Therlun

Therlun

Joined Member # 707246
0 Posts 1 Replies 137 Reputation

A Sova is no direct combat ship... However, embargo is useful if you can reach the enemy homeworld. Missile Batteries are good vs light frigs and fighters are good vs LRMs, which I like as an advantage in early engagements. Fighters on a mid level Sova are also useful for countering enemy fighters in fleets and hangar defenses. The ultimate is not that great, but not bad either. If you go all fighters the Sova with its ultimate can be all anti strike craft power you nee

27 Replies 15,827 Views

Its not their super weapon. The Vasari super weapon is a disabling cannon which disables buildings for a few minutes and ships for a few seconds around a planet. The technology the OP means is called Returning Armada. Its a high end tech. The different names come from the lore explanation, which is that the Vasari call in surviving ships of the dark fleet or dark armada. Only phase gates can use the ability. It has to be researched in the imperial tech tree

35 Replies 24,197 Views

Reading my post again I should perhaps say that it was not only directed at the OP, although it reads like that. I wanted to address several posters here who have a very unforgiving stance on the subject which is IMO based on different playing styles and experiences, and not so much on an absolute reality. I intentionally did not post my opinion about returning armada in the first post (would have been too long then anyway :P).

54 Replies 22,173 Views

Yes, two broadcast centers on one planet will give double the culture production there, increase the "range" and the allegiance growth rate/loss for enemies in the affected systems (up to the respective growth rate caps). Distance is important though. Broadcast centers on one end of your empire will have much less effect on the other end because of the natural decay and the range penalty. Massing broadcast centers can be useful on frontier worlds to either fight enemies wit

31 Replies 17,719 Views

Allegiance growth is diminished for planets it has to cross. There also is a natural decay. If you sell all broadcast centers you can see your culture shrink, even if the enemy has no culture. So yes, in a larger empire a single broadcast center on one side will not be able to reach planets on the far end.

31 Replies 17,719 Views

900k? I assume singleplayer then... :P Depending on the size of your empire a single broadcast center might not be able to reach all your planets in your lifetime. You will also need more then one if the enemy has any if you want to avoid economic losses (long term you can even lose planets to it).

31 Replies 17,719 Views

heh... perhaps we use the word differently... :P "Cap" mean the highest attainable level for me. The highest attainable level is influenced [U]only[/U] by distance from the capital and by "max allegiance" increasing technologies. You need culture to reach your maximum allegiance, since the base growth is zero. The highest attainable level of allegiance is completely unrelated to having culture or not. Culture does not raise the cap.

31 Replies 17,719 Views

Did you check what I was saying? Every planet starts 10% below the cap (aka maximum allegiance). Start a new game and look at your homeworld. It starts with 100% allegiance. However, its maximum allegiance (aka the cap) is 110%. Depending on the distance to the Homeworld planets have different caps for maximum allegiance, and they always start 10% below it. Culture gives allegiance growth, which helps/allows getting to that maximum, but does not in any way dire

31 Replies 17,719 Views

Yeah, Advent can raise the cap by researching another technology that does raise the cap... Culture itself does not raise the cap, only the allegiance growth rate. Which is capped too.

31 Replies 17,719 Views

It does NOT raise the cap. Planets start 10% below max and the growth without culture is zero, so every planet gains an economic boost by culture. The economic benefit of culture is big, but you only need a few culture buildings for it.

31 Replies 17,719 Views

Your own culture gives positive "allegiance income", which grants allegiance growth. However, planets have an allegiance maximum dependent on the distance from the capital. Planets start 10% below maximum allegiance so culture can bring them to the maximum or help recover losses from hostile culture. Additional culture does not increase allegiance any further. You cannot use culture for "additional" income like trade ports, but only to offset the starting penalty and th

31 Replies 17,719 Views

Its selective perception. If you lose a few times to a certain strategy it will be considered stronger by you. If you use a similar strategy yourself you know all the effort, the possible weaknesses and sacrifices needed to successfully pull it off the very same strategy might not be as strong in your perception anymore. There are countless threads calling countless things overpowered and demanding a nerf. With a few dozen games played (even with a few hundred) a single play

54 Replies 22,173 Views

I find it very entertaining that a thread asking for a discussion of all sides of sins quickly derailed into a fanboi persons with common sense quarrel even causing a Mod to comment about insults. Entertained... not surprised.

67 Replies 89,959 Views

Pirates are a totally different matter vs AI and vs humans. The Ai does not utilize them beyond randomly spamming bounty. Against a human player the minutes alone you need to defeat the pirates (and the time your fleets move due to them) can be game ending.

2 Replies 10,521 Views

Brillig, why are you trolling here? If you dont like the thread, ignore it. If you want to love Sins without exceptions nobody will stop you. Somewhere else.

67 Replies 89,959 Views

Man, I hope that linking to those damn damage charts will ebb down at some point. I'm slowly thinking that they do more damage to the knowledge about the game than they actually help... :P That chart only lists chance to hit vs fighters and bombers. So all other ships still have 100% accuracy? Right now only flaks, abilities and fighters can influence strike craft right? Thus a chance to hit for anti-medium is pretty much useless.

16 Replies 8,072 Views

I think its mainly a matter of taste. I like that it plays like a slow Dawn of War. I like the Space SF scenario. I like the graphics which are beautiful and scalable(my machine is not bad, but not top notch :) ). Many well done and unconventional feature also help to set it apart from normal RTS games. They didnt completely succeed in eliminating the "battle micro" though. Playing a few games (MP only) I'm also becoming bored by the first 10-15 minutes, which a

67 Replies 89,959 Views

[quote]spending your money on more trade ports nets you more.[/quote] What a ... misleading statement. Upgrading the terran version two times costs less than a tradeport, brings 1.4 credits of additional income per terran planet and does not use logistic slots (you can still build trade ports...). Even if your homeworld is the only terran planet you have in a game the first two upgrades are a good investment paying off (with a single terran planet!) after ~15 minutes. I

6 Replies 4,324 Views

Why counter LRMs with LRMs? That makes no sense... A counter is something that is more effective than the original strategy. "Countering" LRMs with LRMs means that economic power and travel routes are the deciding factors. As a TEC example: You can build 12-13 LRMs for 10 Flaks resource wise. In a direct 1on1 fight of those forces the LRMs will be completely destroyed in the end while the flak fleet will have lost about 3 ships. Try it out if you dont believe it. Su

18 Replies 12,034 Views

[quote]They are not the BEST counter[...] but they are rather effective. [/quote] Indeed. Flaks do bonus damage to LRMs, take reduced damage from TEC and Vasari LRMs and have much more HP and armour. The multiple firing arcs are also an advantage if you position them right. Flaks wont rip a LRMs fleets apart, but are a cost effective "emergency solution" to defeat "mostly LRM" fleets mid- and long term if you can come up with a force of about equal cost. The numbers in

18 Replies 12,034 Views

30 Bombers eh? They were talking about the early game with cap levels 1-3 and a few frigs as fleets. From my experience the nano-disassembler is indeed devastating early. It costs 75 antimatter which is pretty cheap if you compare it to other abilities and it does huge amounts of damage to capitals for that stage of the game. The most economic solution is defending with a repair dock or two backing you up, as early fleets wont be able to kill your cap through the s

7 Replies 5,424 Views