Some helpful tips for newer players

Listen, I won't make a long guide, but just some helpful tips.

As Vasari:

First cap-Jarrassul Evacuator, i don't see any reason to differ from this

As TEC

First cap-Marza Dreadnought, really just great at expanding and the Missle Barrage ability just cleans house

As Advent

First cap-Progentior Mothership, it is a useful support cruiser with moderate firepower.  The Halcyon Carrier is also helpful because the Telekenetic push ability is like flak, throwing around fighters.

 

Some people dont understand when to go for economy, which is essentially building trade ports or orbital refineries.  The real answer is that you shouldn't do something like this if you aren't going to be in the "pocket" protected at the flanks by allies in team games.  Your job then is not to play sim city, but rather to give your allies a boost in the form of credits, metal and crystal.

Follow a more experienced player, if they are telling you to do something, they probably (i didn't say always *cough* Siddy *cough*) are not trying to ruin your game or trick you.  When you are newer following them is without question the best way to go.

If you are on the flank and are near an enemy, there is almost never a reason to build trade ports.  just dont do it it doesn't make any sense because if your enemy rushes fleet, you will get smoked.

The best way to get an early game boost is to seize neutral extractors.  While it is significantly easier to capture them as Vasari, as there fast moving and cheap scouts can capture them, do not write them off as TEC or Advent as they are significant boosts to your economy.

Using Microing, which is controlling units to be more efficient is extremely important if you wish to succeed in battles.  Common microing techniques are every time a ship gets close to dying, phase it out and repair it and send it back, so while you are killing enemy ships, yours are just temporarily away while they repair which pays extreme dividends in the long run.

Using unit counters is also extremely important.  LRMS>Light frigs.  Heavy cruisers>LRMS.  Light frigs are not better then cruisers, but along with bombers are the best way to kill them.  Unfortunately there is no real counter to carriers, so what you have to do is make them!  Fighters are often the key to success and often determine the outcome of a battle.  Make sure you can amass them faster then your enemy as i cannot stress it enough they are the key to victory.

 

Decided to add some more tips based on some replies

Ok well here is my thought on countering carriers.  If it is early game, you could try to spam light frigs, but it is no gurantee he won't have carriers and lrms.  There is also no gurantee he will go pure fighters, and bombers do eat up light frigs pretty well, especially in combination vs light frigs.  If the enemy is microing his carriers by sending them around the gravity well, then light frigs may not always be the most efficient.  The best way to counter carriers without any yourself is to do one of the following three things depending on what race you are.

if you happen to be vasari:

Kortul devastator has an ability called "Jam Weapons" which disables the strikecrafts weapon for a period of time, and is extremely effective to shield your units briefly and have a good portion of his fighter (or bomber) fleet disabled for a period of time

if you happen to be advent:

Halcyon carrier has an ability called "Telekenetic Push" which effectively scrambles the enemies strikecraft as well as dealing physical damage to their hull, which softens them up for flak damage, and keeps them from having a continued assault.

if you happen to be tec:

The Kol Battleship has an ability called "Flak burst" which does physical damage to all strikecraft within a range, again, good for softening up the strikecraft for flak.

Listen, if you are in a pinch and cant afford a capship, then there is no reason that you shouldn't build a few flak.  They really can soak up all sorts of damage, are good in a pinch vs lrms, and fighters are extremely weak against them.  While they are not as strong as they used to be, do not look upon them as useless.

IMPORTANT MICRO TIP:

if you didn't know already, if you wish to stack commands, simply hold down shift, say you wish to attack ship A, then ship B, then ship C.  while holding shift, click attack on ship A, again on ship B, and finally on ship C, the stacking is virtually limitless, and if it has a limit, there is no practical use to filling up the queue.

 

more could be on the way, i dont know, if you have any requests put them down in the reply box and i will do my best to answer questions

P.S. will have to organize this thread soon if you guys wish me to add more, i know it could be hard to find information as of now.

12,522 views 13 replies
Reply #1 Top

Good guide. It sums up the game pretty well.

Reply #2 Top

dunno if the guide's really a guide.. just how you play sins....

playstyle heavily depends on wich cap-ship you take, so the cap-ships you pointed out might be the ones most people take... but it's entirely possible to begin the game with another one, becuase it suits that playstyle....

Follow a more experienced player, if they are telling you to do something, they probably (i didn't say always *cough* Siddy *cough*) are not trying to ruin your game or trick you. When you are newer following them is without question the best way to go.

total crap...  who determines if you are experienced? the game is meant to be fun, follow your own judgement OR agree with plans YOU think are worth-while, you might be allies but you'll rarely find peopel that arent prepared to sacrifice you for themselves "im one of those on occasions...", your runnig an empire... YOU are there to make decisions, even if they end up disastrous....  you learn from them,   if you follow orders blindly you'll end up being sacrificed so that your "team"mate may continue playing.. in the end  you'll have learned nothing.. other then playing shield..

Reply #3 Top

We need to gather all this information up, and put it into one thread, like a manuel for beginners online :)

Reply #4 Top

Unfortunately there is no real counter to carriers, so what you have to do is make them! Fighters are often the key to success and often determine the outcome of a battle. Make sure you can amass them faster then your enemy as i cannot stress it enough they are the key to victory.

 

Well thats what most players think about carriers, but i have to say there are plenty of anticarrier strategys so they arent easy.

 

First case ur enemy rushes with carriers and some lightfrigs and his cap (early rush), just keep building light frigates and attack his carriers they eat them up quite good after u got at least 12-15 of them. If u got some or many lrms send them away from the battle cause they die to his fighters good. either retreat them to a roid u got or attack with them as u like.

 

Second case somewhat balanced fleet with heavy carrier support. what u can see quite often is players who rely very heavy on fighters and some lrm to shield them from light frigates.

In this case which takes longer its essential u got some strikecraft of urself + a capital ship with antifighter abilities like the kol battleship (TEC), the halycon (ADVENT), or the carrier (Vasari). if u use a kol always go for the flak burst, if u can get 2 of them with both lvl3 so they got a lvl 2 flak burst. You have to micro, a good strategy is to form a fighter ball near ur capital ship, set the engagement range for all ur fighters to dont move and click near ur cap ship, u can counter fighters very good with half or only a third amount of his if u got some experience.

 

Third case Late game massive carrier fleets, not used often and if u got to this point ur eco should be good.

Build 3-4 antifighter caps and upgrade ther lvl to 3 or 4, 2nd build many lightfrigs all upgraded weapons, 3rd build many flaks 2 for each carrier clear the sky very very soon together with the caps. what he got then is a huge fleet of antimatterless fighterless useless carriers, so just follow him as soon as he retreats whith all lights frigates and take his worlds with the rest of fleet.

 

A general hint to carriers, never, NEVER, never build bombers if u got not a massive experience online since if u encounter some fighterfleet they kill ur bombers almost instantly and ur carriers are useless which squadroned the bombers.

 

Wish u a good start to Sins

Reply #5 Top

thank you for the replies, i have added some more to my guide after reading these posts.

Reply #6 Top

I'm probably in the wrong section but I'll ask anyway. I'm playing a solo game of Cynosian Rift and have tried several strategies, all to no avail. Can anyone help me with a decent gameplan for this map?

Reply #7 Top

Meh,  no matter the race I build the Cap ship that has the "colonize" ability first. Nice to have something to bomb the planet better but I prefer to have something to occupy the planet.  The colonizing ships or so slow and get killed so easily they are a pain to drag around with the fleets.

 

If you have a group of drone host.  Lets say 6-12.  How many fighers and how many bombers is ideal?

Reply #8 Top

The mothership and evacuator for Advent and Vasari are definitely your best picks, no questions there.  For TEC, the Akkan has very questionable combat strengths, so a Marza is often the better choice.

If you have a group of drone host.  Lets say 6-12.  How many fighers and how many bombers is ideal?

Depends on how late in the game we're talking and what type of units your opponent is using.  Usually people use only fighters and ignore bombers, but I find a few bombers (about a 1:9 ratio with fighters) can actually work quite nicely.  Bombers are most useful early on for attacking capital ships and structures, and later on counter pesky heavy cruisers.  It's worth having some bombers around, but you have to be careful because fighters absolutely murder them.

+2 Loading…
Reply #9 Top

But my fighters aren't attack just bombers.  What are their attack primary targets?

Reply #10 Top

there are lots of opinions on correct fighter:bomber ration and it will vary throughout an given game. 

 

mostly it depends on what you're trying to do with the fleet.

 

if you're strictly hunting down frigates, you go all fighters.

if you're only using squadrons to defend yourself from enemy squadrons, you go all fighters.

 

if you're planning on attacking a grav well bombers are probably the best offense you can buy. they destroy structures incredibly quickly and do so even while the rest of your fleet is busy with other stuff. bombers are the only good way to nail an active frigate factory on the opposite side of a grav well from your jump in point while your main fleet stays put and engages in a fire fight with defenders. 

 

so for purposes of going on offense i highly recommend stocking up on bombers. i'd say ratios of 4:3 or even 1:1 are a good idea if your goal is to nuke his structures and take out his cap ships. 

+1 Loading…
Reply #11 Top

I usually build two bombers for every fighter since I can build 3 squadrons per each drone host.  I build 1:1 when playing TEC/Vasari.  I have no tactic when to build more or less.  I just balance the number.  Which is why I asked.  Thanks .

Reply #12 Top

I did the same thing when I was beginning.  I was under the impression that bombers were attack specialists and were better then fighters against everything.  This is not true; bombers are better against some targets - namely cruisers, structures, and capital ships.  Until late game, however, the workhorses of the fleet are strike craft, long frigates, and (to a lesser extent) light frigates.  Against these units, fighters have a strong advantage. 

If you choose to bring along bombers, your advantage is that you can quickly kill orbital structures, support cruisers, and even capital ships if you're lucky enough to find them without backup.  This is where they excel; decisive offensive attack.  The problem is, they aren't as good as fighters in the long run.  Typically, a cruiser carrier can replace fighters faster than they die; the opposite is true for bombers, they die faster than they can be replaced.  So eventually fighters are just blasting every new bomber that's produced the moment it emerges on to the battlefield.  If you're going bomber heavy, you're best to retreat and rebuild if you lose too many strike craft.

Reply #13 Top

I made an error: it wasn't Cynosuan Rift that I was struggling with; it was Gaian Crescent. It's very hard not to go broke in this scenario. You have to do two planetary devs just to stop your credits disappearing. After that, I'm at a loss how to continue. Any help would be greatly appreciated. :D