With a group of your ships selected, hold ALT and right-click the enemy ship card on the right of the screen to order your forces to focus down each ship of that type in succession.
A fortunate gamble you've gotten choosing sova against the enemie's marza. Sova's point defense systems essentially shutdown the heavy missile weapons the marza threw at it that entire battle.
First video I watched from your channel, and honestly I don't remember the last time I had so much fun watching gameplay :D I feel like the fun/knowledge ratio is great, and you have an amazing style for making content! I can't wait to watch more from your channel. Keep up the good work, and hope you keep the fun and light style you have :) I honestly hope you get more subscribers, but I also feel like big youtubers lose some of the "light style" element of making content when they get too big, so hoping you prevail :D
At 19:42 i probably would have focused that dreadnaught ha i don't think that would have been smart though since they are so beefy. I just started playing this game last week and I absolutely love it.
Please .. I have both .. Stellaris is old. It's a pure boardgame strategy with space battles being it's 2nd thing. The combat is just for show. Sins of Solar Empire 2. Now this is a good game. Space battle is a thing here. Beautiful updated graphics. In depth faction mechanics. In-depth battle mechanics and in-depth power creep. Most importantly it doesn't lag during late game. I have a ryzen 7 release 2022 with Rtx3080. I still experience lag playing Stellaris.
Scout, spam defense and units around planets that is possible attack target for AI. I recently played 3vs2, i put me one hard AI with me and one medium, against 2 mediums. Basically (do not know how) my both allies got killed, so i played alone against 2 mediums xD I used enemy focus that was against my allies to attack their home planet. Defeated one of them fast, and later with other one i took time until i defeated it. Fighting one AI is okeish, but if 2 of them attack you, thats double force you will need to fight, so it can be challenging or maybe impossible if you do not have any advantage against it.
Learnt a lot from this playtrough. It's making the game more fun for me, thank you! I will watch the whole series. I'm curious to know what you mean with "carrier strategy" :)
I make an effort in the begging to periodically make 1-2 ships for a main fleet even from the start.. 40min in and I guarantee they have 60+ ship fleet. Not using Diplomatic points is basically death on Nightmare/Impossible. If you manage to pull this off, I'll be surprised!
The ai will probably be at 2k fleet cap in around an hour in most games at higher difficulty as TEC at least going for defence and free ships is more efficient power wise than having a few more ships
Really suppressed he didn't put that Extra Hanger(or whatever it's called) ability on his Capital Carrier. It's only a T1 Research and gives 2 more Squadron slots
It’s still very much sins, but I think they’ve added a lot to make it an actual sequel. Changing Star lanes is pretty big, but they remade the economic system and leaned into making the factions even more different from eachother. (Vasari don’t naturally generate credits, for example. Also, TEC is the only one who gets trade ports. Refineries are completely different from the first game). It’s not a huge difference from Sins1, but I feel they did more than a “remaster” for it.
I was thinking the same thing initially. Then I took a closer look. There are a lot of changes in terms of mechanics, even if it is definitely still a "Sins of a Solar Empire" game. It is a sequel in a similar way that Age of Empires 2 is a sequel to Age of Empires 1. Expanding on a lot of things, making each faction more distinct, updated graphics, improved stability. There is so many ways to go about playing the game, even within the same sub-faction.
I agree with the other replies to your post here, and personally it feels, even in its current state, like at least something very close to a sequel. But I could see how it would feel like a remaster too. But I'd also add that once all of the DLC is released (new campaign, new 4th race, etc.) Sins 2 will will have all the traditional elements of a sequel (updated look and feel, updated mechanics, updated graphics, reworked races, new races, new campaigns/modes). So, even if some people don't feel like Sins 2 in its current state is a sequel, it most definitely should feel that way with all the DLC. Also, as far as I know the team making Sins is pretty darn small and not crazy well funded. So, personally I cut them some slack on releasing the game in stages (DLCs) given that the game in its current state is at least pretty darn good as it is.
Corvettes(except the Vasari Defensor) also have 0 Durability, meaning they do not get any additional damage reduction even against PD guns(0 pierce). In general, Corvettes are a type of specialist. The TEC Covette is great at hunting other corvettes and even light frigates. The Advent Corvette provides anti-matter to your other ships. The Vasari have 2 Corvettes. One is for raiding enemy structures(getting a small amount of resources when shooting them with their pulse gun), while the other has a PD role.
yes piercing is very important (though would love to know the math behind damage reduction) early game the enemy only has light frigates after the initial 30mins I would not build corvettes anyway and the only frigate would be the tanky gauss one
@@ThreatXtra I took this formular from the official wiki(provided by a dev). "First of all, you need to subtract Pierce from Durability. So, if a capital ship has 500 Durability, and a Javelis has 400 Pierce, that’s 500-400 = 100 (effective Durability). Damage dealt to a ship is calculated as 100/(100 + effective Durability) in %. For our example that’s 100/(100+100) = 50%. Meaning a Javelis frigate deals 50% of its original damage to a capital ship." In effect, any remaining Durability basically is an "effective health" multiplier against that particular attack. 100 Durability(after Pierce) means that you basically count as having +100% more health(it needs twice as many shots to take you down than if you had 0 Durability). Or said in another way, you take 50% less damage. If you have 200 Durability after Pierce, it is effectively +200% more health/requires +200% more shots(100/(100+200) = 33% damage taken) and so on. Thinking of it this way gives you an idea of how effective a weapon actually is against a target at a glance. Durability works on every type of defensive healthbar(shield, armour and hull). Armour is a bit special though. First you get whatever damage reduction you might have from Durability(so Durability minus Pierce of the attack). Then you get an additional damage reduction from the Armour Strength value(let us say 120). Armour Strength can not be changed by Pierce values, but otherwise use the same formular(100/(100+Armour Strength)). The only thing I know that can reduce armour, is the Vasari Kortul Devastator(chance of stacking debuff on armour when hitting the target). Let us say that an attack deals 100 damage and has 400 pierce, and hits one of your Capital ships(Durability 500). Your shield takes half damage according to the formular above(so it deals 50 damage to your shield). Once the shield is gone, that same attack will then hit your Armour. So first the attack is reduced by 50%(due to Durability, same as before) and is then modified by the Armour Strength as well(120 Armour gives ~55% damage reduction), meaning you only take ~23 damage. In short, Armour and Armour Strength is a very powerful defensive stat, especially if you can also heal it during combat(since every point of healing is more effective here).
Ahh interesting I do tend to go for ships with good armour instead of swarm i also will say i think that is why the tec fighter/bombers are good as they gain the +50 flat armour from tech over time where the other races seem to not get as much
@@ThreatXtra Vasari Alliance Bombers can get a lot of Armour and Armour Strength(65 Armour and 69 Armour Strength without Carrier buffs or items), so they are fairly tough as well. I believe they can get about 155 Armour and 99 Armour Strength, with about 150 Hull if you try to max it out with Carrier skills and items. But you rarely need such a high amount, and it takes quite a lot of specialization. TEC has the benefit of more strikecraft in their squadrons over the Vasari, and Fighters are a great distraction for PD(PD seems to focus them more than Bombers), while still being very, very tough without the need of specialized research, skills or items.
I hate the missile batteries, precisely because the ability doesn't auto-cast. What do you think of the neutrals? I've been able to avoid getting a ship with native colonize. By using colonize items from the neutral instead.
the test branch and new patch i think has auto cast on missile batteries you will see it far more as i get more carriers. Neutrals do you mean minor factions or neutral defences? if I am honest not a big fan of the minor factions as they are tied directly the the essential features of the game (markets) its more of a set piece than them feeling like they are actual factions especially the pirates removing bounties turned pirates from a great feature to one that is totally irrelevant . Neutral defences are the same really as Sins 1 so do not mind them at all I personally do not use the colonize item instead I just buy a single colony frigate that is very cheap and stays out of conflict until i make the jump to 2k fleet cap and get a single battlecruiser
1v1 is impossible, the moment that you add something AI can fight that is not you, it makes it much easier. I've won 4 player FFA impossible, because they are fighting between themselves, but 1v1 aggressive impossible AI is not doable. Even with cheese.
keep em coming! holding off on this game until there is a campain mode.. since they seem to be gouge mode on the money. love the first one.. but they want too much for this.. and season passes.. and better version for over $100.. with some DLC in it.. needs a big sale before i buy in. Looks great.. was tempted a few times now to hit buy.. but NOPE!!!
none of that extra stuff is even available the point is you buy it now to get it later and assist development. But yes base game is too high a price for what this is. But then again they did rebuild sins from scratch on a completely new engine and this isn't some AAA EA studio.
With a group of your ships selected, hold ALT and right-click the enemy ship card on the right of the screen to order your forces to focus down each ship of that type in succession.
Needed this, thankyou!
Now THAT is handy info! Gracias senior!🙂
Thank you, this is very helpful im combat
What? Shut every door in the house!
Great tip man. Thank you.
A fortunate gamble you've gotten choosing sova against the enemie's marza. Sova's point defense systems essentially shutdown the heavy missile weapons the marza threw at it that entire battle.
That was by far the closet battle of the whole run if we died there would of been game over
Very entertaining to watch! Been doing the repair bay/station/ garrison strategy as well and it does wonders
Its great do not forget docking bay module on starbase and robot repair cruisers all count as a separate repair source you can stack tons of heals!
First video I watched from your channel, and honestly I don't remember the last time I had so much fun watching gameplay :D I feel like the fun/knowledge ratio is great, and you have an amazing style for making content! I can't wait to watch more from your channel. Keep up the good work, and hope you keep the fun and light style you have :) I honestly hope you get more subscribers, but I also feel like big youtubers lose some of the "light style" element of making content when they get too big, so hoping you prevail :D
At 19:42 i probably would have focused that dreadnaught ha i don't think that would have been smart though since they are so beefy. I just started playing this game last week and I absolutely love it.
Love this game man it looks so good! glad your showing it off some more!
Great video to learn Sins 2. Thanks!
This game has some great combat visuals.
Yea, I’ve found I really love opening with a carrier capital ship. It’s my only real gripe with starting as a Vasari tbh…
Been trying to decide if i wanna buy this or not as a stellaris player.... your video is REALLY tempting me xD
You need to buy this game. Its super good. Probably game of the year for space rts
Please .. I have both .. Stellaris is old. It's a pure boardgame strategy with space battles being it's 2nd thing. The combat is just for show.
Sins of Solar Empire 2. Now this is a good game. Space battle is a thing here. Beautiful updated graphics. In depth faction mechanics. In-depth battle mechanics and in-depth power creep.
Most importantly it doesn't lag during late game. I have a ryzen 7 release 2022 with Rtx3080. I still experience lag playing Stellaris.
I love the game but im new. I am getting my ass handed to me vs Hard AI. Watching this gave me a vew ideas thanks!
Scout, spam defense and units around planets that is possible attack target for AI. I recently played 3vs2, i put me one hard AI with me and one medium, against 2 mediums. Basically (do not know how) my both allies got killed, so i played alone against 2 mediums xD
I used enemy focus that was against my allies to attack their home planet. Defeated one of them fast, and later with other one i took time until i defeated it. Fighting one AI is okeish, but if 2 of them attack you, thats double force you will need to fight, so it can be challenging or maybe impossible if you do not have any advantage against it.
Learnt a lot from this playtrough. It's making the game more fun for me, thank you! I will watch the whole series. I'm curious to know what you mean with "carrier strategy" :)
you will see in later episodes but its a pretty busted XD
The second episode of this series is the first in the playlist, might want to fix that. Looking forward to watching the series!
fixed thanks
The carrier dont use the turret ability automatically, just let you know.
it does if you use the test branch patch as shown in the video
@@ThreatXtra ya u are right, i just tested it
yeh makes a huge difference I will say they do not deploy if warped in on the edge of a gravity well so not perfect but way better than before!
I make an effort in the begging to periodically make 1-2 ships for a main fleet even from the start.. 40min in and I guarantee they have 60+ ship fleet. Not using Diplomatic points is basically death on Nightmare/Impossible. If you manage to pull this off, I'll be surprised!
The ai will probably be at 2k fleet cap in around an hour in most games at higher difficulty as TEC at least going for defence and free ships is more efficient power wise than having a few more ships
Really suppressed he didn't put that Extra Hanger(or whatever it's called) ability on his Capital Carrier. It's only a T1 Research and gives 2 more Squadron slots
Priorities its also a t2 tech so at that point i wanted to get starbase first
From watching the reviews it seems almost like more of a remaster than a sequel. I'll wait for a sale.
It’s still very much sins, but I think they’ve added a lot to make it an actual sequel.
Changing Star lanes is pretty big, but they remade the economic system and leaned into making the factions even more different from eachother. (Vasari don’t naturally generate credits, for example. Also, TEC is the only one who gets trade ports. Refineries are completely different from the first game).
It’s not a huge difference from Sins1, but I feel they did more than a “remaster” for it.
Everything is changed and revamped, it'd be like calling a classic car restoration "just a revamp."
I was thinking the same thing initially. Then I took a closer look. There are a lot of changes in terms of mechanics, even if it is definitely still a "Sins of a Solar Empire" game.
It is a sequel in a similar way that Age of Empires 2 is a sequel to Age of Empires 1. Expanding on a lot of things, making each faction more distinct, updated graphics, improved stability.
There is so many ways to go about playing the game, even within the same sub-faction.
I agree with the other replies to your post here, and personally it feels, even in its current state, like at least something very close to a sequel. But I could see how it would feel like a remaster too.
But I'd also add that once all of the DLC is released (new campaign, new 4th race, etc.) Sins 2 will will have all the traditional elements of a sequel (updated look and feel, updated mechanics, updated graphics, reworked races, new races, new campaigns/modes).
So, even if some people don't feel like Sins 2 in its current state is a sequel, it most definitely should feel that way with all the DLC.
Also, as far as I know the team making Sins is pretty darn small and not crazy well funded. So, personally I cut them some slack on releasing the game in stages (DLCs) given that the game in its current state is at least pretty darn good as it is.
Yes it pretty much is and I'm not mad because it's a 10 year old game. In other news new Fifa this year....
If you compare the DPS between corvets and frigate, dont forget piercing. It can cut DPS in half or worse.
Corvettes(except the Vasari Defensor) also have 0 Durability, meaning they do not get any additional damage reduction even against PD guns(0 pierce).
In general, Corvettes are a type of specialist.
The TEC Covette is great at hunting other corvettes and even light frigates.
The Advent Corvette provides anti-matter to your other ships.
The Vasari have 2 Corvettes. One is for raiding enemy structures(getting a small amount of resources when shooting them with their pulse gun), while the other has a PD role.
yes piercing is very important (though would love to know the math behind damage reduction) early game the enemy only has light frigates after the initial 30mins I would not build corvettes anyway and the only frigate would be the tanky gauss one
@@ThreatXtra I took this formular from the official wiki(provided by a dev).
"First of all, you need to subtract Pierce from Durability. So, if a capital ship has 500 Durability, and a Javelis has 400 Pierce, that’s 500-400 = 100 (effective Durability).
Damage dealt to a ship is calculated as 100/(100 + effective Durability) in %. For our example that’s 100/(100+100) = 50%. Meaning a Javelis frigate deals 50% of its original damage to a capital ship."
In effect, any remaining Durability basically is an "effective health" multiplier against that particular attack. 100 Durability(after Pierce) means that you basically count as having +100% more health(it needs twice as many shots to take you down than if you had 0 Durability). Or said in another way, you take 50% less damage.
If you have 200 Durability after Pierce, it is effectively +200% more health/requires +200% more shots(100/(100+200) = 33% damage taken) and so on. Thinking of it this way gives you an idea of how effective a weapon actually is against a target at a glance.
Durability works on every type of defensive healthbar(shield, armour and hull).
Armour is a bit special though. First you get whatever damage reduction you might have from Durability(so Durability minus Pierce of the attack). Then you get an additional damage reduction from the Armour Strength value(let us say 120). Armour Strength can not be changed by Pierce values, but otherwise use the same formular(100/(100+Armour Strength)).
The only thing I know that can reduce armour, is the Vasari Kortul Devastator(chance of stacking debuff on armour when hitting the target).
Let us say that an attack deals 100 damage and has 400 pierce, and hits one of your Capital ships(Durability 500). Your shield takes half damage according to the formular above(so it deals 50 damage to your shield).
Once the shield is gone, that same attack will then hit your Armour. So first the attack is reduced by 50%(due to Durability, same as before) and is then modified by the Armour Strength as well(120 Armour gives ~55% damage reduction), meaning you only take ~23 damage.
In short, Armour and Armour Strength is a very powerful defensive stat, especially if you can also heal it during combat(since every point of healing is more effective here).
Ahh interesting I do tend to go for ships with good armour instead of swarm i also will say i think that is why the tec fighter/bombers are good as they gain the +50 flat armour from tech over time where the other races seem to not get as much
@@ThreatXtra Vasari Alliance Bombers can get a lot of Armour and Armour Strength(65 Armour and 69 Armour Strength without Carrier buffs or items), so they are fairly tough as well. I believe they can get about 155 Armour and 99 Armour Strength, with about 150 Hull if you try to max it out with Carrier skills and items. But you rarely need such a high amount, and it takes quite a lot of specialization.
TEC has the benefit of more strikecraft in their squadrons over the Vasari, and Fighters are a great distraction for PD(PD seems to focus them more than Bombers), while still being very, very tough without the need of specialized research, skills or items.
I hate the missile batteries, precisely because the ability doesn't auto-cast.
What do you think of the neutrals? I've been able to avoid getting a ship with native colonize.
By using colonize items from the neutral instead.
the test branch and new patch i think has auto cast on missile batteries you will see it far more as i get more carriers.
Neutrals do you mean minor factions or neutral defences? if I am honest not a big fan of the minor factions as they are tied directly the the essential features of the game (markets) its more of a set piece than them feeling like they are actual factions especially the pirates removing bounties turned pirates from a great feature to one that is totally irrelevant . Neutral defences are the same really as Sins 1 so do not mind them at all
I personally do not use the colonize item instead I just buy a single colony frigate that is very cheap and stays out of conflict until i make the jump to 2k fleet cap and get a single battlecruiser
@@ThreatXtra Thanks. Yes, I meant minor factions.
Where exactly can find the patch notes you mentioned? I can't find them on the forum.
Steam form they are in a pinned post titled (TEST EDITION ONLY) v28.7 Sanity Update Changelog
1v1 is impossible, the moment that you add something AI can fight that is not you, it makes it much easier.
I've won 4 player FFA impossible, because they are fighting between themselves, but 1v1 aggressive impossible AI is not doable. Even with cheese.
Waiting for part 2
Hi there...everytime i consider buying this game I remember I have x4 and still havent played it, x4 is the shi$ though
How would you know, you haven't played it.
This isn't really a 4x it's a war game pretending to be 4x also no story.
I like it because I don't need story and like wargames.
Oh wow, it's the "sTAr cItIZen iS a SCam" guy lmao 😂
does cheat engine still work on this game?
keep em coming! holding off on this game until there is a campain mode.. since they seem to be gouge mode on the money. love the first one.. but they want too much for this.. and season passes.. and better version for over $100.. with some DLC in it.. needs a big sale before i buy in. Looks great.. was tempted a few times now to hit buy.. but NOPE!!!
none of that extra stuff is even available the point is you buy it now to get it later and assist development. But yes base game is too high a price for what this is. But then again they did rebuild sins from scratch on a completely new engine and this isn't some AAA EA studio.
Hi there
Hello There
@@ThreatXtra nice job there
hi there
Tyftv
The easy ai kicks my ass already