5:04 this was important in sins 1 but you don't need to worry so much about killing the seige ships first in sins 2, when set to auto the colonise ability will never fire unless there are no hostile planet bombarding ships in the gravity well. No more having your planets insta sniped after auto-colonising them.
Still can be a good idea to get the planet colonized faster and getting infrastructure up aas quick as possible. But I do agree, not as important anymore
Not played a lot yet, but in love with TEC Loyalists. It's crazy in the late game, with 500 supply garrisons. Almost all planets have 2 friendly neighbours, some have more. The planet itself has 500 garrison, and each neighbour has 500. There's always at least 1500 supply ready to respond to any incursion. On the borders, I love to set the garrison to aggresive, and just build however many factories I can fit. Like, 3 large and 5 small factories or something. It's an endless stream of ships raiding enemy systems, you can really start grinding them down that way.
My tactic was 1 small and 1 large in every area and just have the rest on economy and pump out large attack fleets. Have the rest set on defensive... with a small tiny support response fleet that can aid any gravity well that gets overwhelmed.
This game's performance is honestly impressive as a longtime fan of the first game before games took advantage of multiple cores. To be fair, they didn't radically change the game (no need to) but refined the gameplay, giving it much more depth with ship and planet items to customize your empire. The OG Sins game was ahead of its time now that i think about it.
I used to play the first game with my Twin all the time when we were younger. Might have to coordinate with her to see if she wants to beat me in this as well.
Yet playing against a "truly insane level of flightcraft" from the first "boss" of 11. Proper challenge when developing an AI enemy. Will buy for this reason only.
I frankly don't bother trying to counter the missiles and/or fighter/bombers from the advent, all the point defense target a single target and hugely overkill it, by the time it fires again, another volley/wave of fighters are coming again... I find it easier to just kill whatever is creating the nuisance :P
Not sure if it was mentioned anywhere but for managing upgrades on capital ships, there is an auto-upgrade option in the Capital Fleet overview. Very useful for mid-late game (especially Advent with passive exp) so you don't have to manually click through them all.
Small tip. If you want to be able to select certain groups of ships without needing to to micro manage finding them in the fray and dragging and dropping a box around them, you can CTRL+number to assign groups of ships to a number. And then use the top number row to quickly switch between those groups. This is especially useful when you set up your groups before you send them into battle. So even in a big fleet and a big battle, you can quickly switch between tactical strike groups with specific roles to move into the position you want without having to constantly search for and manually select them in the middle of a chaotic battle. You can even use it to quickly switch between multiple fleets in different systems. Additional useful hotkeys: Ctrl+Click = Select all of a specific ship (ie click on one ship and it automatically select all ships of the same type) Shift+click = Add/Remove selected ship or group of ships (drag box) to selected ships. (Can be combined with Ctrl)
Watching those swarms of fighters and bombers, reminds me of how I used to build my fleets back in Sins 1. Yes, carriers are IMPORTANT! They are a force multiplier. Use em, protect em! And destroy em when you see the enemy use em!
Now they're even more interesting because fighters tank point defense so missiles can get through. And missiles have high pierce, meaning they're capital ship killers.
So, am I the only one seeing this, or did Potato just completely skip out on building all of his orbital mining infrastructure? I don't think he even picked up the research for it.
Yes, he totally messed up the economy game. Also, he did not understand the new trade system. However, his general strategic understanding helped him survive at all. Still, in a „macro-game“ as Potato called it, killing off the enemy industrial capacity is important. He did not go for that, nor did he bomb the enemy home world at all. This made things just longer, and longer… Also, why no Titan for such a long time???
You don't need orbital mining as much as before since you have surface mining now. Plus orbital mine used logistic slot. I only use orbital mining to balance my economy, and after i have max surface mining. But i agree thaht completely skipping orbital mining is not a good idea.
@@dr.paulwilliam7447 I focused on Trade instead of Orbital mining. Orbital mines make 0.45 resource per civic slot, while trade routes make 0.5 resources per civic slot. With upgrades orbital mines are better, however trade routes are more flexible.
this gameplay shows a very significant problem with this game: the AI sucks balls. Increasing difficulty from hard to unfair, gives them cheating advantages, but if one survives the early game, the AI just basically stops working all together, just randomly jumping around, ignoring capital bombing, splitting up their forces, wasting capital ships and titans and hesitating to attack pretty much anything with a starbase in it.
16:50 in the first game at least, I always found it best to place defense platforms mixed in with other, cheaper/less critical structures, since it naturally eats weapon fire that isn’t being actively targeted. It also requires fleets to travel to your defenses, giving more time to respond with your own fleet movement and extending the amount of time it takes for the enemy to retreat/get reinforcements. It’s been a while since I played the first game, but that was always how I built defensive structures.
My strategy was usually to build the Starbase close to the planet, where the siege frigates and capital ships would have to move to fire on the planet. Then to spread the defensive structures near the Starbase. Meanwhile, all the non-combat structures were placed in the position farthest from inbound attack lanes, with the possible exception of Refineries and Trade Ports. Generally, once the Starbase was fully upgraded, AI fleets were completely incapable of taking planets from me. The other defense structures simply made the invasions end quicker.
I have found in sins 2 so far, defenses are borderline useless until late game where starbases get good. In Sins 1, rebellion buffed the living hell out turrets because before that they have the same problem sins 2 does. It doesn't help capital ships are so damn beefy now
Love this game so far. Never played before and jumped into a hard 10 player game against ai. Lost in like 45 mins but was a blast. Played again aginst 3 ai hard and one that.
I love how he ques like 40 ships in the one system and constantly complains that they arent being built at the plant one over, but refuses to click the other planet and build ships there
"I'm not good at this game" he says, managing to survive against 10 max difficulty enemies lol. Though I suppose the fact they're also fighting each other changes things a lot compared to two teams of 5... edit: Now you need to do this with every single faction. ;) I'm curious how the novalith cannon will do...
@5peciesunkn0wn assuming it's anything like the last sins, anybody can beat it with any faction against max difficulty cpus. Imo map selection is the most important thing. Then, knowing basic early game econ management and expansion. The late game is usually always in player favor if they manage combat correctly, it's just a bit of a slog fighting through so many heavily defended worlds. Sins 1 is probably my favorite RTS of all time. I was so hype to get every achievement for it. I can't wait to play this one!
@@hunter7003 Late game Vasari with a maw fleet is terrifying. I ran around a large galaxy with 20+ capitals and the titan colonizing and blowing up every single planet. It was a bloodbath. There was nothing they could do against a full fleet of level 8-10 capitals
I just picked up the game last night and now I have learn so much on how to play, damn I can't wait to play it again.... well done man so happy to watch Also a happy new sub!!! Fantastic
Convinced me to make the buy for SOASE2 (I was pretty interested already, but this moved me over the border for the premiere edition. Loved Rebellion so this is gonna be fun. :)
Sin of a Solar Empire 2? HOOOOOOOOOOOOOL UP? They came out with a second one? WAit two days ago???? SIns was literally my favorite game, holy molyyyyyyyyyyyy
Love your civ content, awesome to see you on one of my favorite games. If you get looting crews from pirates on the Ankylon, it has a 360 shooting radius, parking it in the middle of an enemy fleet is basically unlimited money, as much as 25k credits from a single engagement in just a couple mins.
Not sure if you know this as you were manually clicking units to attack, you can select a group (or your whole fleet) and Shift + Right Click attack on all the units at the top right bit of the UI, say all the cobalts.
Akkan start is strictly worse than Koi + colony frigate start. In a colonization drag race, the Akkan loses. Akkan is a perfect *second* capship, once you have you koi and it's support tenders.
Idk if thats true, Kol kills faster yes, but the Akkan has bonus logistics on colonization which lets you eco punp trade ports early And 10/20/30% AS increase means its not like you clear wells slow, especially if you micro well
@@PotatoMcWhiskey The bonus you get to development is outweighed by the opportunity cost of the extra time required to get the colony in the first place, I think. Perhaps something that should be tested.
I've recently had an experience against a single AI Advent ("Hard" difficuly). On 40th minute it had 18 drone carriers Aeria, 40 Tempests (0 pierce, but still enormous damage btw, even against capital ships or start bases), and 3 capital ships (one of them was a carrier). My 25 Cobalts, 20 Gardas, 20 Shrikens, 12 Percherons, and 2 capital ships (Kol and carrier) had no chance to do anything with the enemy on my territory. My point defence (5 turrets), 2 drone hangars and 2 retrofit base also didn't help. The enemy had 400 drones totally, which just burnt my fleet and structures. Kol battleship lived for just few minutes. It seemed like flak frigates shot anything but drones or missiles. Enemy drones almost didn't die and all the enemy missiles hit the targets. It seems like I need to have 2 times larger fleet than the enemy has just to defend myself, not too mention the offensive battles. How did you manage to avoid such an experience with the impossible AI?
One thing is that you're playing 1v1 and the AI will build ships that are just stronger against your faction. Shooting down missiles just doesn't work that well, you really want to meet drones with drones a lot of the time.
Honestly? Pick a faction and start on normal and work your way up. Get a feel for what works and what doesn't. Don't try to learn the three factions at the same time, they are very different in how you manage your economy. Once you got a good feel, then look into optimal play.
Seems like it has a similar problem to the first game; you just get to the point you're a massive death ball and the game offers no further challenge. There's little tactics involved in high level fleet battles, just whoever has the bigger / more experineced death ball.
Enclave is my favorite way to play TEC. Argonevs with the factory upgrade and a garrison on my frontier planets is such a great combo. It saves up space from normal factories and the starbases themselves produce faster. Also was the reason I remembered/realized you need idle factories for the trade escorts.
I don’t have much to comment, besides: 2:48:00 That scene happening in real time reminds me a lot of Empire of the Dying Sun, which is a cool space RTS mission based game.
Got attacked by 6 capital ships and 80 others ships by min 22. that turned into the A.I double teaming against me by min 27. 17 capital ships and 200 other ships within 30min. Meanwhile nothing happens in this video until min 50.
The Aluxian Resurgence took a world from me, and then i took it back. They left behind an non-removable planet item, called a planet artifact. Relativistic Factories -Uncovered factory designs allow ships and structures to be constructed in a relativistic accelerated frame of reference, making them build at a quicker rate. On Planet: Factory Unit Build Time -50% Orbital Structure Build Time -25% That was pretty sweet.
As silly as this seems, last night I had a game against my brother. His 6th or 7th, my second. He plays the Enclave, I played the Vasari exodus I think it was. His capital fleet got curbstomped. You get 2400 fleet cap, much more aggressive ships, and imo the dark towers are better than garrisons even. I had battles with 2300 fleet power, a warping starbase, and 1500 fleet supply from dark tower uses. They get even more disgusting, and the startup is faster with all the "make money by fighting" special stuff. Edit: another advantage is building your own jump gates everywhere. Disadvantages is their stuff is more squishy, and I think their strike craft are bombers only.
For Tec my recommendation as a first capital ship is the Sova carrier. Unlike for the other 2 factions the Akkan is extremely weak in combat and while the colonization bonus is nice to have the colony item from one of the minor factions is a nice substitute often even early on. Edit for the late game: Especially on the titan and starbases where 3 levels of armor also increase the overall shields, the special shield upgrade stacks very well with that.
Love the game its similar enough to the first game where im not having to learn to play from the ground up but different enough that it actually feels like a new game and not just the first game but with better graphics
Man, you could have Marza Dreadnought to break a stalemate/defence by using Marza's ultimate ability. It shoot missiles at EVERYTHING in the target radius. It can destroy a whole fleet of small frigates (You know, the missile frigates, the dangerous of the fleet.) Thousand of missiles go brrrrrrr. I usually get Marza to level 6 as soon as possible and I build them as the 2nd or 1st Capital Ship purely because of the ultimate ability. You can also use Marza's Concussion Charge ability to trap enemy capital ships from trying to warp away. It will stun the target for 4/8/12 seconds. That enough time to get the single one out. And since the Capital Ships are slow, they usually get left behind by the fleet so traping them is even easier. Just have Marza facing them to be ready for Concussion Charge to be launch.
Cool game. I played the older version years ago and loved Tec. I used to assign a group of repair droids to my capital ships just in case. You have better hand-eye than me tho.
So far I've bee losing sight over what exactly is happening in my little empire. But I had that problem in SoaSE 1 as well. No worries, I'm just playing against easy AI for happy build time :)
Focus on map selection. Also, entrench your core worlds. If you get built up enough, the only real world management should be at the borders of your empire. You can do it!
@@hunter7003 I did quickly get built up after I posted that. I had forgotten to get planet upgrades and those gave me all the military research points I still needed for double starbases :)
Your big mistake in some of the early battles was not wiping out the weak enemy ships first, they collectively have a ton of firepower but are easy kills
Wdym? Under orbital structures tab at the top underneath civic is the number of orbital slots, due to different buildings using different amounts there isn't a set amount of buildings, a titan shipyard uses 3, a heavy shipyard uses 2 and a light shipyard 1 for example.
you should do multiplayer game, this is the first space game aside from stelaris that looks like has good potential to be good in multiplayer
25 дней назад
1:20:40 In retrospect the ai exiting with that titan was a very smart move. It would be a player who would risk it to save that doomed system. He had other neighbors less hard then you. You have to disrupt pink he's doing crazy sht the ai rly does look better in 2. What can you say humanity drives a hard bargain (gauss weapons)
Im new to sins, thank you for the video it is really helpfull for TEC economy, im still strugling againt advent missile spam at hight difficulty any quick suggestion? Also do you plan on making the same challenge with TEC Primacy?
regarding your garda flak not being so good around 1h its normal. PD arent working as intended and focus firing on one missile at a time, making missile spam totally OP very early
Hey Potato, I think Unfair AI might be stronger than Impossible. I did a test where I created a game with two teams. On my team I put an impossible AI and on the other team I put an unfair AI. So it was 2v1 but I didn't do anything at all just watched them play. I tested it 7 times with different races and alternating whether Impossible or Unfair was on my team. In all seven games the Unfair AI won.
Just discovered this game on steam, dont know what the hell is going on, but im hooked watching you play...you make me feel like I have an IQ of a peanut.
Impossible AI cheats. They have twice the income rate than you. In a battle of Attrition you will loose. Hard AI is the best without the resource rate bonus.
I thought this was 1v9 in a team but apparently not. Wondered how that was possible. As for 1v1v1... it's actually pretty easy. Get two ceasefires on either side and just build econ until you can smash the AI.
PotatoMcWhiskey You've never used a radioactive missile in the initial group battles (despite the fact that u installed it in the flagship) ? !!! One such missile could have taken out half a fleet of small ships.