but if you want you carriers to stay away, why not just put them ina seperate fleet?
mehoo462
but will the Mothership autocast the ability wasting precious antimatter and cooldown time if there's no XP "sent" to it?
^damn, can't edit. That should be: It won't just LIE there like my ex-girlfriend.
the AI can and will surrender when it decides it's had enough. I usually find this happens much later than i'de like. Interesting that it's happening sooner to you. You must really be getting ahead of them before coming with the stompy stompy. I'm sure if you just hit Keep Playing after it gives up you can keep batting it around like a cat with an injured mouse. And i think it will keep trying to fight, it won't just like there like my ex-girlfriend.
Some good advice here. I think the two most improtant suggestions are planetary defense (need lots of it at your critical planets) and fleet composition. Bombers have brutal damage output, even if they are penalized against everythign but heavy cruisers. And the only thing that can take them down effectively is fighters. So make sure you've got lots of hangar bays around. They will be your mainstay static defense (supported by repair bays and other secondary structures). Tu
anybody even use this feature?
the point about logistics slots of X available is a good point that has been suggested before. Not implemented yet. There may be a way to mod the infocards to do this, but that's not really my scene. Although I found this feature less necessary after I played the game a bit more. (there's really no point in micromanaging your logistics like this too much) It sounds like you've got the fleet thing down. It was a little wierd for me at first too. But when you recreate the fleet (wit
i suppose, but something like "Armor 4/8" or "Sheilds 0/8" or just some indicator of whether or not lots of money has been dumped into improving those ships would be pretty helpful. A lot of these upgrades max out at 40+ percent... so it'de be good to know if this investment has been made so i don't accidentally get creamed by a smaller fleet. I mean i don't need to see EVERY upgrade, whether or not none, some, or many upgrades have been made. And lots of games do tell you t
Is there a way to determine how many ship upgrades an enemy has invested in? For example, if I have 60 LRMs and he has 50 LRMs... i'de like a way to know if h'es upgrade hull, shields, and regen 6 times each before I engage. Is this possible to determine? If not, may I make a feature request... :)
Title says it all, Certain Utility cruiser buffs have a kind of short casting range, so I can see the point of tight cohesion when you want to use those guys... but then why not just set tight cohesion as the default? Under what circumstances do you use tight, normal, and loose fleet cohesion?
yah, but i actually think it balances pretty well this way. That ability is pretty heavy duty.
(Can't edit again, jeez) in which case it's save to say you just pretty much ALWAYS want to disable auto-attack on your cobalts once you've got Sabotage Reactor, (if you're shooting utility cruisers) because their damage output is phenomally better when they are casting that spell.
I just double checked a couple of things... Units can indeed cast at a target other than the one they're shooting so long as they don't have to turn towards it (Cobalts). So Skirmishers and Disciples will do just fine casting whether they are on auto-attack or not. The only one you want to bother with disabling auto attack on is Cobalts. And remember to watch the ranges on your Utility cruisers to know if they are close enough to be using the spell youw ant them to. If you h
sorry for lots of bad spelling and punctuation in the above... i do know my grammer, but sometimes I mistype things, and there's not edit button for me to go back and adjust. And given that this is an online forum for a computer game, I'm not that interested in spending a lot of time proofreading. I noticed your post after I made my post, and I can't go back and edit: Playing detective is fun.. but playing the game and knowing how it works is more fun. IMO. Is that
okay.... so things got a little better when I started mixing up my fleets. A neat thing I noticed is when you hold down alt you get red lines showing what a unit is attempting at, and green lines showing what a unit is attempting to cast at. We don't see the green lines very often because most ability's instacast (although if you look really closely you can see the green lines . Where they do show up however is 1) when a unit has decided to cast at something that's o
ahh Ke5strel, good to see you. Thanks for weighing in on my most recent diatribe. :) 1) I just had 15 light friagtes in a fleet vs. 15 cielos and hoshikos. I did try them unfleeted and got the same results. I haven't tried mixing fleets up much. Let me play around with that and see comes of it. Do you really think auto-cast is contextual based on fleet composition? This would be great. I thought fleets were just grouping mechanisms to get units in formation with eachother
Both good points Annatar. Especially interesting about the processing power bit. However, I'm not convinced that this is a less-critical AI element. I understand that there are people on both sides of the "micro-fence." In a previous post I mentioned that a game can't please everyone and probably shouldn't try. The best bet is to pick a side and go for it. Given the scale of Sins, I thought I had a pretty good idea of which side of the fence it was on, but I could be wrong.
see Idunno that this is not what they intended. I trust that they played the game a lot... and it's kind of a critical issue. These Light Frigates abilities are THE counter to utility cruisers... so if it wasn't functioning properly they would probably notice. But there have been so many times where I've come across issues like this, and thought "what the hell are they thinking?" But after some heavy investment, i understand the issue in a different light, use it differentl
K, i did some work with offensive abilities of the utitlity cruisers. It seems to pick targets a little better, but it's still seems to be associated with the auto-attack. The utility cruiser fleet AI seems less intent on focus-firing (which is fine), so therefore we get slightly better de-buff coverage. But these things still aren't functioning optimally. I think autocast should do a better job... or am I using it wrong?
So it seems like the light frigate abilities are designed to neutralize utility frigates. But in practice, when I see the enemy build a ton of utility frigates, I start spamming lights with thier ability, and it doesn't seem to matter. As you can expect, I've used Galaxy forge to run some tests to see what's going on. The results were interesting, and I question why. Here's what I did. I took 20 skirmishers with interference (double cooldown and cost
Ke5trel, i think you're absolutely right forge results don't cut it for formulating strategies in the wild. [quote] I think the reason for this is that scouts are very weak against everything but LRMs, so your opponent can adapt to your scout swarm by producing *any* other unit. [/quote] This is an excellent point... However the fact (which i have proven in forge) that scouts ARE good against LRMs, is still relevant to the game, and I hesitate to d
[quote] A good counter should be something cheaper or faster to get up and running. [/quote] hence scouts!! :)
[quote] So am I to understand that the AI players are busily asking each other for "freebies" in order that they each are "liked" at one extent or another? Yep (although whether it actually occurs within the game mechanic is questionable). [/quote] i don't think they do. I think they cheat here... a LOT. Played a couple of games on medium maps and got hit by 3 AIs at once. When I watched the repaly, every AI was in at least a cease fire with someone elese, and a cou
if you play on the right map sizes games are generally a reasonable length. I play 1v1s with my buddy on 13-18 planet maps. These games generally take about an hour fifteen to an hour and a half. I don't think we've ever played for longer than an hour and 40 minutes. 2v2s are probably the same so long as the map size is proper. (we play with everything set to fast) This are fun games that definitely have a sense of early-game, mid-game, and late-game. And you hav
Hm... it's true, I just did some tests with more ships and a larger mix of units... and the fleet did indeed attack multiple targets. However, the fleet was trying very hard to make each unit type focus fire an appropriate target. For example, it made all my LRMs focus fire a light frigate. And all my light frigates and heavy cruisers focus fire an enemy cruiser. And sent the flak after enemy strikecraft. When the fleets get so large that there wasn't a single enem