After 100 hours

Have around 100 hours.

Played 10+ games on Impossible AI 6-8 AIs. I set it so every race is present.

The Vasari seems to dominant 80% of the games because of Phase Resonance and 2400 supply. The TEC and Advent usually die off during mid game. Only in one game did a TEC survived till end game. The trade bonuses TEC receives doesn't matter much on Impossible difficulty.

 

Ships with PD weapons: Need a "Prioritize missiles and strike craft with PD weapons" ability, default is on. Even with hold position sometimes ships with PD weapons do not fire their PD weapons at missiles and strike craft. They start engaging other ships and fire PD weapons at them instead.

 

AI:

A. In one game I was watching a battle, Vasari Exodus sent its Titan ahead and teleported next to the other enemy Vasari Alliance front line, the titan melted within a minute. No idea why it did a such a dumb thing on impossible AI.

B. I took over a TEC planet cutting them off in the middle. The TEC kept building ships with it's main fleet in its home planet to the east. The planet to the west kept sending ships into my newly conquered planet feeding me exp.

Fleet Reinforcement: Possible fix for this is to make ships automatically appear in fleets after X amount of seconds. This is without each individual ship going the distance through each planet to reach the fleet. Does not work if you your supply lines get cut off? or increase to timer before ships reaches fleet.

 

Quality of life:

Military Command: Capital Ships and Starbases. New "Unassigned Ships" ships that are not in fleet appear here.

There is no "Range" next to the DPS of a ship.

 

UI:

I play mostly on 1440 and I noticed I can only select 125% layout and scaling.

On 4k I can select 125%, 150%, 175% and 200%.

We need a UI slider where we can drag the scaling options such as 100%, 110%, 120%, 130% etc.

5,552 views 3 replies
Reply #1 Top

If you are an Advent player, you can spam 20+ Rapture Battlecruisers with Domination ability, you can convert enemy ships permanently, eventually an Advent player will have more than 2400 fleet supply after repeated engagements and you convert ships.

That being said, the Vasari do seem to be a bit strong most of the time, especially with their Phase weapons bypassing shields, and since Shield Mitigation doesn't exist anymore, concentrated fire will melt any ship's armor and hull in seconds.

Shield mitigation was really, one of the Advent's saving graces combined with their ships higher than normal shield strength, as a race that relied heavily on shields. Basically any damage modifier being applied after the weapons fire hits shields, gets mitigated by a percentage amount before the final damage calculation gets applied to the shields. For the advent, they could get as high as 75-80% shield mitigation, meaning that only 20% of the damage only hits the shields. That's on top of the percentage of Vasari phase weapons gets through the shields at late game, which allowed glass cannon Advent ships to withstand punishment with strong shields.

But in sins 2, ships hull gets melted unbelievably fast since Shield Mitigation isn't a thing. The fix for this, would be for the developers to increase hull armor values across TEC and Advent factions.

Reply #2 Top

Yeah, Vasari seems to be too strong at the moment. I'm not 100% sure why, but all the regeneration stuff during the fight with 2400 supplies could be the reason.

Reply #3 Top

The Vasari are the hyper-aggressive faction that gets a strong start with fast-moving and moderately durable ships that allow them to engage the enemy quickly. They have more corvettes than anyone else, further emphasizing mobility and they have specialized units that excel at taking down orbital structures. 

This kind of early game, focused, hyper-aggression is very difficult to contend with and is largely why the Vasari dominate so quickly. It's by design but likely needs some tuning to bring the other two factions a little more on par in the early game so it's not so overpowering. 

I wouldn't want to see the Vasari lose their identity as the aggressive race because it stirs things up quickly and gets the action going in the game, it's also important to have incentivized instigation in the game because it promotes playstyles that aren't just turtling behind walls of defense and maxing out your fleet before engaging. 

 

I know the development team has mentioned that they're paying attention to data and feedback regarding balance and faction identity and mechanics so I wouldn't be surprised to see the early game gap being closed a bit from patch-to-patch.