This is the first negative balance update for me. I've spammed PD ships for the advent and missiles get through. At least 85+ percent of them. Now when I go up against the vasari, the just snipe all my capitals with tons of missile boats and kill them off even when the ships are protected by a fleet and the planets 4-5 hangars of strikecraft. Really hope the nerf of PD against missiles gets undone because it's almost unplayable right now.
skalnor
Like the vasari, it looks like you guys made the rebels truly distinguished from the loyalist factions. A good first look. One thing I worry about is the AI. Getting them to effectively use the unity system may never be fully realized but here's hoping.
I love the changes to the Vasari. When I started my first game, I made an audible hum when I saw the colony ship coming in from the vast expanse instead of starting on a plant like in sins 1. Changing vasari trade to give bonuses made it really feel like a moving civilization. I never felt like I was an economic juggernaut until the very end. Which fits. The new trade system meant i had to constantly push forward since I had limited uses for my logistical slots when a big tech wasn't
I love the look of it, but the systems look better for the loyalist faction. The built in phase cannon and exotic factories seems like things that would be in the more mobile of the two vasari philosophies. Of course, that's only going off what was true in sins1. Excited to see what more is done for the Loyalist/Rebel factions.
I'm liking the starbase mobile deploy. Always seemed odd how the TEC loyalists didn't improve on actually getting their bases up and running.
Makes sense. Nice to see more differences between loyalist/rebels. Super excited to see what's done with vasari and advent.
What's the logic behind not giving the loyalists the novaliath cannon?
I love the system, I just wish it was easier to tell what was going to connect to where. There have been several times where I thought a system was going to connect and then it didn't or the opposite happened. A means of telling us where exactly the lines are going to switch to would be appreciated.
Seems like a lot of the capital ships are going to have a lot of abilities, not passives. I hope they have an AI capable of properly chaining the abilities together, unlike say the advent in SoS 1.
I like it. The only big issue with what this patch provides is combat is basically only corvettes and cobalts. It's one of those issues that's hard to judge without the other factions, but the lack of early game variety by pushing the missile units into the mid-game makes more bland.
Having played it, here are my thoughts: The moving universe is cool, but there needs to be some kind of better way to display where the lanes are going to change. We have a lot more choice about how we specialize systems, which I love, but the shifting phase lanes kind of discourage that because you could very well end up with your econ focused world getting switched with your fortress world you had loaded up with 3 garrisons that now aren't doing much. The auction
Sounds good. I was worried Sins could lose the aggressive nature that set it so far apart from other 4x games, but that doesn't seem to be the case so far.
For me, it was the lack of economic variety and the advent/vasari rebels. . Every faction was build miners and develop planets at their core with a few tricks here or there. The vasari felt too established to be a mobile civilization and the advent seemed to just accept that the economic aspect was going to be suffering. When you get the logistic slot upgrade and a slice of all trades for the TEC only then did the economy side feel good. The TEC were the only faction where