Sins of a Solar Empire II

Sins of a Solar Empire II

Athena Sep 1, 2024 @ 9:33am
4
Not very fun, is it?..
The gameplay loop is kinda boring? There's very little opportunity for skill expression. The things that go fast should go slower. The things that go slow, should go faster.

I like the idea of SoaSE but I dislike the execution on most fronts. I understand that for a lot of you this game is perfection and I'm glad for you. To me it feels like it misses the mark on many fronts.

It's not big enough to feel like 4x. It's not small enough to feel like a RTS game. It has this inbetween ground where it doesn't do anything great, but all things just below mediocre.

Had to get it off my chest is all. Hope you all continue enjoying the game! Have a great weekend.
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Showing 1-15 of 35 comments
RCMidas Sep 1, 2024 @ 9:37am 
Depends what difficulty you're playing on. You'll need Korean skill until you work out the little ways to break the AI at higher levels, and even then you need to maintain base levels of ability until such time as you get the faction-specific options to break them.
facciola007 Sep 1, 2024 @ 9:39am 
Originally posted by Athena:
The gameplay loop is kinda boring? There's very little opportunity for skill expression. The things that go fast should go slower. The things that go slow, should go faster.

I like the idea of SoaSE but I dislike the execution on most fronts. I understand that for a lot of you this game is perfection and I'm glad for you. To me it feels like it misses the mark on many fronts.

It's not big enough to feel like 4x. It's not small enough to feel like a RTS game. It has this inbetween ground where it doesn't do anything great, but all things just below mediocre.

Had to get it off my chest is all. Hope you all continue enjoying the game! Have a great weekend.

What size map have you tried. There are alot of mods in the first that expand the research that help my gamestyle.

There are aspects (diplomacy for example) that arent quite here yet. So when you say its too slow then too fast what exactly are those points? Im not trying to change your mind or anything im just trying to see what you feel is missing.
Athena Sep 1, 2024 @ 9:51am 
Originally posted by RCMidas:
Depends what difficulty you're playing on. You'll need Korean skill until you work out the little ways to break the AI at higher levels, and even then you need to maintain base levels of ability until such time as you get the faction-specific options to break them.
I play on medium difficulty and I think that's enough for me... On easy difficulty, it was a roll-over. Not a single challenge given. During medium difficulty, I feel like I'm being hampered in my responses by the gameplay. Especially with how long it takes to respond to multi front attacks from different enemies...




Originally posted by facciola007:
Originally posted by Athena:
*snip*
What size map have you tried. There are alot of mods in the first that expand the research that help my gamestyle.

There are aspects (diplomacy for example) that arent quite here yet. So when you say its too slow then too fast what exactly are those points? Im not trying to change your mind or anything I'm just trying to see what you feel is missing.

5 player map. Though I never care enough to go for longer than like 15-20 minutes as that's when I feel the nonsense starts happening.

Things going too slow:
Moving your armies around;
Destroying those grey ships;
Grabbing the goodies;
Research in the late game;

Things that go too fast:
Research in the early game;
Expansion in the early game;
AI growth in the early game;
Resource accumulation and spending it properly (Too many plates to spin at once).

It just feels bad to play. I want to respond to attacks like I can in Starcraft. Though there doesn't feel like there's a meaningful counter to particular units. It feels like a supply vs supply situation most of the time. And if I get attacked on two fronts, its not like I can look at who is attacking with what, then spit my forces up accordingly and deal with with them by countering enemies.

Nah I need to first destroy one army and sacrifice one gravity well before switching around. It's just not very fun to deal with.

On the front of countering enemies... I don't feel like there's any counter. Because I don't see ships suddenly die fast just because I have the right composition in my fleet. Everything dies as slow as tar. Even when I focus my entire fleet on one frigate, it just takes ages for it die. Very sorry but if you send a hundred missiles and autocannons and lasers to one small ship. It should vaporize...

That's it really. I'm just not the target audience for this game.
Athena Sep 1, 2024 @ 10:00am 
Oh another thing I don't particularly enjoy is how it's a button clicking game... It's very macro heavy, I get that. I would just like that putting buildings in space could gain a bit more from manual placement.

Every fight is watching icons move around. I understand that if I zoom in a lot, I can watch the space battle take place with actual ships. But who does that while they're not recording anything for a youtube video or their stream?

From how I played the game. It's very limited in interactivity.
RCMidas Sep 1, 2024 @ 10:22am 
Huh. This is one of the only times I've ever seen legitimate, acknowledged subjectivity in a review. I'm truly impressed. There's really not a lot I can say about that to counter in any way. My only counter is that when I tested out the first game...a long time ago now, oof now that's quite a way back...I didn't like it for most of the same reasons either.

I was coming into it fresh out of Brood War, and only got it because it had been packaged as a 3-for-1 deal with Galactic Civilisations II (which is what I actually wanted and was more expensive on its own at that particular moment in time). It just didn't click for me at first.

But every so often I'd look at it again, wondering just what I'd missed that so many other people apparently found great. And I kept finding something else to appreciate - and then challenge myself with "I want to see if I can manage do" or even simple curiosity "oh I wonder if this is an option."
Pluto9510 Sep 1, 2024 @ 10:34am 
Originally posted by Athena:
Oh another thing I don't particularly enjoy is how it's a button clicking game... It's very macro heavy, I get that. I would just like that putting buildings in space could gain a bit more from manual placement.

Every fight is watching icons move around. I understand that if I zoom in a lot, I can watch the space battle take place with actual ships. But who does that while they're not recording anything for a youtube video or their stream?

From how I played the game. It's very limited in interactivity.


I think your feeling is valid if you are used to other RTS such as C&C or Starcraft etc. This game's combat feels much more slower pacing, so you cannot just drag the ships can make them moving to other place quickly for responding.

For tactic part, normally, I feel it is more about detection and planning for next move. For example, if I know enemy will more likely to attack two fronts, if my fleet is large enough and can deal with one of the front but cannot split or move to other place because of distant, I will be more active to push one of the front to enemy planet to make sure this current front can stay further secure. This will buy me more time before they decide to jump to my other planet and throw a question to enemy: do they attack or retreat to defence. I think it is more about playing the map instead to rely on the mobility of ship. However, I want to point out that, it is annoying to move around larger map for TEC and Advent...since they cannot build phase gate.

Furthermore, the map decision is more important. Some key position planet can give more benefit to the routes and travelling distance. This is one of the more important part of strategy overall.

For the combat part is also more like planning for me. You decide your ship composition and make the fleet functional together to keep them alive and effective. This game does have some counter system but they are not hard counter, so in the end, to composition ican be more important. With good build, the fleet can effectively deal with most of situation + the economy will keep the supply and reinforce the fleet.

However, for the unit counter, in early game is kinda important on higher difficulty. For example, enemy can spam small missile ship as a group that is hard to deal if you only have normal capital + frigates. I played advent more, so normally, I would rush to the tier 2 to get carrier cruiser to spam out strike craft to have a longer range advantage over missile ships. But early carrier can be more fragile to be attacked by something that is more tanky and hard to kill with smaller group of strike craft.

Overall, I am not saying your feeling is invalid, but this is how I enjoy the game. Hope this can give you some ideas for your enjoyment. But if not that's ok.
Caldari Ghost Sep 1, 2024 @ 10:34am 
it's a space battle simulator lol
Caldari Ghost Sep 1, 2024 @ 10:36am 
Originally posted by Athena:
I understand that if I zoom in a lot, I can watch the space battle take place with actual ships. But who does that
Everyone who enjoys the game, because that is the main appeal of it lol
Spimmy Sep 1, 2024 @ 11:08am 
people are forgetting sins2 is just an engine upgrade .
Mick Savage Sep 1, 2024 @ 11:33am 
The game is solid and addicting, but definitely room for more game play choices like faction allies and diplomacy, those can be expanded on greatly.
Ewista Sep 1, 2024 @ 12:02pm 
While i still enjoy the game for what it does, i kind of agree with OP.

On paper it has all the things, but in practice...well it may be my own fault because efficiency wiring...but i tend to skip 90% of the mechanics and its all simplified to pump units, deny resources, bum rush with zerg.

Tech serves mostly to increase supply limit, unlock a unit

Diplomacy, influence, culture, 90% of tech, planet building, unit / planet /star base items pretty much all get skipped because its been more efficient to just use the resources for zerg building and the limited eco required to support it.

The maps really *need* the planet orbit function to disguise the limited strategy the maps really offer, so im happy that function is there.

ive been playing random factions since the beginning and im cant say that i really read or cared for the techs besides the one or two key techs to support efficiency.

But i can enjoy watching battles in cinematic mode, i can enjoy land grabbing, etc but in trhe end, every game its the same routine and that makes the magic wither, but again, its for a great deal my own doing, i could roll play more i guess.

im not done with the game and im not bashing it, but my experience after the first magic has been a bit lacking in variety, depth, layers of strategy etc.

It goes great with morning coffee and chill
Athena Sep 1, 2024 @ 12:05pm 
Originally posted by RCMidas:
I was coming into it fresh out of Brood War, and only got it because it had been packaged as a 3-for-1 deal with Galactic Civilisations II (which is what I actually wanted and was more expensive on its own at that particular moment in time). It just didn't click for me at first.
I think you back then, and I now, are very much in the same boat. Where we come from a whole different sort of RTS. For me, Starcraft and Stellaris. I thought this'd be a mix between the two and perhaps in some ways it is. Yet it doesn't seem like the strong points of the two are mashed together. More like the weak points of the two. Whereas if you look at it from a wholly fresh or different perspective, the game might stand out on its own.




Originally posted by Pluto9510:
Originally posted by Athena:
*snip*
For tactic part, normally, I feel it is more about detection and planning for next move. For example, if I know enemy will more likely to attack two fronts, if my fleet is large enough and can deal with one of the front but cannot split or move to other place because of distant, I will be more active to push one of the front to enemy planet to make sure this current front can stay further secure. This will buy me more time before they decide to jump to my other planet and throw a question to enemy: do they attack or retreat to defence. I think it is more about playing the map instead to rely on the mobility of ship. However, I want to point out that, it is annoying to move around larger map for TEC and Advent...since they cannot build phase gate.

Furthermore, the map decision is more important. Some key position planet can give more benefit to the routes and travelling distance. This is one of the more important part of strategy overall.

Yeah I think you're completely right about the map being the main character of this game. Where you need to play to the map's constant evolving state and react accordingly. It's a vastly different beast from any other RTS game you see out there. Your approach about playing the map and how you deal with your fleet might be the right one.


Originally posted by Pluto9510:
For the combat part is also more like planning for me. You decide your ship composition and make the fleet functional together to keep them alive and effective. This game does have some counter system but they are not hard counter, so in the end, to composition ican be more important. With good build, the fleet can effectively deal with most of situation + the economy will keep the supply and reinforce the fleet.

However, for the unit counter, in early game is kinda important on higher difficulty. For example, enemy can spam small missile ship as a group that is hard to deal if you only have normal capital + frigates. I played advent more, so normally, I would rush to the tier 2 to get carrier cruiser to spam out strike craft to have a longer range advantage over missile ships. But early carrier can be more fragile to be attacked by something that is more tanky and hard to kill with smaller group of strike craft.

I don't agree about the composition part... Maybe because I just haven't experienced it or I don't 'get it'. When I see many missile ships or carriers I bring flak ships. That's the idea at least. But more often than not, I fall back to like... 20 of these, 15 of those, 15 of those, uhh lets add another 20 of these, oh and 5 of those... And then just smash 'em into the enemy fleet.

As I said before, I don't experience the greatness of ship counters. Everything takes too long to die to really feel like I have an impact with my ship choices.

If you take Starcraft 2 for example (I know... Vastly different game, but bear with me.) If you put the Immortals from Protoss against the Roaches from the Zerg. You know you've done the right thing because the roaches just pop like pimples. Or bringing banelings to marines. Or vikings to collosi.

Those fights had a lot of control group managing and targeting the right enemy with your right units and if you executed it well. Things just popped out of existence. Which I feel felt very rewarding. (Or devastating if you were on the losing side of that haha)
Athena Sep 1, 2024 @ 12:07pm 
Originally posted by Ewista:
*snip*

Solid post. I'm very glad to see I'm not the only one who experiences the things you've mentioned.

Seems you found a way to enjoy it though! That's great.
Pluto9510 Sep 1, 2024 @ 1:01pm 
Originally posted by Athena:
Originally posted by Pluto9510:
For the combat part is also more like planning for me. You decide your ship composition and make the fleet functional together to keep them alive and effective. This game does have some counter system but they are not hard counter, so in the end, to composition ican be more important. With good build, the fleet can effectively deal with most of situation + the economy will keep the supply and reinforce the fleet.

However, for the unit counter, in early game is kinda important on higher difficulty. For example, enemy can spam small missile ship as a group that is hard to deal if you only have normal capital + frigates. I played advent more, so normally, I would rush to the tier 2 to get carrier cruiser to spam out strike craft to have a longer range advantage over missile ships. But early carrier can be more fragile to be attacked by something that is more tanky and hard to kill with smaller group of strike craft.

I don't agree about the composition part... Maybe because I just haven't experienced it or I don't 'get it'. When I see many missile ships or carriers I bring flak ships. That's the idea at least. But more often than not, I fall back to like... 20 of these, 15 of those, 15 of those, uhh lets add another 20 of these, oh and 5 of those... And then just smash 'em into the enemy fleet.

As I said before, I don't experience the greatness of ship counters. Everything takes too long to die to really feel like I have an impact with my ship choices.

If you take Starcraft 2 for example (I know... Vastly different game, but bear with me.) If you put the Immortals from Protoss against the Roaches from the Zerg. You know you've done the right thing because the roaches just pop like pimples. Or bringing banelings to marines. Or vikings to collosi.

Those fights had a lot of control group managing and targeting the right enemy with your right units and if you executed it well. Things just popped out of existence. Which I feel felt very rewarding. (Or devastating if you were on the losing side of that haha)

For my experience, the one thing I like about the game for this part for example: I recent mostly played as Advent, both Reborth or Wrath. I will take Reborth as example, their speciality is reviving cruisers or frigates. So the fleet I build is for max the efficient of this. I normally build capital ship around the ability of "mind control" and this make the fleet expend automatically during the combat. And the super weapon can be used to revive the enemy ships and the Titan can used them for consumption and damage boost and again the consumed ships can be revived. Furthermore, if I capture ships I can also manually destroy them for free resources to gain more supply. I would like to enjoy these unique mechanic and build my fleet around them to see how they works out during the combat. So by saying composition, I am more talking about these mechanic for fleet damage and sustain. (more like an RPG game character build instead of unit counters. Combine skills and abilities to make a fleet works together to multiply damage output. defence and efficiency)

However, for ship counter (unit counter), I would say sometime I will do targeting myself to focus down specific unit quickly using specific unit groups. For example, I often manually command bomber on some high value but low level capital ships or build up a group of long range ships as a main DPS for large ships or targeting enemy healing fleet hide behind. I feel the diversity also rely on the ship ability, for example, different Titan can have very different focus, normally when I play as Advent Reborn I will use the Titan to target small ship groups but when I play Wrath I will target capital ship instead. These also some importance to ship positions, the Wrath titan I often will make it in front to capitalize on the ranged debuff for damage reduction to enemy fleet etc. I am using Titan as an example but this can apply to other ship, this just easier for me to explain by experience. And by doing this I can feel that some target will go down way faster then let themselves plays out. But the combat is much slower pacing, so even the unit is die faster it does not die that fast as in other RTS, it is more like an advantage for a large battle or conflict instead of instant winning onsight. I feel this is also play a role in fleet composition that for example, if one strong unit has some strength, such as if titan has a strong ability to target single capital unit, then in fleet we need to consider to deal with AOE targets to mitigate the disadvantage, because the fleet might be vulnerable against capital ship killer cruiser or frigate spam.

Futhermore, I think the counter also involving when play against different faction. For example, when I use Advent to play against TEC, my fleet will focus on shielding and direct short range combat and capture. However, Vasari can mostly ignore the shields, so my fleet will include more carriers. And when against Advent Wrath, I know they can capture my small ships, so instead, I will go with more capital ship with mind control to gain cruiser and other ship in this way.

I do think the game is not too much focus on operation of individual unit most of the time, and even if in need of operating unit, the fleet interface often enough to make group of ship to target another specific group during combat, there is no too much of a difficulty. But the things I enjoy is this speciality of these mechanic that I can use to design my fleet to gain specific strength against certain situation. It is more like combine of RTS and a RPG game for my feeling, which more focus on overall design of the fleet instead of specific combo execution.

However, However, most of time, if the situation is not intense, and if the economy is build up, all these things can be done passively and just make the fleet fly on their own...

I do feel the AI and balance need some adjustments, sometime I feel that I did not need to capitalize on these mechanic that much, but that is another issue.
Last edited by Pluto9510; Sep 1, 2024 @ 1:02pm
warrickbartley Sep 1, 2024 @ 1:17pm 
wells its a 4x strategy game not Star field or Star wars Battlefront
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Date Posted: Sep 1, 2024 @ 9:33am
Posts: 35