Moan about pirates
I've posted about this once before but since I still play Sins in '16 I must vent some steam about an issue that continues to plague the game (and obviously will never be fixed - GJ, StarDock, good call there). In short: The implementation of pirates in Sins is utterly retarded, a true blight on an otherwise fine game.
The problem with pirates is they can be hired with as little as 250 creds (250 creds buys an immense warfleet, in other words - utterly balance-breaking). Also, they are simply too powerful, lack of shields or not, simply due to the weight of the sheer number of pirate ships launched. So, whoever randomly manages to outbuy his opponents gets a massive fleet he doesn't even have to control launch an attack so powerful against a random world it can't even be described as a raid, more like a slaughter (pirates with world-destroying planet buster weapons - yeah, sure thing IronClad, you geniuses!).
Because the pirates are so powerful, not only can you expect to lose the occasional frigate you don't retreat from the battle fast enough (if you do happen to choose to engage the pirates at all and do have a fleet capable of beating them in the first place, which is questionable) - the pirates also are very time-consuming to kill, simply because their pirate fleet is not a pirate fleet but a freaking galactic dominance contender force of beefy, high hitpoint vessels.
IRONCLAD and STARDOCK, you freaking dimwits, when you release Sins2 you better not commit this again. Sins2 should have PIRATES that behave like PIRATES, that is they skirmish and guerilla away at your planets but they don't send a gigantic unbeatable doomstack that annihilates a whole freaking world. This is the single greatest misunderstanding in the game.
That's it, I'm done. *cools*
/in before "disable pirates"
