Why are VL still allowed in Multiplayer games ?
This is not a balance discussion, everyone worth a damn playing know the vl titan is grossly overpowered.
So my question is why are we still allowing them in multiplayer games ?
This is not a balance discussion, everyone worth a damn playing know the vl titan is grossly overpowered.
So my question is why are we still allowing them in multiplayer games ?
QFT
And ignore those Vasari whores on the forums... those cannot stand anything touching their OP toys.
Yes, I'm starting to realise ![]()
This is the different between a pro RTS player and an average RTS player. However micro in sins do not matter as much as games like starcraft 2 or warcraft 3. Its one reason why pros in starcraft 2 or warcraft 3 will easily pick up games like Sins and do decently well in a short time. But vice versa may not be true.
I like sins because it tones down star-craft significantly so Sins is all about macro and the micro part is a alt click away.
I think the Vasari loyalist or rebels are balanced in 1on1 or 2v2 games. Three is a crowd and 5v5 just gives them room to employ too much tech and eco to booster there already superior phase missile fire power. There the most vulnerable to tier 0 spam but there difficult once they survive it and become efficient in their eco. At this stage you can't beat them with conventional means but sins has done well to provide those other means-- (wail, jumping orkies and red button not included). Sins is just a fun game if you understand that even the loosing side can turn the tide of war.
You just have to understand your way around it and win even when facing level 1 titans.
There's no doubt that some balancing issues still exist.. e.g if they make disruption matrix too strong then the TL titan no longer becomes a defensive titan-but assaults. This with the loyalist eco and tech tools will unbalance some battles significantly (if you understand them).
It takes too long for players to "understand" their way to victory. By then, the titan will be level 4 at least, and will be unstoppable.
No one mentioned the disruptive nanites. Cheapest gamechanger in the game. You only need one turret to shoot one shot at a capitol ship/titan to disable its passive regeneration for 5 minutes.
Suffice to say, Rebellion added a ton of incredibly powerful abilities, especially AoE. The Kostura in stock sins destroyed fleets, and the first time I saw a hostile starbase was a sad day. It also startled me when I first got a supply pact and got an extra thousand fleet supply. However, I still feel that the titan and the corvette are the most overpowering changes to the game; second online match I couldn't manage to defeat a constant swarm of Vasari corvettes, which constantly fled pursuing ships and raided random systems, were easily replaced, and could overwhelm a damaged capitol ship or titan. And titans are essential in Sins; winning without one requires more resources or just more skill than your opponent; otherwise you are seriously outmatched.
I'd be content if corvettes, disruptive nanites, and pirates were nerfed. Even if you beat late game pirate fleets, the opponent can win by crashing your fps with multiple fleets containing hundreds of pirate ships (and the worst abusers? BOTS). I can't play with active pirates anymore without seriously planning against them, disruptive nanites are just insane for level 2, and corvettes are too universally useful. Otherwise, the overpowering abilities each faction has at least make the game interesting.
Has anyone mentioned that Satan's glory hoard increases every time someone plays as Vasari?
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