The Dunov Battlecruiser - from its humble beginnings as a simple cargo carrier for the Trade Order, the Dunov has secured an impressive war record for the TEC.
Originally starting its design life as a heavy cargo carrier, the Dunov class plied the trade routes between members of the old Trade Order for centuries. With the creation of the TEC, the Dunov’s heavy frame was modified into a versatile support ship. The vessel’s heavy armor was augmented with a modicum of weapons and a number of useful systems to help neutralize Vasari threats.
Dunov-class warships have become a vital piece of all major TEC fleet actions because of their powerful support abilities. No other command ship short of the Loyalist Ankylon-class titan is capable of both resupplying friendly units' shield and antimatter reserves, while at the same time neutralizing enemy units.
Energy Transfer - Powered by special internal generators, the Dunov can transfer a small amount of antimatter to nearby units; in addition to bolstering their shields. When Overcharged, this transfer is chained across nearby allies.
EMP Charge - Utilizing its massive side-mounted launcher, the Dunov is capable of launching an EMP ‘grenade’ into enemy forces. This EMP blast depletes enemy shields and antimatter reserves in a wide area. The power of this effect is greatly amplified when Overcharged.
Magnetic Singularity - This special ability also utilizes the Dunov’s side-launcher and generates a field of magnetic flux. Within the field, enemy ships are slowed and have their abilities disabled. While Overcharged, the slow effect is increased.
Overcharge - Advancements in TEC energy generation have made their way into the latest generation Dunov-class. By running the ship’s power relays and capacitors far past their limits, it allows the Dunov to substantially enhance its abilities.
Sins II: Dev Journal 11 - The TEC Rebel Ragnarov Titan
Sins II: Dev Journal 10 - The Vasari Kultorask Titan
Sins II: Dev Journal 9 - The Ankylon Titan
Sins II: Dev Journal 8 - An RTS with a Changing Map
Sins II: Dev Journal 7 - The Argonev Starbase
Sins II: Dev Journal 6 - The Dunov Battlecruiser
Sins II: Dev Journal 5 - The Sova Carrier
Sins II: Dev Journal 4 - The Marza Dreadnought
Sins II: Dev Journal 3 - The Akkan-Class Battlecruiser
Sins II: Dev Journal 2 - Exploring the Kol-class Battleship
Welcome to Sins of a Solar Empire II: Dev Journal 1
Cool!
from an engine standpoint, do guns fire through their own ships? Because strike crafts could just rain fire from above and be safe from retaliation!
It's that the the point, then ok! That's fine by me. Battlestar Galactica Deadlock used similar ideas and it was fun to attack ships in their deadzones.
Are you planning any new ships?
Or just a remake of all the old ones?
Yes and no. A ship's gun can shoot through the unit's mesh - though we set things up to avoid this. Another unit could not shoot through the other's mesh, however.
There will be new ships for other races showing up...
Like replacement for the old ones, or in addition to them?
If as a replacement, please do keep Kortul and Vulkoras for Vasari. Both of those are great designs. Others being changed/replaced, i can live with.
Like replacement for the old ones, or in addition to them?If as a replacement, please do keep Kortul and Vulkoras for Vasari. Both of those are great designs. Others being changed/replaced, i can live with.
agreed, these 2 were the best designs. I liked their marauder as well, but mostly because of its sick ultimate ability.
Capital ships (except where we've already noted) will be returning; you'll see some new frigate/cruiser class units though.
Gaming 101 is new toys(ships) ..it gets players blood flowing and wanting to come back for more.
Every game sequel includes new units to expand the combat and keep things interesting.
It also softens the eventualities of comparision to the first game.
IMHO Every returning race in this game should have at least two new Cap ships amongst some new frigates.
Does every races need loyalist/rebels?
Why not take some of those polygons and make 4 new races?
Agreed, after all these years, Sins 2 kind of needs to have a lot of new stuff to show... no pressure devs
Instead of 2 new capships, i would prefer if Loyalist and Rebels had different ones, say Loyalists get the old ones and Rebels the new ones, or vice versa, or some kind of mix. Not neccesarily all of them, i mean they can have say 3 common ones, like in case of Vasari say Kortul, Vulkoras and Egg, and then Loyalists get Skirantra and Marauder, while Rebels get Rankulas and one new design.
They dont even have to be different in function, just visually - like both Skirantra and Rankulas can be carriers for their respective subfactions.
This is at least how i would love to see this tackled, but judging by Yarlens response, they have different plans.
Anyway, as long as i get Kortul, Vulkoras, Orkulus and Vorastra, looking and functioning in more or less the same way, just better and cooler, i guess i will be OK with that. Looking forward at least to those new frigate/cruiser designs.
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.
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