I'm new, honestly looking for understanding... The implication of the above statement is that you feel like the majority of the rest of the game is marginalized by titans.
Do you actually believe this or is it a "heyyy budddy" way of giving your favorite game a noogie?
In my interactions in the game versus AI I've never felt like anything was too far out of balance, each race being "asymetric" in its own way.
I understand in testing situations certain titans are just undefeatable, but it seems those testing conditions rarely happen in actual games with players of varying skill levels.
Edit: The eradica titan does seem very powerful, but it seems fair in a capital victory scenario because both the TEC and Vasari have means of attacking planets directly from a distance (the TEC nuke, or the Vasari using katsura to create a phase node) While the Advent must walk their damn Titan all the way to your front door.
who cares, if stardock won't balance, then modders will have to. Just hope for a stable modding platform.
Seems like the main issue is that the titans are so good against massed frigates that said frigates became obsolete - if you made abilities like Chastic Burst, Scattershot, and Snipe gain only moderate DPS additions on investing points (instead improving things like AM cost), then titans would still chew through frigates in the end - but the frigates would have enough time to make a difference before dying - particularly if they're split well.
I say, why don't they make Titans optional when the game is being created. That way there won't be any crazy spikes on the end-game charts when your titan kills 42 long-range frigates in 3 blasts of its ability (Eradica). Otherwise there is no other way to counter a titan unless there is another titan. Even star bases cannot stop them if you support them with fighters. And Eradica does not even need any support. It can kill the defending fleet, some of it gets reanimated, then it consumes them and keeps fighting.
First thing a friend asked me when I was describing this game was if you could turn off titans/super weapons.
I think this should be a toggleable option pre-game.
Well one good reason not too is that certain faction rely on those things more than others. The TEC Loyalists for example have little going for them besides the early Novaliths (yeah they have two starbases, but thats a tier 8 research and you actually have to buy the expensive starbases. Anything but Advent Loyalists have way better). Meanwhile the Vasari Loyalists have a tech that prevents them from being defeated from lack of planets as long as they have a titan. Take a way titans and they can no longer go fully mobile (not that many people do that, but that makes one whole tech you have to research totally useless).
A mod is a much better answer to people who do not want to play with these units, so that these factions can get some other bonuses to compensate for the sudden nonfunctional techs these factions would get.
Well, maybe I'm wrong, but it appears to me the game is already not balanced for all victory conditions/game options.
Wouldn't hurt to allow it, at least for the majority of players who just like to comp stomp :]
Personally i feel that the Titans have ruined the game. I played trinity to death and racked up hundreds of games but the new things have ruined the gameplay and mechanics. Don't believe me, look at the number of people playing online right now. Rarely do i see more than 10 people online (I'm in the UK). If the current game mechanics were so good then there would be hundreds of people online. The devs were more than happy to tell us how they had sold more than 100,000 copies. Beating even previous sales records of trinity where there never seemed to be a lack of people. If that is the case then where is everybody?!?!? All the experienced players have left and none of the new stick around for long.
One major problem with titans is that they become THE focus of the game. Once you have a titan it becomes your fleet. It is not part of it. Before Titans, you could have a fleet, split it into two, carry out two battles. Now wherever the Titan is, it is the battle. Also once the titan is killed it keeps it's levels meaning even if you have used every last ship to kill it, it then reappears even stronger thanks to the experience. I know the devs said that they didnt want losing your titan to end you but it should!!!! If someone invested those kinds of resources into killing it, it shouldn't come back! Perhaps if Titans cost 4 capital ship crews and were not limited to one then it might help.
Frigates are now completely useless because they just feed the monster.
Vasari are way too overpowered. Someone here will argue with me and say that they are fine or that we just dont know how to use the other races well enough, but that kind of attitude it just putting everyone else off since beginners are at such a huge disadvantage and to really do well you need to know the tricks of each race.
How is this any different from any other option? TR benefit more from having pirates in game (TAR)...Vasari benefit more from slower ship speeds (phase gates + best bombers)...TEC and VL benefit more from faster income (industrial juggernaut/RA)...VR benefit more from unlocked teams + allied victory (since they have best overall starting relationships)...Advent have advantage in research victory...saying that titans shouldn't be an option because one faction has one technology that makes more use of titans is not any different than any of the other techologies or abilities that give massive advantages with certain options and victory conditions....
My thoughts....
I think turning off superweapons and titans is retarded...I also think FFAs, playing on slow speed, or enabling pirates is retarded, but I still think they should be options because lots of people use them and enjoy them....a ton of people have asked for superweapons and titans to be options, and I'm tired of the same responses to them...
"Well you just don't know how to deal with them" is complete bullshit...play any difficulty above hard and AI just spams superweapons and instantly rebuilds any titans they lose...it's not even fun to play because it's the same old strategy every time: auxilary government on every planet while you fight 150 mines, a fully upgraded SB, and a freshly built titan on every damn planet...what's the point in killing an AI titan? Free XP? What's the point in rushing a superweapon? So they can rebuild it somewhere else? It is the existence of titans and superweapons that make for a massive difference between playing on hard and playing on unfair...I can completely understand how a SP guy can be bored with hard difficulty but have serious trouble with unfair; the cheating AI on unfair and above gets superweapons and titans soooooo much earlier and can rebuild them like they're paper....
"If you don't like titans/superweapons, just mod them out" is also just plain silly...that's like saying "just mod the Gameplay.constants to make the game go faster/slower" or "mod out the pirates"...NO, there is a reason those things are options, and it's because people continually make use of those settings options...a lot of people have asked for titan and superweapon toggles since the Beta, this is nothing new and many people still want these same things to be options....
This isn't the MP crowd asking for MP features that we all know the devs don't care about....these are requests from the SP base, they are reasonable requests, and they are not features that will detract from anyone else's game experience....though it saddens me, I can understand why the devs may not give a rat's ass about the competitive MP community that touts what, a whopping 100 or so players at most? But it just boggles my mind that they'd neglect 2 options requested from the very beginning of rebellions that a lot of SP players would love to have...
Yeah, but all of those techs are at least marginally useful on any game setting. No titans or superweapons would make certain techs totally useless. I realize if you hate the current system that's not going to be a good sounding excuse, but its just one little detail that would complicate a simple on/off switch.
Well believe or not no one is getting everything we wanted, not even single players. You can go on a campaign to get it all you want like I did with custom map sharing. Never happened. I'm just saying no one should get their hopes up for a moment that they'll actually add it.
Sorry for the plug, but I think this was the thread that prompted me to post the Trivial Options mods that mods out Titans/superweapons.
https://forums.sinsofasolarempire.com/429281
Well, in fact when I bought the game I did expect to have no Titans as an in-game option.
I have to disagree with you here. I think the developers care a lot about the competitive MP community for one simple reason - you guys post intelligently on the forums.
I'm an SP player that has learned to play this game by reading the forums. I followed the forum through the beta period to see what the game was going to be like. And I decided to purchase based on what I read on the forums. I suspect that many other SP players did the same.
The developers know this. They know that your opinions influence the purchase decisions of many other people. In fact, I strongly suspect that they read and consider all of the suggestions presented. They may choose not to implement them because they don't fit with their overall vision for the game, but I do think that they are considered.
I think the Snipe nerf was a good example of this. The MP community relayed that this ability was OP and the developers reworked the TR Titan to nerf it and buff its other abilities.
^We need more single player folks like this guy!
Yup. This guy has the right stuff.
QFT
Its how I feel as well.
If StarClad cared one bit, they wouldn't have released the game with so much shit wrong with it. We're 2 months post release and waiting for the big patch that fixes everything that was brought to their attention during Beta. I hope that patch has a giant tractor beam to reel back in the players who quit.
Honestly I think player's expectations are a bit too high(they always are). Frankly while it certainly has balance issues, all things considered the Rebellion release wasn't all that bad. Not pristine for sure, but MANY games have far worse releases. In many cases some newly released games are borderline unplayable. Rebellion is very playable- the competitive multiplayer just isn't really up to snuff yet in terms of balance & variety of strategies.
And frankly, contrary to what player's over-inflated sense of entitlement tells them, balance is not easy. I've personally worked on a few small scale game-related projects(some video games, some board games, with a variety of formats) and let me tell you this: especially in a game format where competitive multiplayer is a major facet balance is very very hard to achieve.
This is doubly true for game developers caught up in a corporate bureaucracy and triply true for a dev team working on post release patches for a *relatively* low budget title.
While I understand people are starting to get impatient, thus far Stardock has been getting great results from each patch. I don't feel like any of the recent patches contained any "bad" changes, and frankly while there are still problems we have made some major progress(Corvettes are now balanced, significant nerfs to SttC & nano-Leech, ect..).
Stardock's only decision I really question was having no balance patches between the beta implementation of the Vasari and release. Most of the most extreme balance problems were that both Vasari factions were OP from implementation and yet feedback during the last phase of beta was disregarded as after Vasari went live in beta the devs suddenly went dark for the few weeks before release and the Vasari received none of the iterative beta balance patches the other factions received.
All that said, I do agree that the results of the next patch are going to be very important to Rebellion's future. While I may think people expect too much the simple fact is that people are getting frustrated and in some cases are starting to lose interest. So i'll agree that I sincerely hope Stardock knocks it out of the proverbial park with this next patch.
I agree balance isn't that bad relative to many RTS releases and titles I've played. There is also general consensus on what needs to be fixed. The only downsides are pretty minimal communication between devs and playerbase right now and that patches have been a little slow in coming lately. Doing a beta for the next patch starting week is a great idea though, and hopefully they'll be open to tweaking values as well as possible bugs depending on the feedback. I agree this is an important patch for MP and balance and I hope if it's a good one, numbers will increase again.
This wasn't the release of a game...it was the release of an expansion....the devs have had 4 years of player feedback and opportunity to understand their own damn game, the expectations were by no means too high...as an example, any player worth a damn could tell you without even testing it that jumping SBs with no requirements other than a single technology would be grossly OP...
Rebellion is a lot worse than Trinity. Trinity was pretty spot on and then for financial reasons the devs thought they could make more money by rolling out an expansion which has actually ruined the game mechanics. I would be playing Trinity if anyone actually played it. As it is, I'm waiting for the 1.4 patch and if that stinks then im uninstalling the game. I'm not even going to bother playing the game in it's current form. If i could get a refund then I would. Rebellion has been a massive disappointment. So far rebellion has had some great reviews but none of these people have done more than scratch the suface and as far as playing for months or years, the game does not have legs.
I feel the devs made a fundemental mistake when they chose the direction that Rebellion was going to take. Adding Titans was a nice idea but the way it has been done has been awful. I think initially the devs took the product in the wrong direction and once you get so far down that road then it's very hard to reverse, go another way and admit you've made a mistake.
The sad fact is that Rebellion just isn't as much fun to play as Trinity.
Why?
Because now there is more strategy to it but "first one who amass LRMs wins"?
I was skeptical when rebellion was first announced. However after playing it for a while i have seen the vision, and direction SD/IC wants to take sins. I think it is the right direction.. However there are some valid points on the balance, or lack of it. As an overall product i think Rebellion is great. I am still holding on to Trinity for nostalgia sake. Titans are a great idea, but like was said could have been executed a little better. We got 2 "super titans" (Eradica, and Ragnarov), One "ok" titan (VL forgot the freaking name), and 2 rather weak titans (Coronata, and VR i forgot the freaking name).
I don't think the titans were meant to be "end game" units, but the are meant to be game changing units.. "Oh Shit!" units.
IMO everything is pretty much fixed with 1.03 except the titan balance. I am in agree ment the Eradica, and Ragnarov need to be toned down a little, and the Coronata, and the VR titan need a boost. The VL titan can stay the way it is. We fix this, and include the increase in expense, and build times each time they are destroyed then we may see the game come back to where it should be.
Old strategy: Spam LRFs...
New strategy: Spam LFs/Corvettes...then spam bombers...
I concur there is more strategy now...
Because there are only a few people who play regularly. The original sins was like a snowball that got bigger and bigger as people told friends about it, at the moment all the old players seem to have left and those that play online at the moment seem to be made of a small number of die hards. I rarely see new players online and those that do go online leave pretty quickly.
If you don't believe me, then look at the number of people online at the moment. I absolutely loved the original Sins and even preordered rebellion. In fact i loved Sins so much that im still here even though i cant stand the Rebellion implementation in it's current form.
With a few small tweaks Sins could go back to being great but the way it is at the moment, it isn't. Having titans as a completely different ship type that can only be built once was an aweful idea. It focuses everything on one spot of the map. Having titans retain their level was the other aweful idea. Those two decisions have ruined the game mechanics. Titans should have been an "Oh fuck" unit where their presence became something to worry about, but at the same time the rock, paper, scissors mentality should have meant that there are counters and that making one creates huge disadvantes to the one building it. Even if you have unlimited cash there should still be thought about what ships to make, not just Oh i have the cash.... TITAN! If you want, you should be able to create a fleet of titans but they should be ripped to bits by certain ship types.
Lets not even start on the orkulus, although this will almost definitely be fixed in 1.4.
At the time of writing this there were:
2 people in the lobby (i was one)
0 game available
The majority of games seem to be friends only ones!
Some of the old guard still get online, though it may be hard to tell since they use different names (*cough cough* ooloo *cough cough* Qu4r)...
There are many great features available to you once you register, including:
Sign in or Create Account