GameKnights - The Official homepage of Wednesday Night Game Night

Sins: Rebellion

  • Genre: RTS
  • ESRB Rating: E
  • Platform: PC
  • Max-Players: 5
  • Added on: 2012-05-13 by monkeybizg

Description:

Members with this game:


Back to Game List

Discussion

Pages:1 2 Next»

Viewing Topic: Sins: Rebellion - Page 1
#0: 07-16-2012 @ 10:01:39 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=4258#4258

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

So!  Sins Rebellion!  I've played at least 1 game with each of the new factions and had the following thoughts.

  1. TEC Loyal: I'm not a fan of TEC Loyal but that's not because I think it's a bad faction.  I personally think Sins is a slow enough/passive enough game without there needing to be a faction that encourages turtling, and yet here it is.  TEC Loyal encourages players to get their core worlds, fortify them, build their four Novaliths real early, and begin the long-distance shelling of their enemy's worlds. I don't think that's the kind of game play boost Sins needed.  That said, damn if they don't deliver exactly that, and damn does it work.
  2. TEC Rebel: Now, TEC Rebel on the other hand is amazing.  I had always felt like TEC fleets were more on the defensive side than offensive, which is a big part of why I don't play a lot of TEC.  TEC Rebel on the other hand have a lot of amazing damage boosting research points, have a wonderfully offensive Titan, and the ability to remove the fear of back-door pirate attacks does amazing things to encourage aggressive play.  Plus you still get all the credit/financial benefits that TEC gets.  Their abilities to affect the pirates is just amazing (if not over powered).
  3. Advent Loyal & Advent Rebel: The two advent factions are the ones I feel the most kinda "meh" about.  They are not bad, they still let me do with Advent what I like to do with Advent, but I also don't feel like they addanything dramatic to their game play.  I feel like I need to play some more runs with them before I can say this but not as dramatic as what happens to the other factions.

    For example, the Advent Loyal's Titan has, on paper, the ability to mind control enemy forces with its attack.  On paper that sounds amazing and game changing, but the one time I played Advent Loyal I didn't really get to see that in action, I never felt like it was working.  For Advent Rebel, they have a chance to automatically resurrect fallen ships in their homeworld, and again I never saw that go off, or at least never noticed it.
  4. Vassari Loyal: Upfront, I really like both Vassari in Rebellion.  I like the way the Vassari Loyals hit up beam weapons while the rebels focus on phase missiles.  I like the way that the Vassari Loyals encourage rampant capital ship construction with the ability have them count as research stations.  Their titan was powerful as well and made a good compliment to their destruction fleets. 
  5. Vassari Rebel: The Rebels are also great.  Again, I love the phase missile focus, the ability to share phase lanes with your allies, and their titan is just great.  Being able to cast an AoE dot that restores the titan's health makes it amazing durable. I didn't

Beyond the changes to factions I also really like the new mechanics to the game itself.  The new graphics are very nice, especially for the Vassari wave cannons which used to look kinda lame.  I love the new capital victory as an option to try for shorter games, though it pretty much gives TEC Loyal an unfair advantage if they can get their novaliths up.  I love that they broke the game options and the victory options in separate tabs.  I like that dwarf planets create another planet type that can be colonized and are more useful than asteroids but not as polarizing as arctic or volcanic planets are.  I like that Titans are powerful but not un-killable.  A level 1 titan can still be brought down and the amount of resources it takes to get on the field gives enemy players enough to build up a fleet to counter it.

For me, every Sins expansion so far has been a mixed bag.  I liked Starbases as an idea, but in Entrenchment I felt like they slowed the game down too much.  A lot of the Diplomacy changes a first felt very mixed and kind of annoying.  Rebellion is the first time a Sins expansion came out and I pretty much have only good to say about it.  Well done Stardock and Ironclad, well done.


We set Wednesdays on Fire!
#1: 11-29-2012 @ 09:11:51 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=4899#4899

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

So I was talking with St00f about Sins of a Solar Empire this morning and in an effort to supplement my memory I wound up on this Sins wiki.  While looking at it I learned why the Progenitor Mothership feels so powerful that I've never been able to articulate.

See, I thought Malice increased damage to targets hit by 30% for the duration.  That, in and of itself, is pretty strong, especially since it's 30% all the time and just increases targets with level.  Then I read this:

Malice increases damage propagation by 30% on 8, 16, or 24 ships in an 8000-km range (the game makes no mention of affected targets) at levels 1, 2, and 3, respectively. This means that when one ship affected by the Malice ability is damaged, ALL other ships affected by the same ability will take 30% of that damage. It's sort of a reverse of the Iconus Guardian's Shield Projection ability.

  • This ability does exactly what it says--it increases damage propagation, making every single attack on any of the affected vessels an area of affect attack. This may well be one of the most powerful ship abilities of the game.
  • Malice only inflicts the 30% to ships other than the one receiving the original (100%) damage.

(Source)

O_O ARE YOU SERIOUS??

And now I understand why Progenetor + Advent Bomber fleet = win game.  If you dropped Malice on a bunch of enemy ships and that ship gets bombed by a crap ton of Advent bombers suddenly, freaking BOOM.

The same wiki also describes another Advent trick I never thought of:

he Advent's Radiance Battleship is its primary damage-dealing capital ship. It is a superb choice for a second capital ship, but its weakness to carrier-class capital ships makes it a risky choice as your first capital ship. The Radiance is best used single out enemy capital ships and disable them with its Detonate Antimatter ability. The short cooldown of Detonate Antimatter means that a high level Radiance can actually disable multiple capital ships if the enemy is foolish enough to let them all get within range of the Radiance. These ships can also force enemy ships to attack them, then reduce the damage by turning it into antimatter. Grouping one or two of these (two makes it so one always has Animosity active) with several Iconus Guardians and can make this ship nearly invulnerable while soaking up the damage that would otherwise be targeted at your weaker ships, which will likely result in their loss. This can make this ship a great way to save money by increasing the survivability of your other ships.

(Source)

Why didn't I think of that... EDIT: Specifically, why didn't I think of chaining two Radiances together with some guardians so they could take turns tanking the entire enemy fleet with Animosity and the guardians boosting their shields.

This post was edited by machvergil on November 29, 2012, 12:23 pm


We set Wednesdays on Fire!
#2: 06-05-2013 @ 11:57:56 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=5775#5775

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

So.  DLC happened?


We set Wednesdays on Fire!
#3: 08-07-2013 @ 05:23:38 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=6193#6193

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

This is a mod we might want to keep an eye out for.

 


We set Wednesdays on Fire!
#4: 08-13-2013 @ 06:08:47 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=6225#6225

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

IF YOU DON'T HAVE REBELLION YET IT'S 75% FOR A LIMITED TIME ON STEAM  Tell yo kids, tell yo wife, Rebellion's gonna find you.


We set Wednesdays on Fire!
#5: 08-13-2013 @ 06:19:47 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=6226#6226

BountyHunterSAxBountyHunterSAx

  • Real Name:Ahmad Rasheed
  • Joined:2011-06-29

.

...

......

............

...................

DAMNIT STEAM, WHY YOU HAVE TO BE SO GOOD WITH THESE DEALS?!!!!

I'm not realistically gonna play this game except maybe like 2-3 times at game night. But 2-3 times = 7-15hours or so. And by my $1/hour rule of entertaintment value on purchasing "permanent entertainment objects" this passes the test. If it cost Just $5 more? It'd fail.

But ..wow...from $40 to $10 -- it's like they cyber-polled my mind when they were planning how to best acquire my money :P. I'll pick this up by tomorrow.

-AHMAD


#6: 01-03-2014 @ 09:58:30 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7021#7021

MachVergilMachVergil

MachVergil Photo.
  • Real Name:Adam
  • Joined:2010-01-22

TB Does a WTF IS for the Star Trek Armada mod for Sins:Rebellion.  It would appear the mod came out on Christmas 2013.  We should totally gamenight this!!  GET IT HERE


We set Wednesdays on Fire!
#7: 01-03-2014 @ 10:00:59 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7023#7023

DominionDominion

Dominion Photo.
  • Real Name:Mark
  • Joined:2010-01-22

Totally down for this. Actually I'd be cool with trying it out anytime others who want to play have free time. Maybe this weekend?


"Video games are bad for you? That's what they said about rock and roll." Shigeru Miyamoto
#8: 01-03-2014 @ 12:02:41 pm
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7024#7024

RenairenRenairen

  • Real Name:Dave
  • Joined:2010-09-01
Yes. All the yes.
#9: 01-05-2014 @ 12:07:21 am
Link to this Post: http://www.machvergil.com/gamenight/messages.php?go=7027#7027

RenairenRenairen

  • Real Name:Dave
  • Joined:2010-09-01
Managed to get it working pretty easily. Installation instructions are included in the zip file. New tech trees, the only odd thing is how much of a pounding ships can take. It seems odd watching one 'cruiser' getting pounded by 15 ships and not exploding instantly.

Pages:1 2 Next»