Instead of having the entire species as a faction, just make it a fraction of their army, like a scouting party, being the faction. To give a glimpse of how powerful they might actually be.
Well, if you go back to basics, which means WW2 ship combat (which is what most space RTS are based on), Heavy cruisers and "capital ships" were pretty close in size. Hell, all ships in-game should be capital ships to an extent, as normally you would have "screens" (corvettes,destroyers and smaller frigates) and "capital ships". Anything bigger than a frigate would fit that category, so no, I don't think heavy cruisers being so big is anormal. A battleship would be about the equivalent of 2 t
I wouldn't mind having them as a 4th, completely different to play faction.
Idea for the game: Why not add moons that can orbit planets on the edge of their gravity wells and have their own gravity wells? They could also be used for defense and resources and, I don't know, could be used tactically to increase travel time to a planet? This could also open the possibility to have gas giants with several moons that would make them interesting chokepoints if you can colonize several moons.
Hi all! so I've watched several videos on the technical build and I wanted to have a discussion on ship design, especially for smaller ships. We're very early in development so I think it's OK to talk about this! As of right now, the ships are like in the first game. As in, they feel more like standard RTS "units" than space ships. For example, the light frigate could be compared to a marine in Starcraft and the Kodiak (or its new variant), could be a siege tank. But, if the d
the AI just really really hates you
[quote who="SithLordAJ" reply="7" id="3159375"]you could have sent your fleet along before stripped to the core finished its warm up.[/quote] very true, but I wanted to make sure the enemy fleet couldn't come back quick enough to destroy then recap it... but yeah I could have sent them away before....
I was playing this game as Vasari Loyalist vs the AI and just got my ass handed to me, because the lvl 8 TEC Rebels titan destroyed everything in its path. So, I decided to use Vasari's trademark: mobility. I used my superweapon to create a phase stabilizer node to the AI's home capital. Since his army was 5 jumps away, I had plenty of time to capture then strip it. My main strategy was to go in, use my Titan ability to spawn a phase stabilizer node, destroy, st
I mostly play big maps, so battles can get pretty intense. My computer is top of the line and unfortunately, these battles lag as hell (by that, of course, I mean the fps drops a lot). Also, the game reduces all particles so that it goes as smoothly as possible. So, it lags and I can't see what's happening :( Here are my specs: Intel I7 980 3.33ghz x 6 cores 12 gigs of ram Nvidia Geforce GTX 580 I run The Witcher 2
Well now I'm just confused. I'm playing Vasari Loyalist and their main focus is to be as mobile as possible. One way to do that is to use your Titan to spam phase stabilizers in any grav wells you encounter. When you get RA tech, you actually can use all those PS to activate RA as often as possible to reinforce your army. Here's where I'm confused: If I recall correctly, activating RA cost something huh? I do
While I'm no expert of MP, I've seen (and experienced to some extent) corvette rushes that are extremely hard to counter. You need flak frigates to deal with them, but you don't usually get these unless your enemy is massing carriers. Giving some flak capabilities to cap ships and SBs would increase your odds of winning battles against corvette heavy fleets. It would also fit "lore" wise, since bigger ships usually carry many anti-aircraft guns (heck, just watch any documentary on
Okay, I've played SoaSE since it came out a few years back and there are still some annoying things, made even more evident with rebellion, that needs to be fixed as far as the AI is concerned: 1: Scouting with their Titan. Seriously. I attacked one planet with my entire fleet composed of 1 titan, 4 caps and the rest being your usual frigates/cruisers army. Their Titan retreats with the rest of the army, knowing it would be crushed without a lot of reinforcements. Well, fo
Oh man, thx for clearing that up. I edited the title since it's not a bug...
Hello everyone, I noticed a bug where, when you upgrade your drone planetary defense, the second tier of the upgrade isn't taken into account. First tier let drone bases have 3 drones per base and second tier, 4 drones per base. Unless I read something wrong (I don't play Advent a lot so I don't know they research by heart), second tier doesn't give 4 drones per bases. edit: well apparently I read wrong
I searched a bit on the subject (wikipedia) and I saw that cruisers and destroyers are approx. of the same size while corvettes are smaller ships. What would be interesting IMO is to had a 3rd tier ship, ala battlecruiser. They are not as big as capital ships, but they're still a real threat against a few frigates.
[quote who="Shunmaha" reply="1" id="2633742"]Aren't destroyers smaller than cruisers?[/quote] hmm I think you're right, Freespace 2 got me all mixed up.
Well, I've beaten Freespace 2 campaign again last week (it's such a great game) and I thought that adding more diversity to ship classes would perhaps make things more interesting. Of course, in order to include these 2 types of ships, lots of balancing would be needed, since these are supposed to be biggers than cruisers, but smaller than capital ships. Perhaps making capital ships even more massive, more powerful and expensive so you only own a couple per game (I'm talking SP
o rly? I didn't know.
[quote who="N3rull" reply="3" id="2331468"]Trust me dude, you don't want the game to render every stupid asteroid, gas cloud, lighting, cannon shell, plasma beam, planet traffic and exhaust trail in the whole goddamn galaxy. I can bet my salary that even a quad core 3,5 GHz 8Gb ram machine will choke and die trying to do render all that lighting, particles, shadows and textures in a halfway finished medium-large game with 6 players having 200 ships each. No - e
[quote who="JuleTron" reply="8" id="2323336"]Vasari cap ship DPS should look like this: Kortul: 48 (doesn't need to be the same as other battleships as it gets more SC and beats them in a duel) Skirantra: 32 atleast Egg: same Marauder: 45 Vulkoras: 52 (why only 41??? the Akkan does more damage!!! why?why?why?) Back on main topic, making pulse beam weapons replace pulse guns is the best solution. Replace Disintegrators wiith wav
ahah... they do also look alike, But it's funnier that it ressembles an assault rifle :P
The Kol Battleship really looks like the assault rifle in halo 1 and 3 ??? It's a frigging flying gun! vs