Advice for a beginner?

So far I got sins yesterday I like it so far. However I have a feeling it will take me a while to really latch onto the game. Either it's me ot the games' but it seems like every RTS I play has a learning cliff. The other RTS's and 4X games I have played are Starcraft II and Endless space. Not so good in SC but I do pretty well in ES. Would any skill from those games translate over to sins? 

One thing I don't like about sins is its lame tutorial (needs to take notes from extra credits) and said learning cliff. And unlike ES it's not turn based, so I don't have the luxury of being able to read though the tech tree and meticulously plot out what i'm going to do and weigh my options-or its tooltips for literally anything clickable. 

Another problem I have is this thing where I have a comfort zone when playing against bots and play a level or two under what I'm really capable being even with. It's a bad habit that needs to be stopped, but I don't want to dive into multiplayer and get destroyed 90% of the time. In short I want to find that sweet spot where I feel enough pressure from the AI, but still be relatively safe from real danger so I can learn the game. I can't really experiment and get a feel for the game if my empire is crumbling right? Also what difficulty AI is equivalent an average human player?

 

As for actual gameplay what are the ins and outs of the Vasari rebels? I tried Advant and TEC, but the vasari just clicked. And also I have an unhealthy obsession with their starbases. They move! They're like a pocket titan for your gravity well!

128,243 views 34 replies
Reply #1 Top

Would any skill from those games translate over to sins?

 

From Endless Space no, because thats turn based and Sins not..

 

One thing I don't like about sins is its lame tutorial (needs to take notes from extra credits) and said learning cliff. And unlike ES it's not turn based, so I don't have the luxury of being able to read though the tech tree and meticulously plot out what i'm going to do and weigh my options-or its tooltips for literally anything clickable.

 

Tutorials are extremely lame indeed, but after some tries against easy AI you should at least get the basics of the game. And most things are logical like upgrading your planets population to not lose credits to underdevelopment, always build extractors to gain their income, build ships to win battles etc.

Oh, and you can pause the game by pressing the pause key, the default key to pause the game, so you have time to read, think etc, just dont ever do it online.

As for actual gameplay what are the ins and outs of the Vasari rebels? I tried Advant and TEC, but the vasari just clicked. And also I have an unhealthy obsession with their starbases. They move! They're like a pocket titan for your gravity well!

 

I suggest getting familiar with the other two first. VR is not an easy faction to master, but if you insist.. Colony capital ship (Jarrasul, the egg) + some light frigates will do in the beginning, expand fast, upgarde new world population to get rid of negative income, and ONLY build starbases if you must, say, when you reach your opponent and he has a stronger fleet. Or if you attack him try to build one at his gravity well, it can cripple the AI if you manage to finish and upgrade it.

 

General tips for every faction:

0. Start with quick start enabled. Trust me, it helps. And pirates off, they have a strange armor type that makes cheaper units bad against them, and can wreck your game early.

1. expand fast with two colony fleet (a colony capital ship and some light frigates, the second fleet is a colony frigate and some light frigates), upgrade the newly acquired planets to nullify uunderdevelopment tax and build extractors. You should own a big as possible territory, turtleing in this game is the worst idea. In 1v1 agaist AI you should own at least half of the map.

2. Max out your initial fleet supply but don't upgrade fleet capacity too much as it destroys your economy. Only upgrade it if you feel your fleet is not big enough (so you have 8 frigates and a capital ship while the AI has 12 light frigates and a capital ship).

3. If you colonized many worlds and upgraded them, you may start building a fleet. Light frigates, Corvettes, Long range frigates are all good for this purpose. If your opponent has too many fighters, then build some flak as well but don't build too much, their damage modifiers are poor against almost anything, I was fooled in the very beginning thinking this ship is better than the other because it attacks more. NO IT DOES NOT.

Oh btw there is someone on this forum who may say build only flak, this is his fetish. But just don't do it unless you feel like experimenting.

4. Ignore unnecessary research. Skilled players are divided on what research is useful to get early on. For me the early metal and crystal income increase ones, the terran population increase researches are always good, unlocking necessary ship types are awesome as well. If you have an Ice OR a Volcanic planet next to you, get the research that enables you to get it, but you may just ignore these and get easier planets instead. But don't get the Ice planet research if you don't have any nearby.

Culture platform is good as well just don't build too many, instead try to focus on trade, that is more efficient.

If you have many ships and lots of money, you should put money in hull, shield, weapon damage, armor increase. These are all good, but shields are the least effective in this game.

5. If you can manage it, so don't have to put every coin into ship building, try to make planets always grow population. So if you see a terran planet get near 100 population, upgrade it further to grow bigger.

6. Scouting. You should always know where the enemy fleet is. Just send some scouts towards the enemy territory, to monitor his actions. It requires attention not to let fog of war reach 1000s of seconds (last intel from X planet). If you see the AI has dozens of ONE ship type, say, light frigates, your best bet is to build many long range frigates as these counter LF very well. When you want to build a ship, it's info card says what it is good against, or you may just search for the weapon type tables somewhere on these forums.

7. Don't build many capital ships. In this game until level4 or 5 they are worse than 50 fleet supply of frigates. Only build new ones if you lost your original free one, or your first one reaches level6. But it's better to have only one capital ship, and your second should be the titan.

 

I hope I wrote everything I wanted.

Reply #2 Top

I am by no means a skilled player, but I have some general advice.

When playing, your priorities are as follows:

  • Scout early and frequently
  • Expand your empire by capturing planets. This provides:
    • More tax income
    • More logistical slots
    • Longer trade routes
  • Build sufficient civilian labs to unlock the ability to colonize any nearby planets you cannot colonize right away
  • Build a fleet; typical fleets will consist of large numbers of the following:
    • Light Frigates: cost-efficient; comparatively high DPS per cost; countered by long-range frigates
      • Note: Vasari light frigates are less cost-efficient than TEC / Advent light frigates early on)
    • Corvettes: counters long-range frigates; soft-countered by flak and fighters
      • Note: Corvettes DO NOT counter Advent long-range frigates (Illuminators) because Illuminators fire on multiple axes. The proper response to Illuminators is actually long-range frigates of your own; just slug it out with them
      • Note: Vasari corvettes are tier-2 and therefore more difficult to get, but they are cheaper than light frigates and therefore easier to acquire in large numbers
    • Long-range frigates: counters light frigates
      • Note: Advent long-range frigates (Illuminators) will soft-counter corvettes as well, owing to firing on multiple axes; the best counter to this is your own long-range frigates
      • Note: Vasari long-range frigates are equipped with phase missiles, which have a chance to ignore shields (and, thereby, shield mitigation -- see glossary) when upgraded; this, and the fact that they are available at tier 1, allows them to be an alternative to light frigates
    • Flak frigates: soft-counters corvettes and hard-counters fighters
      • Note: Vasari flak frigates are equipped with phase missiles, which have a chance to ignore shields (and, thereby, shield mitigation -- see glossary) when upgraded; this allows them to be a harder counter to corvettes
  • Begin culture spread to provide a small economic boost to your empire (any planets owned by your empire that are influenced by culture gain a boost to their allegiance and, therefore, their productivity)
  • Upgrade your planets

Faction Guide:

TEC:

  • Trade at two civilian labs
  • Culture at three civilian labs
  • Refining at four civilian labs
  • Starbases at three military labs (defense tree)
  • Long-range frigates at two military labs (military tree)
  • Repair platforms at one military lab (military tree)
  • Phase-jump inhibitors at four military labs (defense tree)
  • Can unlock extra logistical slots for all planets through research
  • Loyalists:
    • Can research the ability to deploy two Starbases per gravity well (everyone else is limited to one starbase per gravity well)
    • Can research strong defense upgrades
    • Can research a tax income increase when enemies are present in a gravity well
    • Titan provides defensive abilities to the fleet and deals damage to numerous targets; can heal itself and disable passive regeneration on targets (this is a big deal; everything regenerates constantly, so shutting that down can really shorten engagements)
  • Rebels:
    • Can research Truce Amongst Rogues: neutral ships in gravity well will not attack
    • Can ally with pirates (Yarr!)
    • Titan proves exceptional single-target DPS, and its abilities can deal area-of-effect damage; its Ultimate ability enhances its other three abilities

Advent:

  • Trade at three civilian labs
  • Culture at two civilian labs
  • Refining at four civilian labs
  • Starbases at three military labs (defense tree)
  • Long-range frigates at three military labs (military tree)
  • Phase-jump inhibitors at three civilian labs (civilian tree)
  • Repair bays at two military labs (military tree)
  • Numerous methods of spreading culture rapidly and numerous methods of benefiting from culture
  • Can unlock faster research
  • Strong shields, weak hulls
  • Lots of synergy between ships and abilities
  • Excellent scouting: can research the ability to see anything in range of their culture
  • Exceptional ability to turtle:
    • Hangars can provide shields to nearby structures, including starbases (defense tree)
    • Can unlock extra tactical slots for all planets through research (civilian tree)
  • Loyalists:
    • Can research multiple ways to increase culture generation, spread rate, and effectiveness
    • Can research multiple overlapping passive buffs to ship damage
    • Titan can deal powerful single-target damage and passively cripple a fleet; can also instantly (and permanently) convert planets
  • Rebels:
    • Can research the ability to sacrifice planetary populations to create devastating shockwaves that damage fleets in nearby systems
    • Titan can deal huge amounts of area-of-effect damage; can sacrifice friendly ships to heal itself; and can gain power as it takes damage
    • Can research a passive ability that gives them a chance to permanently resurrect fallen friendly ships
    • Can research a passive ability that gives them a chance to temporarily resurrect fallen enemy ships as allies
    • Can research cheaper culture generators
    • Can research a number of shield and antimatter-regeneration options

Vasari:

  • Trade at four civilian labs
  • Culture at three civilian labs
  • Refining at three civilian labs
  • Starbases at two military labs (defense tree)
  • Long-range frigates at one military lab (military tree)
  • Phase-jump inhibitors at two military labs (military tree)
  • Repair bays at one military lab (defense tree)
  • Can upgrade both metal and crystal extraction rates simultaneously
  • Can research faster population growth and better bombardment survival for their planets
  • Light frigates and heavy cruisers can heal themselves
  • Phase nodes provide significant strategic mobility
  • Phase missiles are present on bombers, all capital ships, all Titans, and upgraded Starbases; research can provide phase missiles with a chance to bypass shields (and shield mitigation!) For Massive Damage directly to the hull of a ship
  • Starbases deploy from colony frigates rather than specialized starbase construction frigates; starbases can also move
  • Rebels:
    • Can research more powerful phase missiles
    • Can research better armor and shields
    • Can research a temporary damage bonus to ships that enter a gravity well
    • Can research an ability that temporarily stops incoming enemy ships in mid-jump
    • Can research a damage bonus based on the presence of allies in a given gravity well
    • Allies can use phase nodes without pacts through research
    • Can research phase-jumping starbases (can only jump between phase nodes)
    • Titan can deal significant area-of-effect damage (healing itself in the same stroke), reduce enemy fleet speed and damage output, temporarily stun enemy fleets, and heal nearby friendly ships
  • Loyalists:
    • Can research more powerful wave cannons, pulse guns, and pulse beams
    • Can research significantly improved ship regeneration rates
    • Can research the ability to strip-mine and devour entire worlds, gaining a temporary but significant resource boost and leaving Dead Asteroids in their wake
    • Can research the ability to gain research and tax income from capital ships
    • Titan can deploy phase nodes; act as a home planet; perform a short-range phase jump within a gravity well; temporarily but significantly increase its damage output against a single target; and devour all ships within a limited range

Glossary:

  • Allegiance: A numerical value indicating the loyalty of a planet
    • The allegiance of a planet affects its income -- a planet with 50% allegiance is providing half the income of a comparable planet with 100%
    • Allegiance is affected by culture and by the number of phase jumps from your capital planet
    • When allegiance drops to zero, a planet is lost
  • Antimatter: Spellcasting resource; works like mana
  • Armor: Provides a percentage reduction to attacks that hit the hull of the ship
    • Armor stacks with shield mitigation and damage reduction based on ship armor class
    • I'm fairly certain that armor reduces roughly 10% damage for every 2.5 points of armor, with diminishing returns
  • Capital Ships and Titans:
    • General:
      • Gains experience during combat (standard ships do not)
      • 10 experience levels
      • Each experience level provides better stats, an ability point (Titan levels provide two ability points each), and (sometimes) extra strike craft squadrons
      • Ability points are spent to unlock abilities and ability ranks
    • Capital ships
      • Costs 50 supply, 1 capital ship crew
      • First capital ship of the game costs no resources (just supply and crew)
      • 3 standard abilities (four ranks each) and one ultimate ability (two ranks)
      • Ultimate ability available at capital ship level 6
      • Capital ships can be "trained" up to Level 3 (4 via research) in exchange for credits
    • Titans
      • Costs 150 supply and 2 capital ship crews
      • Only one Titan can be deployed at a time
      • If destroyed, Titans retain their experience level
      • Titans require four successive research projects to unlock, but you can build a Titan Foundry and start construction on your Titan as soon as the first project is researched -- but Titan construction will stop until you finish the remaining research projects
      • 3 standard abilities, one ultimate ability, and three passive abilities
      • Passive abilities increase damage, durability, and antimatter respectively -- the antimatter passive also reduces ability cooldowns. ALWAYS max out the antimatter passive.
  • Orbital Structures:
    • Logistical:
      • Metal and Crystal Extractors: generate resource income; these structures do not consume logistical slots
      • Civilian Labs: Each lab allows you access to one tier of civilian and diplomatic research; each additional lab adds one tier
      • Military Labs: each lab built allows you access to one tier of military and defensive research; each additional lab adds one tier
      • Trade Port: Generates credits; amount of credits generated depends on the length of the trade route
      • Culture Generator: Causes culture (propaganda) to be broadcasted down phase lanes from the planet around which the culture generator is built
        • More culture generators spread culture faster
        • Culture spread rate slows down for every gravity well your culture passes through
        • Culture spread rate can be increased via research
        • Friendly culture spread towards a given planet can be reduced by an enemy capital ships in orbit around the planet ("Who are you going to believe? Your nightly news broadcast? Or the capital ship in low orbit?")
        • Culture can reduce the allegiance of enemy planets and increase the allegiance of friendly planets
        • Culture can also provide benefits to friendly ships within range of your empire's culture:
          • TEC: More antimatter regeneration in culture
          • Advent: Higher shield mitigation in culture (some additional benefits depending on research)
          • Vasari: More damage in culture
      • Orbital Refinery: Generates metal and/or crystal; amount and type of resources generated depends on the number and type of resource asteroids in the gravity well in which the refinery is built, as well as in adjacent gravity wells; a maximum of three refineries can service any given resource asteroid
      • Frigate Factory: builds frigates and cruisers
      • Capital Ship factory: builds capital ships
      • Faction-Specific Utility Structures:
        • TEC:
          • Planetary Shield Generator: Reduces bombardment damage
    • Tactical:
      • Defense Platform: Shoots things; can gain faction-specific upgrades:
        • TEC: Short-range cluster missiles and a Meson Bolt Gun that reduces armor; can also gain increased range and rate of fire
        • Advent: Damage booster -- the more defense platforms in range of the defense platform, the more its damage is boosted
        • Vasari: Disruptive nanites -- attacks debuff the target, disabling passive shield, hull, and antimatter regeneration for 60 seconds
      • Repair Bay: Repairs things; cannot repair itself
      • Hangar Bay: Builds and houses strike craft (fighters and bombers); can gain faction-specific upgrades:
        • TEC: Flak cannons
        • Advent: More fighters per squadron; hangar can also provide nearby structures with shields (and shield mitigation!), dramatically increasing their durability
        • Vasari: Stasis field -- enemy strike craft that pass near the hangar are trapped, becoming invulnerable but unable to move or fire
      • Phase-Jump Inhibitor: Ships within its area of effect take 7x longer to leave the gravity well
      • Titan Foundry: Builds Titans
      • Faction-Specific Utility Structures:
        • Advent:
          • Antimatter Restorer: restores antimatter over time to all ships in range
        • Vasari:
          • Phase Stabilizer Node: adds the planet to a phase stabilizer network that can be used to bypass traditional phase lanes
          • Nano-Weapon Jammer: Slows down rate-of-fire of enemy ships in the gravity well
      • Superweapons:
        • TEC: Novalith Cannon -- does severe bombardment damage to a single planet anywhere in the solar system
        • Advent: Deliverance Engine -- spreads culture from the target planet for two minutes and buffs friendly units in orbit around the target planet for two minutes
        • Vasari: Kostura Cannon -- stuns orbital structures and opens a Phase Stabilizer Node to the planet, allowing Vasari forces to phase jump there from any other planet with a Phase Stabilizer Node
  • Planetary Upgrades:
    • Population: increases the maximum population on a given planet; the higher the population, the more tax income is generated by the planet; planetary populations can be depleted via orbital bombardment
    • Shelters: increases the "hit points" of a planet that must be depleted before the planet is lost to orbital bombardment (note: it is possible to deplete a planet's population before its "hit points" are depleted)
    • Logistical slots: increases the number of slots available to build logistical structures in orbit around a planet; also provides additional construction drones
    • Tactical slots: increases the number of slots available to build tactical structures in orbit around a planet; also provides additional construction drones
    • Planet Exploration: Search the planet for artifacts and resources
    • Planetary Capital: Allows you to designate a planet as your capital world; this is useful primarily to reduce the number of phase jumps between your capital and your outlying planets; the more jumps between your capital and outlying planets, the lower a planet's allegiance; the lower a planet's allegiance, the less productive they are and the more vulnerable they are to cultural overthrow.
    • Specializations: Only one of the following may be chosen, and the choice is permanent unless the planet is lost
      • Industrial: Improves ship production speed and trade/refinery income, at the cost of population size
      • Social: Improves population size and culture spread rate at the cost of trade/refinery income and ship production speed
  • Shield Mitigation: While shields themselves provide an extra layer of hit points, shield mitigation provides adaptive damage mitigation that is always active, even if the ship's shields are depleted. 
    • Any ship with shields benefits from shield mitigation, even if the shields have been depleted
    • Whenever a shielded ship comes under fire, its shield mitigation slowly increases from its default value of 15% to its maximum value of around 60% for frigates and a maximum of 75% for capital shaips. Consequently, as a fight goes on, ships that are taking damage take less damage, unless you can get around shield mitigation in some way
    • Shield mitigation stacks with ship class and armor level modifiers
    • When phase missiles ignore shields, they also ignore shield mitigation
  • Ship Classes
    • Strike Craft:
      • Fielded in squadrons; squadrons range in size depending on faction
      • Squadrons do not take up fleet supply
      • The player chooses which type of squadron a given unit will field (this choice is not permanent; squadrons can be scrambled and replaced)
      • Squadrons are housed by hosts; these include:
        • Orbital hangars
        • Light carriers (cruisers that field two squadrons apiece)
        • Capital ships; the number of squadrons a capital ship can support is dependent on its type, level, and faction
        • Titans; the number of squadrons a Titan can support is dependent on its level and faction
      • Individual strike craft will be constantly constructed by the host until all squadrons housed by the host are up to full strength
        • Strike craft construction does not cost money
        • Strike craft construction takes twice as long if the host is under fire
        • In the case of light carriers and orbital hangars, strike craft construction costs antimatter
      • Strike craft come in two types:
        • Fighters: Do extra damage to bombers, corvettes, and long-range frigates
        • Bombers: Do substantial damage to buildings and Heavy Cruisers
    • Corvette: Fast-attack ship strong against bombers and long-range frigates; attacks apply a faction-specific debuff to targets; debuff gets stronger with successive attacks; takes extra damage from flak frigates and fighters
    • Light Frigates: Very cost-efficient. Take extra damage from long-range frigates and defense platforms; do extra damage to ships with heavy armor; possesses antimatter-warfare abilities (read: anti-caster abilities)
    • Long-Range Frigates: Do extra damage to light frigates; take extra damage from fighters and corvettes
    • Ships with heavy armor:
      • Flak frigates: strong against fighters and corvettes
      • Carrier cruisers
      • Utility cruisers
        • TEC:
          • Hoshiko: Repairs ships and structures; can prevent enemy ships from firing
          • Cielo: Emboldens allies for improved antimatter regeneration and rate of fire; designates targets for massive damage
        • Advent:
          • Iconus Guardian: Projects its shields, diverting 30% of damage taken by friendly ships within the envelope to the Guardian's shields
          • Domina Subjugator: paralyzes enemy ships; heals friendly ships and prevents them from being CC'd
        • Vasari:
          • Jarun Overseer: Mobile phase detection; heals friendly ships
          • Stilakus Subverter: Weakens enemy shield mitigation and makes them more vulnerable to phase missiles; also can shut down large groups of enemy ships at once
    • Heavy Cruisers: front-line combat ships; strong against everything; takes significant damage from bombers; generally inefficient.
Reply #3 Top

Quoting Frostflare, reply 2

Glossary:

Sweet, let me translate them into familiar things from other games!

Allegiance: with the exception of losing the planet at 0% it's pretty similar to ESs system approval-the lower it is, the bigger of a dent it puts in the planets income

Antimatter: Yeah I could tell it was mana with a different name.

Armor: Reduces incoming damage, higher armor has diminishing returns.


Capital Ships and Titans:

Capital ships: As totalbiscuit put it, pretty much your heros in SC.


Titans: Protoss motherships for everyone! *some assembly required*


Orbital Structures:

Logistical:

Metal and Crystal Extractors: Minerals and gas that don't need SCVs? Brilliant!
Civilian Labs: Each lab allows you access to one tier of civilian and diplomatic research; each additional lab adds one tier
Military Labs: each lab built allows you access to one tier of military and defensive research; each additional lab adds one tier
Trade Port: Plays a larger part in sins, but identical to ES.
Culture Generator: ESs system influence. Friendly ships get a buff, and if it overlaps a enemy planet, it lowers its approval and income. but in sins you can use it to take over other planets! That's a really good idea, ES needs this because it would make the "Peaceful" factions so much more interesting and provide an alternative method of invasion! 

Orbital Refinery: Maximizes output of metha and crystal for that planet? 
Frigate Factory: Barracks
Capital Ship factory: Starport

TEC:

Planetary Shield Generator: Reduces bombardment damage


Tactical:

Defense Platform: Turret with a faction unique gizmo attached to it.


Repair Bay: Medic


Hangar Bay: Immobile protoss carrier with a faction gizmo on it.

Phase-Jump Inhibitor: "You will not evade me"


Titan Foundry: Mothership core


Faction-Specific Utility Structures:

Advent:

Antimatter Restorer:Self explanatory.

Vasari:

Phase Stabilizer Node: The archetype of an ES faction: "The Vaulters are able to instantly teleport a Fleet from one system to another under their influence, if both systems have a “Portal” built on them."


Nano-Weapon Jammer: with this it more like damage per minute! Zing!

Superweapons:

TEC: Novalith Cannon -- Terran nuke
Advent: Deliverance Engine -- spreads culture from the target planet for two minutes and buffs friendly units in orbit around the target planet for two minutes
Vasari: Kostura Cannon -- stuns orbital structures and opens a Phase Stabilizer Node to the planet, allowing Vasari forces to phase jump there from any other planet with a Phase Stabilizer Node



Planetary Upgrades:

Specializations: ESs planetary exploitation, except it's a trade off and you can't change it once picked.

Industrial: Dust (ESs currency) an industry exploitations rolled into one.
Social: Population capacity and influence as an exploitation. Best away from the front lines I'm guessing.


Shield Mitigation: Counter to focus fire.

Reply #4 Top

Can you stop comparing this to endless space? They are two completely different games. Also, if you want to get better at sins, DO NOT watch any youtube videos (except goafan77's, those are good besides the bad music). 99% of the people that are playing on it are absolute shit and you don't want to learn bad habits. Don't watch TB either, i've seen his sins video and he is literally tier 8. I recommend reading Goa and Grimm's guide in the Steam section to get started. Some of the older guides here in the forums, such as Raging Amish's, are still good even though they were for an older version of the game. Once you master the basics, go to the "Skilled Multiplayer Replays" in the rebellion subforum to watch some of the "pro" replays.

Quoting Turchany, reply 1
1. expand fast with two colony fleet (a colony capital ship and some light frigates, the second fleet is a colony frigate and some light frigates), upgrade the newly acquired planets to nullify uunderdevelopment tax and build extractors. You should own a big as possible territory, turtleing in this game is the worst idea. In 1v1 agaist AI you should own at least half of the map.

No, turtling against AI in this game is literally the best strategy, especially on higher difficulties.

Quoting Turchany, reply 1
2. Max out your initial fleet supply but don't upgrade fleet capacity too much as it destroys your economy. Only upgrade it if you feel your fleet is not big enough (so you have 8 frigates and a capital ship while the AI has 12 light frigates and a capital ship).

Biggest problem noobs have is not upgrading their fleet supply quick enough. I recommend just buying the first level right off the start until you feel comfortable knowing whether to build a fleet or to develop you economy.

Quoting Turchany, reply 1
3. If you colonized many worlds and upgraded them, you may start building a fleet. Light frigates, Corvettes, Long range frigates are all good for this purpose. If your opponent has too many fighters, then build some flak as well but don't build too much, their damage modifiers are poor against almost anything, I was fooled in the very beginning thinking this ship is better than the other because it attacks more. NO IT DOES NOT.

As a new player you want to spam light frigates for the first 10 minutes of the game. As you get better, you will learn advanced strategies like mass flak spam and LF+vette combo, which gives you a tremendous edge in multiplayer.

Quoting Turchany, reply 1
4. Ignore unnecessary research. Skilled players are divided on what research is useful to get early on. For me the early metal and crystal income increase ones, the terran population increase researches are always good, unlocking necessary ship types are awesome as well. If you have an Ice OR a Volcanic planet next to you, get the research that enables you to get it, but you may just ignore these and get easier planets instead. But don't get the Ice planet research if you don't have any nearby.

Since you are new, I recommend not researching any of the stat bonuses (like weapon, armor, etc) at all. Concentrate on researching new ships and tech (like LRM, repair platform, etc).

 

Quoting Turchany, reply 1
5. If you can manage it, so don't have to put every coin into ship building, try to make planets always grow population. So if you see a terran planet get near 100 population, upgrade it further to grow bigger.

No, you never want to upgrade population if you can help it. Trade ports pay off much quicker and can distract pirate ships if you play with those on.

Quoting Turchany, reply 1
6. Scouting. You should always know where the enemy fleet is. Just send some scouts towards the enemy territory, to monitor his actions. It requires attention not to let fog of war reach 1000s of seconds (last intel from X planet). If you see the AI has dozens of ONE ship type, say, light frigates, your best bet is to build many long range frigates as these counter LF very well. When you want to build a ship, it's info card says what it is good against, or you may just search for the weapon type tables somewhere on these forums.

There is a scout timer on each unoccupied planet that tells you when you last scouted it. Generally, you never want that timer to go above 150 seconds. Just build a scout ship, jump into the enemy planet, and jump back to your planet.

Quoting Turchany, reply 1
7. Don't build many capital ships. In this game until level4 or 5 they are worse than 50 fleet supply of frigates. Only build new ones if you lost your original free one, or your first one reaches level6. But it's better to have only one capital ship, and your second should be the titan.

A good newb ratio (when playing against AI) to remember is 300 to 1. That is, you should always have 300 non-cap ship supply to 1 cap ship.

Quoting foxfire421, reply 3
Shield Mitigation: Counter to focus fire.

No thats a myth. Shield mitigation in this game serves no purpose other than introducing more complexity.

Reply #5 Top

Hydraling, before responding to your comment let me say this. My suggestions are for someone who is new and will be trying to play against easy or normal AI, even hard. You must admit, you don't need to play perfectly to defeat any of these.

 

Quoting Hydraling, reply 4
No, turtling against AI in this game is literally the best strategy, especially on higher difficulties.

 

By turtleing I meant colonizing a few planets (by no means grabbing half map) and maxing out everything there before colonizing new unowned worlds. Many newplayers do this, and this is highly inefficient.

And honestly, you don't need starbases or defenses against an easy or a normal AI, I assume Foxfire421 will be playing against these in his first games when he tries to get the feeling of the game.

 

Quoting Hydraling, reply 4
Biggest problem noobs have is not upgrading their fleet supply quick enough. I recommend just buying the first level right off the start until you feel comfortable knowing whether to build a fleet or to develop you economy.

 

Doing this will cause economical damage, but you may be right, I only add he should only research it when he reached his first fleet cap.

 

Quoting Hydraling, reply 4
you will learn advanced strategies like mass flak spam

 

This is not a valid strategy, if he does this he will get banned most likely from every game online.

 

Quoting Hydraling, reply 4
Since you are new, I recommend not researching any of the stat bonuses (like weapon, armor, etc) at all. Concentrate on researching new ships and tech (like LRM, repair platform, etc).

 

I thought this wasn't an intense training on how to be the next Doci. Stat researches are not that bad as many say, having a stronger capital ship is something even in a skilled game, I suggest he try it out for himself, after some time he may be able to decide whether it is worth to get it. If you have the money for it, and constantly building ships (so a longer queue means no instant advantage), why not research these btw?

 

Quoting Hydraling, reply 4
No, you never want to upgrade population if you can help it. Trade ports pay off much quicker and can distract pirate ships if you play with those on.

 

Against AI it is a viable strategy to ignore trade and focus heavily on population (trust me, nowadays I usually defeat Unfair like this), this yields similar values of income after some minutes, coupled with trade ports you can imagine (speaking only about maps where you have more than 2 planets, like the medium large one). I know it would not be working online, but not upgrading the planet population when you have the money for it is an economical waste. I know it is not the highest priority, but still a useful addition to your income.

 

Also what difficulty AI is equivalent an average human player?

 

 

NONE. The AI is dumb as a rock, no human player plays like this. I suggest you improve to be able to defeat Unfair most of the times on a medium (medium large) map, thats the skill level required to enter the multiplayer scene without much trouble, BUT BE AWARE, strategies against AI and strategies against humans WIDELY DIFFER. Noone would sacrifice whole fleets on a starbase or on a high level titan, they would just ignore those, bypass them, etc.

 

+1 Loading…
Reply #6 Top

Before I continue, how do you do multi quotes like that? It looks like this forum does it in a different way than the others I been on. 

Reply #7 Top

On the subject of flak...

I don't wish to start a flame war, but from my perspective, there is an extent to which both Turchany and Hydraling are correct.

There is some evidence suggesting that properly microed flak frigates hard-counter light frigates on a per-supply basis by exploiting the 360-degree-fire-on-the-move qualities of flak frigates in concert with a flaw in the light frigate AI (sometimes called the "confused sperm" phenomenon). That said:

  1. It remains to be seen whether or not this is worth the trade off in versatility -- regardless of whether or not flak frigates counter light frigates, flak frigates do significantly reduced damage to many other units, whereas light frigates do well against these same units (for cost)
  2. Other units can exploit the "confused sperm" phenomenon without sacrificing versatility
  3. Flak frigates require research and are built much more slowly than light frigates, necessitating both military labs and additional factories for comparable output

Ultimately, Foxfire, it is your choice. There is some evidence to suggest that flak spam works, but it is somewhat micro-intensive and has other consequences.

As for comparing things in Sins to things in Endless Space and other real-time strategy games: if it helps Foxfire understand Sins, who cares? Over time, Foxfire will be familiar enough with Sins that he will not need comparisons; until then, more power to him!

On the subject of trade versus population upgrades...

There is an extent to which Hydraling is correct: trade centers do pay for themselves much faster than planet upgrades. Consequently, if forced to choose between one or the other, pick trade.

On the other hand, population upgrades negate the Underdevelopment Tax (which can hurt your economy if you have too many underdeveloped planets), and they are available without research -- you do not need to research trade centers to get full planet upgrades. In addition, population upgrades combine with Social Specialization -- I'm not sure of the math, but I seem to recall one denizen of the forum indicating that beefy planets with maxed out Social Specialization was a viable source of income (someone please check me on that).

On the subject of weapon and armor research, I tend to do research when the cost of doing the research adds more firepower or hit points to my fleet than the equivalent number of ships.

If, for example, I have a fleet of 10 Ravastra Skirmishers, I have about 120 DPS.

The first rank of pulse gun research provides 5% more damage to my fleet and costs 400 credits and 25 crystal; assuming a 4x conversion from crystal to credits, that's roughly 500 credits -- less than the cost of one Skirmisher if you account for the 70-metal price tag.

120 x 1.05 = 126 -- meaning that researching the first rank of pulse gun research provides half a frigate's worth of damage.

What if I have 20 Ravastra Skirmishers?

240 x 1.05 = 252 -- exactly 12 more DPS, which is roughly the equivalent of one Ravastra Skirmisher.

By the above rule, 20 Ravastra Skirmishers is a good time to research the first rank of pulse gun damage.

Just remember: if you tech-switch from Skirmishers to Kanrak Assailants, that research you just did is suddenly less useful.

Reply #8 Top

Quoting Frostflare, reply 7
I'm not sure of the math, but I seem to recall one denizen of the forum indicating that beefy planets with maxed out Social Specialization was a viable source of income (someone please check me on that).

To keep things really simple, let's just say put social specialization on your HW, industrial specialization on volcanics, and ignore all other planets for now...

In line with keeping things simple, building LFs and corvettes is more than good enough for most of the game...eventually, you might want to move to heavy cruisers...

 

 

Reply #9 Top

Quoting Seleuceia, reply 8


[quote who="Frostflare" reply="7"]
I'm not sure of the math, but I seem to recall one denizen of the forum indicating that beefy planets with maxed out Social Specialization was a viable source of income (someone please check me on that).


To keep things really simple, let's just say put social specialization on your HW, industrial specialization on volcanics, and ignore all other planets for now...

In line with keeping things simple, building LFs and corvettes is more than good enough for most of the game...eventually, you might want to move to heavy cruisers...
[/quote]

Thanks Seleuciea, both for breaking it down and for keeping it simple. I don't think I've ever simplified anything in my life. :grin:

Reply #10 Top

As pointed out, the way you fight the AI is very different from the way you will fight players.  Against the AI you find a frontline chokepoint and fortify it with a starbase, and smash enemy fleets when they try to overrun the defenses.  You then advance system by system fortifying as you go.  You can kill vastly superior AI forces in this manner. 

To prepare for playing against players, try to beat a hard AI on a smallish (but not tiny) map without building any starbase defenses.  Just build fleet and try to overrun the AI.  This is to get you out of the mindset of watching the enemy constantly die against your defenses, because real players will just drive around them looking for something vulnerable.

When you play against people in team games, there is generally a rush phase where everyone tries to crush the nearest enemies with swarms of light frigates and maybe corvettes.  The corvettes are only there to discourage long range frigates from being built.  In theory, you could have a long range frigate + flak frigate fleet that is superior, but in practice you will be dead to enemy light frigates and corvettes before you get there.  If someone is safely sheltered, or far away from the frontline (or a bigger map with starsystems), they will go econ first instead of rushing, and will either flip to military with a nice head start on econ, or just feed money to their allies who are specialize in military techs.  Just having one good econ player in a team game where the other team has none is usually enough to win the game unless the econ player's allies are incompetent.  At some point people will move on to their mid to late game strategies, of which there are many.  You will see some combination of titan, strikecraft and cruisers, bombers and flak, starbases everywhere, etc.  While it is possible to win without a titan and some players play specifically to kill weakly defended titans rather than build their own, generally speaking titans are the game changers, and each race ultimately plays differently depending on what his titan can pull off.


Most important is to turn on your autorecord games option (I think it is in the save games menu), and go back and review games to figure out how people pull off things when you are not quite sure WTF they did to either get so powerful, or kill you so easily.  Just keep watching how the good players go about things and incorporate their successful strategies, or at least figure out how to counter them.

Have fun!

Reply #11 Top

Quoting Turchany, reply 5


By turtleing I meant colonizing a few planets (by no means grabbing half map) and maxing out everything there before colonizing new unowned worlds. Many newplayers do this, and this is highly inefficient.

And honestly, you don't need starbases or defenses against an easy or a normal AI, I assume Foxfire421 will be playing against these in his first games when he tries to get the feeling of the game.

This is not a valid strategy, if he does this he will get banned most likely from every game online.
 

I thought this wasn't an intense training on how to be the next Doci. Stat researches are not that bad as many say, having a stronger capital ship is something even in a skilled game, I suggest he try it out for himself, after some time he may be able to decide whether it is worth to get it. If you have the money for it, and constantly building ships (so a longer queue means no instant advantage), why not research these btw?

...


NONE. The AI is dumb as a rock, no human player plays like this. I suggest you improve to be able to defeat Unfair most of the times on a medium (medium large) map, thats the skill level required to enter the multiplayer scene without much trouble, BUT BE AWARE, strategies against AI and strategies against humans WIDELY DIFFER. Noone would sacrifice whole fleets on a starbase or on a high level titan, they would just ignore those, bypass them, etc.

 

So to recap, there are no tall empires in this game so expanding as fast as you can afford to get a foothold on the map before all the empty systems are gobbled up in the rush. Because later they will be difficult to contest, and your built up systems can't make up for the lack of numbers. 

Starbases are a last means of defense and should only be built as needed. Or going for something daring like building one in an enemy's gravity well.

Actually sounds like a FOO strategy which actually is a bad habit to get into. 

Due to the complexity of a RTS and the high skill ceiling of a strategy game the AI is either braindead in comparison to a human player or just braindead, so yeah I'd figured most strategies for an AI would not work or have to be modified for a human player. 

Quoting Frostflare, reply 7

 

There is some evidence suggesting that properly microed flak frigates hard-counter light frigates on a per-supply basis by exploiting the 360-degree-fire-on-the-move qualities of flak frigates in concert with a flaw in the light frigate AI (sometimes called the "confused sperm" phenomenon). That said:

...

As for comparing things in Sins to things in Endless Space and other real-time strategy games: if it helps Foxfire understand Sins, who cares? Over time, Foxfire will be familiar enough with Sins that he will not need comparisons; until then, more power to him!

...

On the subject of weapon and armor research, I tend to do research when the cost of doing the research adds more firepower or hit points to my fleet than the equivalent number of ships.

...

Micro is not my strong point.

Thank you. There are things that are intrinsic to anything any game calling itself a 4X. Yes, ES has nothing on combat, but it does have the empire management skills that crossover.

So in short stat upgrades are only cost efficient if you already have a large number of ships. So focus on building/rebuilding your fleets before upgrades.

Reply #12 Top

Quoting foxfire421, reply 11
So to recap, there are no tall empires in this game so expanding as fast as you can afford to get a foothold on the map before all the empty systems are gobbled up in the rush. Because later they will be difficult to contest, and your built up systems can't make up for the lack of numbers.


If you have the DLC for rebellion, there are tall empires.  Social expansions on high population worlds can give you quite a lot of additional population which leads to more revenue.  It is very slow and expensive to get there, so your first priority is to get planets.  However, you have to build up your fleet too.  Colony worlds cost you some population upgrades so they are not in the red.  If you expand too much, someone who just builds frigates might rush your homeworld and you won't have enough to defend because you sank your money into colonization expenses and he has 20 more frigates than you do.  Even though your worlds start to kick in with more income, you are taking casualties while your enemy is not because he has superior numbers.  That is why scouting is so important, if you wait for a player to attack when you aren't ready, it is often too late -- you want to be prepared to at least match their fleet and balance this out with your expansion efforts.

Reply #13 Top

Oh that reminds me of what I was going to ask, should I get the DLC? 

Reply #14 Top

Definitely get forbidden worlds because it adds tremendous depth to the game. Stay far away from stellar phenomea because it actually makes the game worse and there is no way of uninstalling it.

Reply #15 Top

Quoting Hydraling, reply 14

Definitely get forbidden worlds because it adds tremendous depth to the game. Stay far away from stellar phenomea because it actually makes the game worse and there is no way of uninstalling it.

In what fashion? Do the DLCs anomalies affect the pre-built maps?

Reply #16 Top

I'm not sure about the pre-built maps, but Stellar Phenomena adds two things to the game:

  1. New gravity well types (including new star types), some of which can be annoying (I recall fighting in some sort of ice field that propagated 50% of damage dealt to units to nearby units, friend or foe -- I lost all of my corvettes from that >.<)
  2. Randomized solar-system-wide events that can be game-changing (these can be disabled prior to a game)

By comparison, Forbidden Worlds adds new planet types:

  • Water worlds
  • Barren worlds
  • Ferrous worlds (which, as you might expect, tend to have a LOT of metal asteroids -- more even than volcanic worlds)
  • Greenhouse worlds

These are fun and add a great deal of variety to the game, but each planet type (with the exception of barren worlds) has its own research requirements for colonization.

Also:

Quoting foxfire421, reply 15
[quote who="Frostflare" reply="7"]On the subject of weapon and armor research, I tend to do research when the cost of doing the research adds more firepower or hit points to my fleet than the equivalent number of ships.

So in short stat upgrades are only cost efficient if you already have a large number of ships. So focus on building/rebuilding your fleets before upgrades.[/quote]

This is just MY rule of thumb, and I am not by any stretch of the imagination a good player. I would check around for more hard-and-fast rules on research before proceeding, or just go with what seems to work.

Reply #17 Top

Does stellar phenomena have positive anomalies?

Reply #18 Top

I'm honestly not sure; I'm fairly sure they tend to be good for one random player, bad for another random player.

Most players I know don't like games turning around because of circumstances beyond their control.

Reply #19 Top

Are they on the scale of the shenanigans like the other 4X I played?  *_*

Global events (affect all players)

Subterranean Endless Treasures Discovered: +20% approval (loyalty) +10% FIDS -Food/population growth, Industry, Dust/money, and science/research- There is also a negative version of this that's quite the spanner in the works.

Hulk Discovered with Endless Tech: +50% movement speed on all ships 


Single events (one player only)

Unexpected Experimental Results: Instantly researches the best technology currently available. 

Legendary Wreck Analyzed: Gives quite a bit of XP to your ships.

Fanatic Rebels Suicide Bomb Navy: (that one is every bit as terrible as it sounds) All ships lose 1/4 of their max HP in damage.

 

EDIT: I got forbidden worlds, I was wondering if I should get stellar phenomena at half off? ($2.49)

 

Reply #20 Top

If I were in your position, I'd snag it, just to take advantage of the deal, and then disable it by uninstalling the DLC:

  1. In Steam, right-click Sins Rebellion
  2. Click Properties
  3. Click the DLC tab in the Properties window
  4. Uncheck Stellar Phenomena

I haven't tried this for myself, but in theory, you should have it but not use it if you do this.

Reply #21 Top

Thanks! Hopefully in a couple days I'll get better and share a replay that isn't too cringe worthy. Is it better to learn on small maps?

Reply #22 Top

Management gets significantly more complex on large maps due to how many expansion routes there are, and how big your territory can get after a while. A large territory will also mean a very large income, which you may not know what to spend it all on, as opposed to a smaller economy where you only have the money to pursue one thing (usually, building frigates). Maps with 4 or more players may find you being attacked by two different players on two different fronts, requiring you to split your resources efficiently to avoid losing planets. I found the small maps to be much simpler to play since it's more viable to just keep everything you build in one big ball of death to roam around with.

 

With regards to social development on your planets, I have played around with that and you'd be surprised at the results you can get. The highest population you'll see on Terrans normally is 322 with the basic max. population upgrade research, however, with higher level techs and maxed out social spec, I have seen Terran planets go well over 1000 in max population leading to 40+ credits per second from just taxes, on just 1 high allegiance world. This is also why social is good on a terran capital, because you get the 110% allegiance multiplying the taxes from its huge population.

The problem with going this route is that population growth is very slow compared to building trade ports. Trade ports reach their max income almost instantly, while a planet with 1000+ max pop. will take *forever* to actually get there. Researching all the development levels to get that much population is also silly expensive, you're looking at like 6 stages of upgrades costing 1000+ in both metal and crystal, never mind credits (they're far easier to come by). The first couple of cheap social upgrades, meanwhile, do not give enough of a population increase to be worthwhile (I noticed that the first stage of social was giving something like +10, which is negligible, but the sixth stage can give hundreds). Only in an extremely long term game would this be worth doing. If you do decide to do it, keep in mind it nukes trade income, so only do it on planets that you're filling with labs and factories (if you have a planet with a bunch of empty logistics slots and don't need more labs or factories there, it's far more efficient to build a ton of trade ports there instead of upgrading social spec).

 

If you play with pirates on, they will be more than happy to suicide against any static defenses you build, which are absurdly cost effective compared to fleets. Once you locate the pirate base you can easily deduce which planet they will attack (hint: it's usually the closest one) and fortify it. In my experience just 15 tac slots worth of defenses is plenty to chew up a pirate raid with no losses for quite a while into the game. However, one annoying aspect of pirates is that they will chase trade and refinery ships all over the gravity well instead of sitting still for your turrets to gun down, causing them to stay on your planet forever. If this is happening use hangar defenses with bombers, as these can chase the pirates and slowly pick them off. Fighters are quite useless against pirates as they don't deploy strikecraft. A Vasari starbase will kill them off faster, but is more expensive.

 

One of the most difficult aspects when I first started this game was dealing with starbases. I had games where I could roll over any fleets I encountered, but my same battle group that just crushed a huge enemy fleet with almost no casualties then suffered the reverse when trying to take on the starbase waiting behind that fleet. Don't fall into the AI's trap of doing a frontal assault against a starbase, especially not with a bunch of light frigates. Against TEC and Advent, a starbase cannot protect all sides of a planet from bombardment, so you can just use its blind spot to kill the planet and move on. A Vasari starbase is another matter, and of course you will eventually want to clean up stationary starbases too, for example if you have defeated a player and are claiming his worlds. In this case there are a few different approaches and things to keep in mind:

1. Starbases become exponentially more durable with protection upgrades. A starbase with no defense upgrades can be killed fairly quickly with a ball of frigates and thus will not be able to do much damage. A maxed starbase however, can decimate hundreds of fleet supply worth of frigates in a straight shoot-out, making it very cost inefficient to assault directly even if you have the resources. Look at the base's shield and hp points to tell how many defense upgrades it has. A starbase with around 2000 shields and 3000 hp has no defense upgrades and will be not much, if any, more threatening than a lone enemy capital ship. A starbase with 10000+ hp is a completely different animal and should be approached more akin to a titan.

2. The most effective unit to attack a starbase is bombers. They do a lot of damage and can't be hit, while your carriers sit safely on the other side of the grav well. If there are no intervening factors a few carriers can just sit and whittle a starbase down. However, if there are a bunch of fighters around (from enemy hangars, fleets, or even the starbase itself if it is high level), you may want to use other options.

3. TEC and Advent have dedicated anti-structure cruisers which are very strong against starbases and can attack from outside their weapons range, and unlike bombers they do not mind mass fighters being present in the grav well. However, also unlike bombers, they are useless in fleet v. fleet combat. Vasari has the option to build their own starbase and then move it in, but this is very expensive for a unit that cannot accompany you over to the next grav well. I believe the Kostura Cannon can disable starbases, which is a more practical option but only in a very long term game. In a very long game with tier 8 techs, the Vasari Rebels can also build a maxed out starbase and just jump it around with their fleet (if you are deep enough into a match to do this you pretty much auto-win, as the AI is too dumb to not slug it out against your phase jumping death star).

4. Well supported or high level titans and/or groups of capital ships can "solo" starbases, this is safer than committing a mass of frigates, since starbases can attack many targets at once (at least 8, I believe), it is very hard to micro back your frigates that are about to die. However, with a few very high durability units, you have much more time to retreat ships that are getting low before they die. By "well supported" here I mean healing/repair cruisers accompanying your big guns.

 

As for Stellar Phenomena, I enjoy the DLC, the weird gravity wells can make for some interesting engagements. Someone already mentioned my favorite, the Ice Field, which will make a lone capital ship easily kill dozens of light frigates with its 50% propagation. Some of these just turn matchups completely on their head, for example carriers are very overpowered in an ice field, but there is another one that prevents you from launching any strikecraft, so your carrier fleet is useless there. One of them disables all abilities, which amusingly has the consequence of being the only gravity well in which no starbases can be built (because deploy starbase is considered an ability). One game I had this particular gravity well as the only possible link in what would have otherwise been a very long trade chain.

Reply #23 Top

A minor quibble, WJC -- the Kostura Cannon does NOT disable starbases. They are apparently a separate class of orbital structure and so are unaffected by the Kostura Cannon.

On the subject of bombers as an anti-starbase unit...

The metagame used to be focused extensively on bombers, but with the inclusion of corvettes, the meta has shifted away from bomber spam, primarily because fighters and flak are useful for softening up corvettes and therefore tend to be present on the field by the time bombers come out. As a result, there is a bit of a paper-rock-scissors thing going on between light frigates, long-range frigates, and corvettes, but this also means that bombers are less common.

I mention this because it influences the manner in which you will take out starbases. Bombers, as WJC indicated, can work, but given the shift in metagame to favor fighters and flak as a response to corvettes, going bombers might be unwise.

As WJC indicated, Advent and TEC have anti-structure cruisers; the Vasari don't have them. Instead, they have starbases.

Vasari starbases, as you know, can move, so you can construct them out of range of the enemy starbase, upgrade them, and then move them into range when you're good and ready (Vasari Rebels don't even have to do this -- with maxed out civilian and military research, they can construct a starbase behind friendly lines and then jump the entire thing into an enemy gravity well by means of the Kostura Cannon.

In addition: the first weapon upgrade you can purchase for the Vasari starbase unlocks a disintegrator weapon that is close-range but very good against structures.

As an alternative, I have also found that Vasari heavy cruisers are surprisingly effective in an anti-starbase role due to their favorable damage multiplier against structures and their durability.

Vasari heavy cruisers are durable because of Reintegration, an ability common to both Vasari light frigates and heavy cruisers that shuts down the ship and rapidly regenerates its hull. Though using this ability takes a ship out of the fight, individual cruisers that are under fire are able to spend longer periods of time soaking damage (which increases their shield mitigation, which allows them to spend even longer under fire). To add to the fun, you can generally throw in a few Jarun Overseers to heal the cruisers even further. I've found that with enough heavy cruisers, you can generally slug it out with a well-upgraded starbase and win.

That said, there is one situation in which sending heavy cruisers (or any ships, for that matter) against a starbase is very unwise, and that is against the TEC.

TEC starbases can be upgraded to explode in a wide radius for massive damage. Anything with range will be devastated.

Consequently, you should approach TEC starbases with extreme caution and, if possible, pick them off at a distance.

Reply #24 Top

Interesting, I've never actually used the Kostura myself so I didn't know that.

 

I should note that everything I said is in regards to single-player, which IMO is far more accessible as the game's MP community is tiny and the MP service will randomly crash your game alot. In multi-player, some of it may still apply, but in general that's a wholly separate game.

 

As a result I should note that I am pretty sure the AI will never use the TEC Safety Override Protocol (the ability that self-destructs their starbase), so you don't have to fear that in SP. I have never seen it used by the AI in dozens of games.

Reply #25 Top

Thanks for all the info! But yeah I will be playing mostly SP in the mean time.