WileyCoyote

WileyCoyote

Joined Member # 690168
0 Posts 0 Replies 157 Reputation

[quote]RT4X is its own classification and because I made up the word I can put whatever I want into its meaning. If you want a definition just play Sins because RT4X is whatever Sins is.[/quote] LOL! Awesome! You da man!

138 Replies 122,398 Views

[quote]a game this good usually would be advertised a little better, I wonder why they decided not to. Advertised..how? 2 page spreads in most game magazines? We do that. In terms of getting editorial preview coverage, that has more to do with the challenge of new titles having a hard time getting such coverage. We've also had ads at Best Buy, with Walmart, and others. If you guys have suggestions on where you hear about games that you'd like us to take out ads in, l

44 Replies 57,834 Views

I actually believe that the slowdown issue is more complicated than that. For me it seems to have little to do with the size of the map and more to do with how long the game has gone (always longer on big maps of course). For instance, the map Systems of War isnt just real big but look at the scenario Im in. 8 player ffa with all unfair ais 4 hours of game time 1 ai has been destroyed Everything had been running peachy smooth with no noticeable slowdown the entire ti

7 Replies 3,252 Views

The AI is much improved over 1.02. Fleet mix up, defense, research, and planet upgrades are all vastly improved. However, the when to stay and fight logic is still messed up as others of stated. It doesnt put enough value on "property" and doesnt seem to take into account the ability to resupply his fleet during the middle of a firefight. It is also poor about building ADDITIONAL frigate factories at its frontline colonies. It will often have just the one at its homeworld even on large maps

21 Replies 10,576 Views

Well I play all kinds of games. 4X (galciv), RTS (c&c3,starcraft), Puzzle (peggle!), and FPS (TF2,BF2). Just recently gave up a BF2 career of over 900 hours. Good buddy and I were one of the best chopper teams in the world. But I just got burned out on it and the horrible support for the game. There are universally agreed upon issues with the game that have never been addressed in the 3 years its been out. Been with stardock since the first Galciv and as a guy whos been mashing buttons for

42 Replies 45,374 Views

Oh, I will say though that I played a game with LOCKED teams the other day where I gave myself an ally. Things were all well and good until I had just about won and then my ally decided to reneg on me. Found that a little odd. I whopped up on the traitor but was still scratching my head as to how that could happen.

48 Replies 58,539 Views

I think the ally model rewards aggressive play. If you attack an enemy colony during the lab grab phase, somebody (probably all of the others) will start liking you. Thats what usually happens for me. If you turtle, nobody likes you. I usually try to fight over a good planet or two during the land grab phase.

48 Replies 58,539 Views

Its quite useful but when left to their own designs, celios dont seem too intelligent as to what target they cast it on. You can focus fire your entire fleet on a target and one might cast it on the target just before it dies while others will cast on stuff your not shooting at.

8 Replies 5,752 Views

I would say the ai is better in the following areas 1) base defense: more intelligent building locations and choices 2) fleet compostion (no more worthless 60+ light frigates). Much more powerful ship mix now. Seeing alot more lrms now and heavies now. Before I wouldnt even blink at engaging the AI unless he had at LEAST 2-1 numbers on me. Now it seems to actually throw some good punches. THANK YOU! 3) Combat: partly due to fleet compostion but the AI also seems to be bett

10 Replies 22,134 Views

[quote]I hope some of you realize that when someone complains that their opponent's "heavy cruiser spam is backed up with flak and carriers with fighters" that it's not really "spam" at that point, it's called combined arms.[/quote] Lol! A ray of reason strikes the black of ignorance Heavy cruisers are a top tier unit. They are meant to be really good. They are more balanced by their own research, resource, and logistic cost than anything. Think of it as the Ultralisk from S

28 Replies 20,990 Views

Luckily for us, Sins balance system allows for things to be changed in multiple ways. It sounds like what we need is either 1) a more effective counter to LRM's (since flak dont have the firing arcs to appropriately deal with them). Raising flak damage vs Light wouldnt work since bombers are also classified as light. Maybe their should be a race specific tech uprade for flaks (like what we have for light frigates etc). Could be something that makes them more effective vs other fri

58 Replies 24,376 Views

[quote]I use all the TEC ships, just emphasize Marzas because "This is how space junk is born" lol and "I got a present for ya" Plus they sorta remind me of Millenium Falcon. Cool looking and fun to play.[/quote] LOl! Ya I love the voice acting on the Marza as well. Funny stuff. On that note, I have a hard time changing who the lead voice of a fleet should be. I seem to be able to make a different capital ship the "flagship". However, the voice will still be of the first ship produc

57 Replies 36,372 Views

This same discussion occured with the Galciv games. They eventually came out with expansions to fill that. The Galcivs and Sins dont necessarily need a campaign but I think everyone would agree that they certainly wouldnt mind if it had one.

83 Replies 115,688 Views

4x stratedgy = explore, expand, exploit, exterminate homeworld, cataclysm, h2 are NOT 4x games. There is no real exploring or expanding to be done. They are pure RTS extermination. Heagemonia tried to be 4x. However, other than pretty graphics, its game mechanics sucked. It also had a DREADFUL campaign. BFME and then EAW did and hand waving attempt at enhancing the standard explore/expand aspect of most RTS's. For me its hard to say that games with set maps have a lot of exploring

83 Replies 115,688 Views

fleets give you many logistical abilities. For one, you can set a waypoint of your frigate or capital ship factory on your fleet icon. Then any new ship will automatically join that fleet and move to wherever that fleet is. Its also a lot easier to see what all you have in your fleet as it will be shown on the left hand side. Be sure to have "stack" selected so that you just see numbers of vessels. Much easier to look at. You also dont need to seperate different kinds of ships in one strik

10 Replies 7,245 Views

Hard to say there is a "best" capital ship since they are really designed to work together both with other caps and your main fleet. Makes the game that much more fun to. I will say that for TEC I like the Dunov quite a bit more than the Akkan as a support vessel though. The shield recharge, antimatter+sheild burn emp, and antimatter cost reduction to friendlies are insanely useful. The shield recharge probably being the best. The Akkans ion bolt can be useful for taking out a fle

57 Replies 36,372 Views

Ive often wondered if that does the damage its supposed to. I will have to start watching it more closely and see. However, the forcefield generator on the Kol combined with the shield recharge from a dunov makes the Kol one great damage soaking ship.

9 Replies 12,209 Views