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I feel like the economy mattering less in the midgame kinda evens out everything for everyone, game becomes mostly about fleet composition, protecting your caps, where you move your fleet, and what you do with it when you're in battle. Like yes, I agree the economy doesn't matter in late game, but I disagree it's a bad thing. I love that part of the game myself~
Use a mod, 2k max units is really bad, i play 20k units limit mod.
No. Absolutely no MMR. That just flips the crazy switch. And you never go back. MMR(and gotta win!) mentality just attracts the worst of people.
I have been really confused by this durability 600 on extractors and research stations. Anything between 0 and 100 would be reasonable, but 600 is just silly. Hull points should probably be reduced as well.
Yeah the light defences and heavy defenses are bad just due to lack of range because missile ships. Even non moving starbases really lack the range. Hangers are the only defence worth getting because of that range issue. I have had a minor faction invade and take over a planet i wanted with my early fleet and their 6 defenses pushed me out.
There really needs to be another defensive option to help with the range issues. Like a research that can be done to make the defense platforms move in closer to get into range.
Nah, I play only vs AI, on medium or hard and by mid to end game, I have so many resources its like I have an infinite ammount of them.
Now I play on big maps and perhaps things change on harder difficulties or vs humans but where I play it, I am ending up in the same place. I put 1 or 2 starbases (depending on who I am playing) on all planets and all defenses since I have so many resources.
By then you should have lvl10 titan and high lvl caps. After that its just mop up cleaning well after well
Took me a while to scroll through the reviews to find it but i did: 1 person found this review helpful
Not Recommended
0.0 hrs last two weeks / 301.7 hrs on record
Posted: 21 Sep @ 6:49pm
Updated: 16 Oct @ 10:33pm
Sins 1 was a pioneer in the 4X and RTS genre when it came out. Sins 2 while faithful has not kept up with other 4X games which offer far more true strategic depth. To label Sins 2 as a 4X game based on modern standards is inaccurate.
This game is still quite fun in singleplayer or casual combat, and I look forward to the campaign. But it doesn't really feel like a strategy game to me once you really understand how the combat mechanics work together. Yes there are some tactical things that you can do, and yes you can cheese the AI, but by and large, it's about who has more of the "optimal" unit (which changes from patch to patch).
The game is more aptly described as a real time tactics game (generally known as an RTS except the S is a misnomer if you understand the difference between tactics and strategy). It's not really a 4X like Endless Space or Stellaris. Nor does it have the level of tactics of say Warno or Age of Empires. Nor does it do a good job of bringing you space spectacle per *time* invested (20 minutes setting up a game, one battle, and cleanup after). It's not strategically deep as games like Fire Emblem or Hearts of Iron. So if you are looking for a game of any of those genres, then this is not the game for you. If you are looking for a RTS game though or just a casual game to beat the AI, or mods, then this is the game for you.
The game also has fundamental game design flaws which make balancing impossible. I feel the crux of the issue is that all damage is fundamentally the same. Therefore despite tweaking with numbers, there will always be a "superior spammed" unit that has the highest "relative DPS per resource". I've played the game a long time over three patches and have seen the meta shift from "spam tempests" to "spam capitals" to (evidently according to the forums since I quit playing) "spam missile" yet again.
Other games have weapon triangles, which while maligned by the Strategy/Tactics community, I've come to appreciate as fulfilling a crucial game design role of enabling actual strategic thinking. Having differentiated damage types allows for proper counters in games. Imagine Pokemon, but every move and every Pokemon type is Normal, the supermajority of all moves would be pointless. That's what Sins 2 combat design fundamentally boils down to.
True differentiated damage is something devs have said they do not wish to implement because they feel users were confused by different bonuses per unit (think Advanced Wars where one unit does bonus damage against another type of unit) in the previous game. Of course it is their prerogative to do so. But by doing so, the end result is that more than half of in game roster units end up failing to have a true "role" in order to accomplish "military objectives".
The saddest part is: League of Legends has more strategic depth than this game with multiple damage types (HP based, AP, AD, True, Crit, AS, Burn) and defense types (Armor, MR, HP, Shield, Movement). League does not market itself as a strategy game.
To be fair, not everyone has the same level of tolerance for issues and there is also the desire to force yourself to try and get your money's worth.