Alright so im going to be doing my final write up as a beta tester for Sins: Rebellion Beta-2. And I would just like to present this in hopes that stardock/ironclad will take notice of my opinion of the game. I'm just going to divide this into bullets because I like bullets, you like bullets, we all like bullets. I will have Tl;dr's at the bottom.
And that pretty much concludes my thoughts on Beta-2 I hope stardock reads this and takes note of everything.
Tl;dr: Titans are great, but give them a debuff upon respawning. Buff the advent tech trees, Milita Weaponry/Armor for the TEC give higher values of damage at tier 5(which all they have to do is be in their own territory) then the tier 8 advent damage buff(which has to be in their own culture. Redo the Advent rebels tech tree, they are bland and almost nothing makes them special from the trinity advent. Nerf the Novalith cannon, Corvettes are confusing.
Small note: Please move Augemented Defense Grid, Phase Jump Inhibitor, and Hardened cities to the security tree. Also maybe spread out the advents tech a bit more because almost all of it was put into the harmony tree, and none was put into the security tree or diplomacy tree. This is another cause for the blandness.
With regards to Advent Rebels, I have no idea what you're talking about with expulsion being bad, I love getting a 20% bonus to my income on a planet every time I blow up a scout ship or one passes through one of my planets.
Protection of the Unity passively increases shield regeneration by 100% (read: doubles shield regeneration.)
Ok I wasnt entirely sure about it because it seems to me that it was worded awkwardly. And I dislike expulsion because of how late you have to get it, it hardly improves the advent economy and its not the ability I dislike its the fact that its ANOTHER passive that is not really visible or defining of what the Advent Rebels are about. We have Wail, the TEC-R have Pirate Mercenaries, TAR even though it is technically a passive ability does something very obvious and clearly very game changing. While Return of the Fallen is barely noticeable and clearly not a strong passive.
Sorry if I worded it poorly. But I would like all of my post to be analyzed unless you agree with everything else then thats fine to^^
Wail of the sacrificed is evil, as in sinister evil. Use it on a terran planet at the border just as you jump into the neigboring gravity well, you will just have to mop up. The only reason to wait for another charge up is if that planet actually connects to multiple enemy worlds (you can even keep the planet if you have aux gov on your starbase). I agree, though, that the ability needs a little much patience, especially if you just conquered the planet you want to use it from (a TEC envoy helps if you have an allied player available).
It is a bit situational (you shouldn't use it on volcanic worlds or asteroids/moons), but since you are bound to have a temple of communion on about every planet it is very available. Even from a volacnic world it does a rough 1400 damage to all structures on a gravity well, which can be used to finish off heavily damaged enemy structures quickly if needed for whatever reason. From a terran planet it does 6440 damage to all structures, from a desert one still 4940, an ice world at least gives you 3200. From my experience this damage is not mitigiated (confirmation?), killing some low HP structures outright.
It's a shame that I like the Advent Loyalist titan more (its abilites seem more refined.. or maybe finished, making it more fun to play. I agree the ultimate needs a mayor rework at least). I should play the rebels more, since this is so much cooler than spreading culture from your planets.
Yeah I like the ability I find it interesting and it does fit the Advent Rebels. But the it doesen't seem like an 'ultimate' ability to me if you know what I mean. Like how the Advent Loyalist have Mass Unity ALL their planets receive a culture spread, the TEC Loyalist ALL their planets can have two Starbases, the TEC Rebels have multiple abilities that make them excellent such as TAR and Pirate Mercs.
Like I said I just feel that the Advent Rebels did not have alot of time put into them. I mean no offense to the wonderful Designers. They have made a game I really enjoy. And like you said having a TEC envoy helps but unfortunately we have no real way of improving our planet growth except for expulsion. Also does it do damage to enemy ships in the gravity wells?
I cannot say, the wells I tested it on had no ships residing there safe for construction frigates, and I missed to search for them to check. It does say it damages everything in the next gravity well, so I figure it would do the same to ships and starbases (silly AI not building them. They won't portect the planet from my assault, but at least it would look like they tried).
Maybe the Advent rebels could infuse their planet with some additional population using their colony frigate. Tier 4 or 5 would be a nice place for such a research I'd say.
I think it would be great to add something like that to the Diplomacy tree(which is lacking alot of upgrades)
As far as I've been able to tell, yes. Although I've had a few instances where that didn't seem to be the case, and with it being as situational as it is, haven't been able to test it too many times so I'm not completely sure.
Edit: Just checked it to be certain, definitely kills ships.
Still not sure how I feel about the ability. On the one hand. having it completely dependent on having a world with some decent pop next to your target (and ideally a starbase with auxilary gov as well) makes it a bit too limited most of the time... But when you do get into the right situation it's pretty awesome..
For example, my current game has a single chokepoint between my territory and that of everyone elses, an empty system (magnetic cloud, technically but whatever). On my side of that system, it connects to two desert planets, meaning every enemy fleet attacking me has to go through that system and is consequentially subject to instant annihilation from Wail of the Sacrificed by either (or both) of those worlds.
So.. A bit lame most of the time, but pretty awesome if you can catch the bulk of an enemy fleet next to one of your high population worlds.
Does it harm your own ships in the other system. I mean the ability is pretty awesome in the right situations, but TAR is awesome in all situations. Which is why I was upset with the Rebels. They don't have a defining ability. They do have the sacrifice thing going but nothing that is solid and noticeable which makes me sad:c
I second this. IRL, seeing destroyed enemy ships being recreated would be very demoralising, so maybe ships that have been recreated through Return of the Fallen should slightly debuff the speed and rate of fire of all enemy ships within range.
Also, Return of the Fallen (and related techs) should work with a very high probability on SC. This would make Advent Rebel SC swarms very difficult to clear with flak and give them a military advantage unique from the Loyalists.
Expulsion needs to be a lot lower on the tech tree.
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