Overall Feedback and my unfurfilled hopes for this release thus far

I was a big on and off player from Sins Rebellion and had lots of feedback for rebellion that went unregarded so I had really substantial hopes for Sins II to have addressed some of the features that seemed easily with reach. 

 

Matchmaker and team games: Rebellion had a fairly consistent 10s scene (5v5) and the competition was balanced based on win rate in a steam card. The card was easy to spoof meaning you could fake wins with players against AI or fake a win rate vs a cooperative friend on a smurf. Sins II doesnt show win rates or track Elo, or even consider a casual match vs a ranked match other than in lobby settings, which also doesn’t allow you to name lobbies in Sins II (what?!? they removed features? Also removed fleet group-jump settings?) 

I think the average RTS fan is used to certain industry standards at this point and although Sins a smaller scene it is not “stellaris” space opera with mixed turn based and RTS features making competitive play out of the question. Please update the lobby system to include namable matches, differences between casual and ranked matches, and win-loss rate tracking in game or preferably, Elo rating for ranked matches. Please also remove win rates for matches that are botched, like other RTS do to some extent, meaning early quitter in ~5m or less. Also clearly denote when this period ends or if anything disqualifying is happening. Don’t track win rates vs AI. 

 

Anti-Cheat, Eco wares, and HP fix wares. I’ve got lots of anecdotal evidence to say that sins rebellion was completely ruined by players cheating at the game habitually and the game overall seemed fairly easy to break. This is post-early access now and its been over a decade since the last release. I think its really important for Sins to address internal cryptographic handling of incomes, movement speed, hesitation times to fire at targets, damage tracked, repair cycles, ability cooldowns, factory build times, research times ect... The feeling I got from rebellion was that there was always some catch involved with a capital ability that made you, as the guy getting had, justify the opponents unkillable capital, and some of the time that was the correct surmization that you were lacking game knowledge regarding invulnerability periods or time of extreme repair rates, but I am 100% certain that things were going on beyond that level that made the game look like a non-competitive fist-clenching title and unworthy of professional study. 

In Particular the Vasari starbase players and titan players seemed to build up an unbreakable HP fixation that was exterior to the games coding and this is unacceptable. I also frequently notice (even today on II) an observation paradox regarding build and research times meaning the opponent has openly entered all system in the match and put hold-cycle style bugs on the variables controlling the progress bars involved. When this happens its up to the game to come to a complete halt and summon a referee/tech expert to get the illegal moves sorted out, and frequently the offending players are largely unaware of their offense, or offending as a proxy for some generalized method of RTS stemming from other titles and long hours of sweaty conflict. This isn’t an uncommon problem in RTS and I’ve written articles on supreme commander regarding this same problem. An attacker that can enter all the items of a game (server, and all hosts) simultaneously and enforce a breakdown is not an incompetent type of threat and is more on the level of government cyber-war or organized crime attempting a patronage buffet for profit. As of my observance, the problem is in descent with more and more people either complicit, oblivious, or just leaving RTS gaming entirely. 

I don’t expect the small Sins II team to entirely beat off the buzzing flies of all cybercrime in all games everywhere, but the basic effort and the basic handling of the game should reflect the star date and do the due diligence to conceal its important data handling, either as p2p or a server (I’m not sure which it runs as) and have secondary practices in place to track with anomalous things are happening, sort them out quickly with short adjustment periods, and if the problem is fully out of hand, to make a report to an authority on cybercrime without a human having to raise a red flag. In worst cases even just calling the match to a full-reset or calling it off entirely. 

Features: 

Attack move against a position and attack circle feature is needed (as seen in Beyond All Reason). Attack move should spread damage along the enemy positions laterally and move forward to range then fire (similar to the auto function but without waiting the time waiting after movement). Attack circle is much needed to switch targets fast when fighting corvettes as it is still an autistic-arthritis contest trying to hit the corvettes and not accidentally move your fleet forward fighting with standard fleet vs corvettes. Attack circle should draw a red circle and sets a target order from center outwards so easy to catch 2-3 corvettes in the right areas and likely get a nice hit sequence if they are still circling on that side. 

LRM and equivalent are not a cruiser instead of a frigate and right now seem to be the catchall force bulk unit. I would nerf their effectiveness vs heavy units some and their range as they are vastly OP. 

Pirate Wells and favor points and NPC diplomacy are currently looking pointless or confusing and I played rebellion so if I’m confused then likely many other are too. I tried to end a cease fire to farm up a titan in a single player and couldn’t figure out how to so this feature needs a better tutorial and implementation. 

Please add back all the basic features from rebellion that were down-graded like fleet jump coordination. 

Sound Effects: 

The “You missed a bid SFX is annoying and I still never saw what or where I was bidding or what it does. Please add it to the tutorial or remove it or make that particular SFX mutable. 

Overall, the SFX was a very light polish from Rebellion, didn’t add any new music, didn’t change many sound fX just simple remaster and re-release which is fine but some new music, ambiance, and effects would have been nice to add depth. 

I may have more feedback after more play but this was my initial reaction after a few multi-player games. I’d also love to see (since its a smaller community) some player driven peak hours to play ranked games. I get the feeling that people sometimes run auto-players to keep the ladder moving and I don’t want to play with or against bots posed under an account, so lets discourage bot players on steam accounts and set up times per day or week where the players can meet and get in a few ladder games based on skill during peak times that instead of just guessing at the lobby system for peak hours. 

4,566 views 2 replies
Reply #1 Top

Update after playing another week (As ordered from above):

Yes please make matchmaker or ELO, even if its meant to be a casual fun title, the ability to balance teams quickly is a big thing for a lobby host. Also vanilla 10's seems to be now faster or fastest game speed (I use faster) normal everything below, with capital victory and colonization victory off, and rotating planets on. The Colonization victory is currently triggering way to early (eg if 1 player dies and it goes 4v5) with major battles that could happen out of position still ahead meaning fleet sizes say stalemate but if one player gets caught vs 2 and their teammate doesn't get there in time then it can swing back drastically.

 

HP Fixes and Small craft Balance:

I still see a few HP fixes here and there. For any new players reading the big features here are related to upgrades to Hull, armor and shields, and regen for those in research, Capital ship levels and capital ship level ups, and the armor regen and shield regen ship upgrade items, all in addition to ship abilities that could be leveled up 2-3 times at the point of battle. Hard to say all the time but I still see a few issues where the match environment is not using a clean clock on all the processes. Anything that can be done to restrict clock juicing is much needed. Also seeing a good bit of hitching movement speed. Certain players dancing across the map like a sail boat and not able to catch up. Bigger percentages than can be accounted for by upgrades and phase resonance upgrades.

Small craft are currently very dominant, I'd say they are even stronger than in rebellion, and somehow the flack craft are weaker and maintaining kill zone less often without direct micro. Flack frigates on TEC and Advent are still useful but fighter numbers have to be matched to some extent or the match is just over. Flack frigates will no longer just make kill lines with enough of them, and I think the game's automatic function is suffering in some way in this regard. They seem to choose silly targets to shoot when positioned then left to shoot small things (which should be their use). Shooting further away targets than optimal or not using guns on both sides seems to be a common problem here.

 

I had to brush up heavily on the anti-fighter game on Vasari. I thought the main swatter was the Oppressor Cruiser since its in the first slot. It does hit fighters, but only facing forward and with medium weapons, seems mostly ineffective and doesn't use side guns as far as I can tell like flack should. The Vasari do not have fighter strike craft, so you literally have to just pour massive amount of army supply into Defensor corvettes and target fire craft over and over (very tedious and difficult). One trick is to zoom out some so the craft are easier to rest on and click, and there is a weird function where after you shoot a strike craft, they take a quick shot at other strike craft around them and do massive split fire (very good) but only for 1s then they go back to shooting capital or whatever (very silly).

 

I don't know what the answer is there for what to change, but many players are very confused on how to play Vasari vs smallcraft. The main thing I could think of was add a toggle on all ships for targeting for "nearest strike craft or corvette" and then the default setting would just be the normal auto-attack AI. That way you could just set up (for all races) attack nearest strike craft or corvette on all your flack and fighters and corvettes and just worry about regrouping them occasionally, not constant micro. Also the little free-fire after focus kill on strike craft with Defensors seems a bit OP as if your milking some hidden secret. Better to have standard fighter saturation, favoring chasing fighters splitting damage across the whole field instead of doing over-damage focusing on a single target with everything.

The Ogorov and equiavalent is basically obsolete right now with most players just massing long range frigates or cheaper cruisers so maybe a nerf is in order. I heard one was coming but I didn't study the BETA yet.

 

Reply #2 Top

No one cares about any of this. You appear to live on a different planet than the rest of us.