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What do we want to see in future versions of SOTP? (That are actually possible to do inside SOASE and SOTP)


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#21 Whitehalomango

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Posted 27 July 2016 - 11:08 PM

Also could you look into debuffing the covies because when they're on normal even they're massive fleets are too OP due to their missiles! and my ships can't match their firepower!

 

Yeah, while the covies while hard they are nowhere near unbeatable. Use the UNSC's natural fast build time, big fleet size, alpha damage and abundant capital ships. If you do this with a bit of micromanagement of abilities (i.e Shivas and Artemis) you should be fine. Also, leading them into a heavily defended world always works. Get SMACed boy!

 

Well don't you think if the Swords of Sanghelios are going to be playable and are considered a Rebel faction from the covenant, could you make the URF playable as well? because it would to the diversity in it's own ways right? 

 

 Honestly, I don't really see a reason in the URF as of yet. There just isn't enough content to justify there inclusion. The biggest problem is that they don't have a strong enough force. As it stands, while there are several different Insurrection groups, they aren't really working together. Even if they did, the only ships the Innies really have are freighters, not capital ships! Like to see an army of them come up against my Infinity...


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#22 Cole Protocol

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Posted 28 July 2016 - 09:55 AM

Also could you look into debuffing the covies because when they're on normal even they're massive fleets are too OP due to their missiles! and my ships can't match their firepower!

Covenant are meant to utterly obliterate you, if you find them too powerful, do what I do, play as them, it works flawlessly!

 

Seriously. Play as them.

For example, random events, personally i can think of quite a few different events that have happened in the Halo Universe, For instance the URF (United Rebel Front), wouldn't it be cool if they implemented a system, where you had to keep each planet happy, and if you didn't it would rebel, either by acting independently or by joining another Faction and or alliance. 

 

Going to go ahead and shoot this down, we have plans for the respective insurrectionist factions of the Halo fiction, and having them take your planets like this doesn't fit in. To be brutally honest, this is what the culture system does, and we despise that system with a passion. Very unlikely for you to see any form of planetary takeover happen unless you have Charons/CRSs bombing them from orbit.



#23 Battlemage1

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Posted 28 July 2016 - 10:45 AM

FOR EARTH AND HER COLONIES I'M LEADING THIS ASSAULT! BUT FIRST, I WOULD LIKE TO CHECK ON MY FULLY RESEARCHED MILITARY TECH TREE AND THICK SMAC WALLS AGAIN! 

@

ALRIGHT, WE CAN GO! PREPARE THE INFINITY AND 62nd and 75th BGs OF HALBERDS AND HALCYONS! MAKE SURE OUR STALWART SUPPORT WINGS ARE IN PROPER POSITION BEHIND HALCYONS ATTACK WING! 

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LET'S CONDUCT SOME RECON FIRST

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ALRIGHT, THIS SYSTEM IS NOT TOO TOUGH! AND THIS JUMP-IN POINT IS FAR ENOUGH FROM ENEMY! PREP FOR JUMP!

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I'LL BE IN MY PRIVATE QUARTERS (Goes to toiler with paper)

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ALRIGHT! WE'VE ARRIVED! FOR THE UNSC! CHAAAARGE!!!

 

 

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#24 The

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Posted 29 July 2016 - 04:37 PM

Replace the Parises and Charons that spawn in neutral planets to modified civilian craft (Possibly with Nukes, of course not very good ones for balance)  to match the "Rebel" Fleet? 


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#25 Cameron_2520

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Posted 02 August 2016 - 03:55 PM

LUL.

 

If you are playing as UNSC then you should get rekted by covies. 3:1 ratio bruh. Spam more ships then you be good.

Thats not the point, trust me, i spam the shit out of ships, but put it simply, the UNSC's ships are being destroyed too EASILY, i understand the concept of the 3:1 ratio, but the fact that a 3 Halcyon's cant come close to one CCS class Battlecruiser is ridiculous, ok dont Debuff the covies, but atleast make the UNSC's Ships a fighting chance, ive made MASSIVE fleets, and they were all rektd due to the Missile Damage and the POOR and absolutely Appalling Amount of Armor the UNSC's ships have.....please, just increase the amount of armor i can put on them, because even FULLY UPGRADED i barely have a fighting chance....



#26 Cameron_2520

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Posted 02 August 2016 - 04:10 PM

Covenant are meant to utterly obliterate you, if you find them too powerful, do what I do, play as them, it works flawlessly!

 

Seriously. Play as them.

Going to go ahead and shoot this down, we have plans for the respective insurrectionist factions of the Halo fiction, and having them take your planets like this doesn't fit in. To be brutally honest, this is what the culture system does, and we despise that system with a passion. Very unlikely for you to see any form of planetary takeover happen unless you have Charons/CRSs bombing them from orbit.

I'm sorry, i can't agree, because this means players will have to really work on the defence of each planet, and its welfare. Now i don't know why YOU hate it, but i dont think you have the right to speak for the WHOLE Staff of Sins of the Prophets. Regardless of that, without even testing it to see how it would factor in, is just ignorance and as the saying goes, ignorance is bliss, well i say ignorance is an obstacle, and obstacles need to be overcome, regardless of who what stands with it. I'm not a modder, i have NO idea how much time and effort it would take to do such things, and i made this String to help you, and those who's voices and opinions your not hearing. Now like i said I KNOW NOTHING of modding, but i do know that if nothing is ventured nothing is gained and or lost. Your in a stand still, while the rest of life moves on. Don't stand still with this possibility, EVEN if it IS a possibility, it still presents an Opportunity. You think Guys like Einstein or William Shakespeare, or Martin Luther King Jr accomplished the things that they did by not even attempting to do what they thought was impossible? No against all odds and obstacles they overcame, and passed over EVERYTHING and EVERYONE that didn't agree. But these are only examples, my point is that if you don't try you won't know for sure! 

I've said my peace, i REALLY hope that you will change your mind(s).



#27 Cole Protocol

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Posted 02 August 2016 - 06:17 PM

Now i don't know why YOU hate it, but i dont think you have the right to speak for the WHOLE Staff of Sins of the Prophets.

Before I continue, allow me to address this. First off, I have every right to speak for the staff of Sins of the Prophets, especially in this case; as I am one of three members of the design team, who is in charge of making decisions involving your proposal (use of culture, insurrection, random events, etc.) But let me be clear, I can not speak for individual team members opinions, I cant tell them if they like the look of a ship or not for example, but what I can do is speak for the teams view of an issue as a whole. So saying that myself, or any developer can not speak for the views of Sins of the Prophets is unfounded and incorrect, all voices on this team have the right to speak.

Regardless of that, without even testing it to see how it would factor in, is just ignorance and as the saying goes, ignorance is bliss, well i say ignorance is an obstacle, and obstacles need to be overcome, regardless of who what stands with it. I'm not a modder, i have NO idea how much time and effort it would take to do such things, and i made this String to help you, and those who's voices and opinions your not hearing. Now like i said I KNOW NOTHING of modding, but i do know that if nothing is ventured nothing is gained and or lost. Your in a stand still, while the rest of life moves on. Don't stand still with this possibility, EVEN if it IS a possibility, it still presents an Opportunity. You think Guys like Einstein or William Shakespeare, or Martin Luther King Jr accomplished the things that they did by not even attempting to do what they thought was impossible? No against all odds and obstacles they overcame, and passed over EVERYTHING and EVERYONE that didn't agree. But these are only examples, my point is that if you don't try you won't know for sure!


To say we are ignorant to the implications of what this suggestion would do is not correct, for the simple reason that, while we have not tried this specific idea, we have attempted (and heard of) similar ideas in the past, which is what we use to found our decisions. Have we tired random event insurrections yet specifically? No, I can't say that we have, but we have seen what it would do, for example in vanilla with the culture system (as I explained). This showed us, through our own playthroughs and tests, that the premise would not work in Sins of the Prophets, for the simple reason that it does not fit, and does not align with the design direction we want to go. We have tested culture in the past of Sins of the Prophets, granted it is a different premise than what you suggest, but it serves the same purpose: if you dont manage a planet, it revolts and you lose control of the world. This was not only frustrating to the player, as they had to focus on keeping up with the rabid pace of ship combat while also managing a culture network that not only makes little sense in the Halo universe, but was an obstruction to military action in the mod as it prevented colonization of many worlds due to lingering cultural envelopes. This had an effect on combat and enjoyment, which is why it, and similar aspects of the game, were removed from the mod.

Sins of the Prophets focuses on direct combat, while Sins proper is similar, it is not exclusive to that revenue of Warfare. Culture is a weapon that vanilla uses in that aspect, and by extension keeping a planet happy and under your control fall outside of the umbrella we shoot for, which is direct combat. We dont want our players to have to manage their planets to keep an empire happy, we want to give players the chance to fight the space battles of their dreams, and focus all of our manpower and the mods design to that end.

Thank you for your suggestion, and I encourage you to post more!
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#28 Unikraken

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Posted 02 August 2016 - 06:37 PM

I also want to point out that the damage profiles in our mod are so vastly different than normal Sins. These kind of insurrectionist actions work in normal Sins because the combat pace is significantly slower. If a large force shows up at your planet you may not lose all your structures in orbit if you move ships around fast enough. In SotP everything dies quickly. Everything is overwhelmed. You wouldn't be managing a mild problem, you'd be constantly rebuilding infrastructure all over the place, which would hurt players and literally cripple the AI. The AI will just quit working if you mess with it's economy too much, meaning this would kill the AI routinely.


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#29 SiRD31M0S

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Posted 04 August 2016 - 03:40 AM

the POOR and absolutely Appalling Amount of Armor the UNSC's ships have

Covenant armor:
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UNSC armor:
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All of these screens were taken at maximum upgrades (I forgot to take a screenshot of a Halcyon, they get 10 or 11). The UNSC has GREAT armor. It IS the UNSC's fighting chance. The 23 armor on that Valiant reduces the damage it takes by 54%. Even against the Covenant, these capital ships are tanky beyond belief. The problem isn't that they're too fragile, it's more that it's easy to be overwhelmed by the Covenant. These ships aren't meant to tackle the aliens 1:1. And frankly, they're a lot stronger than a 100% canon depiction would allow. A single plasma torpedo would gut almost any ship.

i spam the shit out of ships, but put it simply, the UNSC's ships are being destroyed too EASILY

In all honesty, the "just spam ships bro" strategy is rather misleading. Numbers alone won't let you win. The armada is important, but the real power behind the UNSC's fleets is their capital ships. They are the unwavering core of your fleet, being the tankiest and most powerful of your ships. Even comprising just a fifth of your fleet, they represent the majority of the raw damage you can inflict, to say nothing of the buffs and debuffs they can apply to your ships and the enemy's. There's no real be-all and end-all ship to mass-produce; they each have their own roles and abilities that lend different strengths to the fleet as a whole. Variety is a major strength of the UNSC, and no one ship class is designed to work alone. By the same token, capital ships are hopeless without a suitable escort of frigates, and vice versa. To have a fleet with any real chance of surviving is to find a delicate balance between ham-fisted spam and deliberate, precise management of your choice of capital ships.

The Covenant is a mighty military juggernaut and if you give them an inch, they will take a mile. You will almost always take losses when fighting them and you must be ready to replace them. Fighting defensively and against superior numbers, your best bet is to place a fleet on top of a cluster of SMACs (engagement range: close recommended), ideally in tandem with a Sahara (these ships can rack up greater kill counts than any other class if you use them well) laying mines on the most likely routes from which the enemy will approach (which is, thankfully, easy to predict with the AI), Sabre hangars with interceptors to protect the SMACs from fighters, and Anchors to provide basic fire support, repairs and some extra interceptors. Your ships will take the brunt of the attack, leaving the ODPs to eviscerate the enemy's numbers and giving you debris fields you've never dreamed of.
Spoiler
Winning an engagement in this manner affords you the UNSC's greatest offensive tactic: a counter attack. You (should) have the advantage in production and can replace losses quickly enough to take a newly undefended planet. This is especially true if you can build Punics, as they GREATLY increase the effectiveness of your fleet's planet bombing just by being in the gravity well.

Playing as the UNSC can be a brutal slog until you can build a maximum-strength fleet. It is honestly very difficult and can take a lot of getting used to. There are a couple of ideal learning environments: A.) playing against a single AI on a large map with lots of buffer room, and B.) playing against an agreeable human opponent. Please trust that a lot of thought has gone into the balance of every single ship. Truth be told, most problems involve how hard it is to work with the Sins AI. :)
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#30 Cameron_2520

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Posted 06 August 2016 - 05:37 PM

I admit, i can't argue with everyone on the staff, its like a 1 legged dog trying to climb a mountain. But still it's pretty obvious with the amount of content being released, that the UNSC isn't getting much attention that it could. I also understand, that your only human and can only do so much. Which is why i dont ask for new content, but rather ask for tweaks that i think would be helpful, and possibilites. Now i get the feeling that your thinking im hating on this mod, but it's in fact the opposite, i'm trying to provide a perspective of someone or rather people who have a hard time playing the mod in general. I mean let's face it, Sins of the prophets is no ordinary mod. But because both me and also a few people that i've seen on videos of the gameplay of the mod, have a hard time starting out at the beginning of the game. Even on normal both Human, and Covenant AI build their fleets and take planets with ungodly speed. I barely have enough time to get no more than 3 capital ships and a handful of Halcyons together, and when im done BOOM! There's the AI right at the planet next to my capital quickly building up it's defences and economy with ungodly speed once again! How is anyone supposed to compete with that except the most Experienced players of the mod? All i'm sayin is that if you can't change the AI, try to think a little less of the covenant and a little more about the humans. That's all i'm trying to say, I'm not hating, i'm critizing, i'm just providing some perspective. Now please listen when i say that there is no contest between this mod, and any other mod for this kind of game. You say your always thinking of balance, But when you spend over 50,000 Credits, 25,000 Titanium, and 22,000 deterium, over a fleet that took forever to build, and then just when it's finished, and you send it into battle, in no more than 1 minute or less, its gone. It pisses me off a bit sure, but still is there nothing you can do to give the UNSC more of an edge? Because personally, i can't keep watching all the time i put into that kind game, get wiped out so quickly anymore. I must put down more than 10 S-Mac's on every planet, yet they all burn away like grass in the middle of a Forest fire. Now i LOVE this mod. But i can't keep playing it if i'm just gonna get squashed like a bug. Also i have put 215 hours into this mod, ITS THE WHOLE REASON I BOUGHT THE GAME! It's not my lack of experience entirely, but rather the factions themselves. I feel like i wasted my money, especially on a game i know is one of the best! Do you know what that's like? Now it's not like you forced me to buy it, no, no you did not. But i have given a good majority of my time to this game, again you didn't force me. But it feels like when you break up with the ONE person that can give you everything you could ever want in life. That's the only way i can think to express it. So i think i'm gonna stop playing now...maybe ill pick it back up again, but i don't think i should get my hopes up. Thanks for the game. It was fun while it lasted....feel free to continue to use this thread, consider it a parting gift.



#31 Mojo

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Posted 06 August 2016 - 06:16 PM

Honestly it was much eaysier playing the Unsc then the Covernant, atleast for me, did you try out both sides?

 

Despite that i can only recomend  try to use some diffrent fleet compositions.

 

Change the game Settings a bit around i.e Smal/medium/large Fleet size afaik the mod is ballanced to be used with medium fleet sizes.

 

Also i higly recomend not just leaving the Forum because your just a Little bit upset that doesnt help anyone.

 

If you want i can Play a game or two with you iam average Player aswell. (even doe i never had any Problems beating the AI)


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#32 Sookendestroy1

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Posted 06 August 2016 - 07:43 PM

After watching your videos on SOTP I believe I understand where and why you're having so much trouble playing as the UNSC. Hopefully I can clear some of your issues up and help you have a more enjoyable experience in the mod.

 

In your video (Sins of the Prophets SP Let's Play Episode 2) you exhibited that you seem to not expand very much early in the game, matches in SOTP rely on obtaining significant numbers of colonies and expanding very rapidly, this is the key to a strong economy/research and the key to gaining an advantage over the enemy. SOTP is immensely more fast paced than the base game and as such in order to succeed you need to expand fast and strike the enemy hard and early. Within the first few minutes you should be able to capture the first few worlds and start creating a stronger economy by setting up mining stations and refineries as well as exploring and expanding even more while balancing out technology and economic research. With this you should be able to exponentially increase your fleet strength and overcome the enemies.

 

Turtling is not a winning strategy in the mod (Trust me I've learnt this personally), SOTP is about strategy not tactics so rather than building up one world and waiting for the covenant, build up a dozen and take the fight to them. Though the UNSC is meant to be at a disadvantage overall and have immensely powerful defenses, they cannot defend against a full force covenant invasion. The key to playing as the UNSC is to not allow the covenant to engage you at full force, spreading their front across dozens of planets,  positioning most of the fleets and not taking the initiative early game hands all advantages to the Covenant allowing their powerful fleets to wipe you out. You need to claim multiple planets early on and tackle the less powerful covenant fleets before they can assemble one large enough to break through your lines. At around 20 minutes into the game you had barely touched the surrounding worlds and positioned numerous Macs over your homeworld, as well your fleet contained about 4 parises, the starting orion and a marathon. This fleet is honestly pitiful for this point in the game, should you have expanded and grown your economy you should have had access to punic supercarriers at that point and been more than capable of combating the covenant.

 

You mentioned that 50,000 credits and the array of other resources is a massive amount to spend on fleets only for them to be wiped out in such a short time, this is to represent how battles occur in universe, however should your economy be strong enough these numbers would be insignificant to the amount brought in across your empire. I've had games where the amount of resources I took in was rediculous, more than enough to keep producing more fleets. As well in the video you seemed to turn all the modifiers down, that is not the best idea unless you want even more of a challenge, as for the AI to even work in the mod they have a certain number of ships and resources given to them, otherwise the ai would literally not work. This on the lower modifiers will destroy you.

 

It seems as though you are very well versed in base sins, however the mod plays significantly faster and more brutal in its difficulty than base sins and as such takes strategy to succeed. I would recommend playing a few games as the cov as they are very easy to pick up and play compared to the UNSC, as well as being very fun and visually impressive. I would also suggest taking the comments above into consideration when playing matches as the UNSC in the future.

 


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#33 Unikraken

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Posted 06 August 2016 - 07:47 PM

 

This on the lower modifiers will destroy you.

I want to clarify that SotP is built on the premise that you're doing a quick start and playing on normal settings, not slow or fast.


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#34 The

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Posted 06 August 2016 - 07:54 PM

You say your always thinking of balance, But when you spend over 50,000 Credits, 25,000 Titanium, and 22,000 deterium, over a fleet that took forever to build, and then just when it's finished, and you send it into battle, in no more than 1 minute or less, its gone. It pisses me off a bit sure, but still is there nothing you can do to give the UNSC more of an edge? Because personally, i can't keep watching all the time i put into that kind game, get wiped out so quickly anymore.

From what I can tell, the UNSC is not offensively oriented, and I think you have to push after they send a fleet directly into a meatgrinder of SMACs and Anchors?

But I have no experience so disregard this if it's incorrect.


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#35 Aunt Gruntie

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Posted 06 August 2016 - 09:52 PM

From what I can tell, the UNSC is not offensively oriented, and I think you have to push after they send a fleet directly into a meatgrinder of SMACs and Anchors?

But I have no experience so disregard this if it's incorrect.

While the UNSC have better overall income generation over the covenant, better build speeds and better ship numbers. This means fighting a defensive war is beneficial. However a strong offence is also definitely doable. Since the UNSC has a numbers advantage on top of better build speeds, a viable tactic is guerilla warfare. I.e. attacking the enemy on multiple fronts with small strike forces, all while constantly rebuilding and sending new ships in different places, keeping the enemy on the defensive, all while you tech up and gobble up as much of the map as possible.

 

That being said most UNSC players go for the defensive route, establishing strong defensive chokepoints and holding the fort while slowly teching up. As the UNSC has an incredibly strong late game.


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#36 Cameron_2520

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Posted 08 August 2016 - 11:12 AM

After watching your videos on SOTP I believe I understand where and why you're having so much trouble playing as the UNSC. Hopefully I can clear some of your issues up and help you have a more enjoyable experience in the mod.

 

In your video (Sins of the Prophets SP Let's Play Episode 2) you exhibited that you seem to not expand very much early in the game, matches in SOTP rely on obtaining significant numbers of colonies and expanding very rapidly, this is the key to a strong economy/research and the key to gaining an advantage over the enemy. SOTP is immensely more fast paced than the base game and as such in order to succeed you need to expand fast and strike the enemy hard and early. Within the first few minutes you should be able to capture the first few worlds and start creating a stronger economy by setting up mining stations and refineries as well as exploring and expanding even more while balancing out technology and economic research. With this you should be able to exponentially increase your fleet strength and overcome the enemies.

 

Turtling is not a winning strategy in the mod (Trust me I've learnt this personally), SOTP is about strategy not tactics so rather than building up one world and waiting for the covenant, build up a dozen and take the fight to them. Though the UNSC is meant to be at a disadvantage overall and have immensely powerful defenses, they cannot defend against a full force covenant invasion. The key to playing as the UNSC is to not allow the covenant to engage you at full force, spreading their front across dozens of planets,  positioning most of the fleets and not taking the initiative early game hands all advantages to the Covenant allowing their powerful fleets to wipe you out. You need to claim multiple planets early on and tackle the less powerful covenant fleets before they can assemble one large enough to break through your lines. At around 20 minutes into the game you had barely touched the surrounding worlds and positioned numerous Macs over your homeworld, as well your fleet contained about 4 parises, the starting orion and a marathon. This fleet is honestly pitiful for this point in the game, should you have expanded and grown your economy you should have had access to punic supercarriers at that point and been more than capable of combating the covenant.

 

You mentioned that 50,000 credits and the array of other resources is a massive amount to spend on fleets only for them to be wiped out in such a short time, this is to represent how battles occur in universe, however should your economy be strong enough these numbers would be insignificant to the amount brought in across your empire. I've had games where the amount of resources I took in was rediculous, more than enough to keep producing more fleets. As well in the video you seemed to turn all the modifiers down, that is not the best idea unless you want even more of a challenge, as for the AI to even work in the mod they have a certain number of ships and resources given to them, otherwise the ai would literally not work. This on the lower modifiers will destroy you.

 

It seems as though you are very well versed in base sins, however the mod plays significantly faster and more brutal in its difficulty than base sins and as such takes strategy to succeed. I would recommend playing a few games as the cov as they are very easy to pick up and play compared to the UNSC, as well as being very fun and visually impressive. I would also suggest taking the comments above into consideration when playing matches as the UNSC in the future.

Sooken, i gotta admit this mod is by all means a slaughter house if you take your time. But i have a request, if you'll hear me out....Could you give the UNSC some more defense structures? that way i could use my usual stratgey's, see i like to build up defences, turtle till i get enough resources, then strike back, but in this mod, that's not possible. I would appreciate if you could do your utmost to accomodate players playstyles like mine, i think they, and i would appreciate that more....once again i'm grateful for the mod. Keep up the great work, and FOR ALL THE PEOPLE POSTING! THANKS SO MUCH FOR CONTRIBUTING, i really like to read all the comments i see, it provides perspective i can't find on my own, please keep up the feedback so we can help make this mod the best it can be, even though its already one of the best.....


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#37 Sookendestroy1

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Posted 08 August 2016 - 11:28 AM

Well as I've said turtling doesnt work at all for the most part, the amount of resources coming in relies on having an expanded empire with a lot of planets providing credits and numerous mining operations, that allows for fleets capable of defeating the covenant to be built and maintained. The colonization is as important in game as it was in the halo universe, if the covenant found humanity sitting at earth without the attrition caused across the colonies the UNSC would have instantly been wiped out.

 

Much of that accommodation would require complete rebalancing of the mod and would bring it away from the lore as well as expanding the development time exponentially and holding back a finished product even longer. Many fans want to see the forerunners and post war factions brought into the mod, we want to bring those to them as soon as we can, a rebalance of that scale would set that back a very long time.

 

we at SOTP try to achieve a strategic playstyle rather than tactical, think of SOTP as being based around commanding all of the UNSC from HighCOM. Our Sister mod Homefront is much more about tactics, focused on battles inside gravity wells rather than across a galaxy, basically from the perspective of an admiral in the battle itself, it might be of some interest to you. As well we've started development on Sins of the Prophets: Stellaris which may also be somewhat capable of what you're looking for, however it is in its early stages.

 

If you look on our facebook/moddb/twitter you'll find the Super Heavy MAC is already in development, this is a heavier defensive weapon for the UNSC however it is balanced on the number of planets controlled, so you might have to expand a little early on to utilize them if you're set on using that playstyle.


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#38 Whitehalomango

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Posted 08 August 2016 - 02:21 PM

This is the kind of game where it is expensive to turtle and you can't just rely on defenses. As such, you need to expand first so you have an economy, then you can turtle as you begin becoming the mighty empire you were destined to be!


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#39 Unikraken

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Posted 08 August 2016 - 06:16 PM

I really don't think this is an issue of you lacking defensive structures. In the video you posted relatively recently, presumably you've spent over 100 hours in our mod by your own numbers, one of the first things you did is spend time at your home gravity well building a SMAC network. The fleet you had even mid-game was minuscule. There is no defensive posture we could design that would be balanced that would also let you hole up at your single planet for the entire game. SoaSE is a game about expansion and fleet combat. We don't try to change those core aspects. If you want to have a chance at winning a match you'll have to expand to at least several planets right out of the gate, irregardless of play-style.


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#40 SPECTRE

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Posted 09 August 2016 - 02:50 AM

Sooken, i gotta admit this mod is by all means a slaughter house if you take your time. But i have a request, if you'll hear me out....Could you give the UNSC some more defense structures? that way i could use my usual stratgey's, see i like to build up defences, turtle till i get enough resources, then strike back, but in this mod, that's not possible. I would appreciate if you could do your utmost to accomodate players playstyles like mine, i think they, and i would appreciate that more....once again i'm grateful for the mod. Keep up the great work, and FOR ALL THE PEOPLE POSTING! THANKS SO MUCH FOR CONTRIBUTING, i really like to read all the comments i see, it provides perspective i can't find on my own, please keep up the feedback so we can help make this mod the best it can be, even though its already one of the best.....


There are enough def structures as is (the SHMAC is on the way right?) The problem is not expanding far enough.

Without expansion you can't get them Traxus research stations meaning you can't get those anchors fully upgraded or doubled up.

I can guarantee that two fully upgraded anchor stations, amid a battlecluster of SMACs, repair platforms and sabre hangers will at very least grind down a fully upgraded covenant fleet from a mighty sword into a dagger. Giving you a chance to use your fleet to mop up and counterattack using your flail.

If you roll out halcyon and stollys as distractions, then Thanatos Halberd <Edit note: REEEE i hate new lore> and Paris to do some damage, from your anchors and builders you can kill them all.

If you're stuck in a standoff with a cov player (ie. Does not want to attack your planet so lures you into theirs) use your Saharas, as much as a pain to micromanage if your not doing anything else but standing off you may al well wreak havoc behind the lines.


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