Alright so im going to be doing my final write up as a beta tester for Sins: Rebellion Beta-2. And I would just like to present this in hopes that stardock/ironclad will take notice of my opinion of the game. I'm just going to divide this into bullets because I like bullets, you like bullets, we all like bullets. I will have Tl;dr's at the bottom.
- Titans: They are very, very cool. They add alot to the game and are basically like the "boss" of the enemy army. IT kind of reminds me of a hero from warcraft 3 im going to share a little secret with you all. But almost all titans I have played with can go to the pirate base and clear all the ships(not the turrets) and get to level 3. This brings back some good memories that I used to have in some older RTS's.
Although I do feel that some of the abilities could use some work. The Advent Loyalist has alot of cool features and speaks for the "lets take over the universe" kind of play style, the TEC loyalist feels very support-like and capable of defending his fleet, the rebels feels like a giant gun that wants to plow through the enemy army. The Rebel Advent however I am severely disappointed in. The Advent Rebels are supposed to be about sacrifice and renewal, purification fits this very well, and it synergies Strength of the Fallen. But the Ultimate is controlled entirely by the opponent and I cannot use it strategically on my own accord, the Eradica needs a new ultimate.
And the last thing is, I feel that titans however have to much of an impact on the game, this is mainly because they retain their level upon dying. I understand why this was done as if you did not retain the level you would be put behind by an absurd amount. I think you should have a temporary debuff upon revival that reduces your damage by a small percentage.
- Tech Trees:
The TEC Loyalist: I feel like you are supposed to turtle, eco up, build up and army, attack with the novalith, then blitzkrieg them with your army. You basically get the chance to get amazing amounts of buffs while you are in your territory. And you also get the amazing ability to have two starbases in one territory. They feel the most complete and true to what they are supposed to be.
The TEC rebels: work in the vise versa with a very aggressive approach towards your enemy. You research truce among rogues and gain that expansion lead, and then you can get pirate mercenaries to synergize with not going down the Civilian tree by giving you a small army. You can make very swift strikes against an enemy because of how good your offense is. They have alot of ways to gain troops even if going down the diplo/civilian route. Although I do think they could use more tech in the offense tree.
The Advent Loyalist: The problem comes with the advent again its more of the rebel advent that have this issue than the loyalist(But im still going to rant about the loyalist first for consistency). The Loyalist work in that you have to build culture this provides great buffs for you. You have alot of ways to improve your culture as well. Such as Confluence of the Unity to speed up the spread of your culture. Acclimation of Will improves the speed at which the enemies allegiance decays. Planet for a Planet, does a very poor job of explaining what it does please rework this tooltip. Now an actual Loyalist defining ability is Mass Unity this is in my opinion their signature tech because it is their most noticeable much like how TEC-R have TAR and TEC-L have their starbase tech.
But my problem with the advent is why does their tech come so late. This is what I was talking about is why does the TEC always get the better end of the deal. As the TEC you get militia weaponry and militia armor which each respectively improve the TEC damage by 30% when upgraded and give 4 armor while in their own territory(they do not have to be in their own culture), not only this but this naturally goes down the offensive tree and is upgradeable at tier 5. The Advent-L get Ancient Retribution at tier 6 hostility, which gives them +15% damage, 5% range, and 2% shield mitigation. They also get fury of the unity which is tier 8 which gives them +10% damage in their own culture this add up to 25% damage if you get them both which is unlikely as both of them are in different tree's.
My point is stardock, please make these techs outrageously powerful, im talking about that 10% damage increase in their own culture should definetly be around +30-40% because it is higher then militia weaponry in the tech tree, but is also in harmony(which has no synergy at all). But they also have to be in culture, not just their territory.
The Advent Rebels: They do not feel any different than the Advent from Trinity the things that make them special come severely late and a lot of them are not noticeable. I'll break this down into detail.
If you actually look at their tech most of them are passive, Return of the Fallen and Reanimation almost none of these are noticeable and as far as I know they are bugged and not working. But maybe its just me and a lack of oversight, but adding a visual such as a purple cloud and maybe a skull over the revived unit for a few seconds would be a great indicator. These passives for their cost are not worth it also, they need a value increase because for 10% chance to revive your unit a TEC-R player has a 100% chance of being able to call in a small squadron of pirate units. Small numbers in this game are generally not worth it. Give these numbers a buff 15%-20% either of them would be sufficient.
Expulsion is hardly noticeable and again its a passive ability. Cleanse and Renew again a passive ability, give this a visual also like maybe a purple siphon from the planet goes towards ships with anti-matter make it visually appealing to upgrade. Wail of the Sacrifice is the only thing that makes the Advent Rebels unique, even this ability needs some help because the damage depends on planet population which takes alot of time. Replace expulsion in my opinion with some way to increase a planets population growth.
Protection of the unity is alot like Planet for a Planet and is very vague in what it does. I have no idea how to activate this ability. Scrap it and give us something unique please. The one other thing I have to say that is positive for the Advent-R is the new buff to the Temple of Renewal which grants shield regeneration. Another thing is all of these come severely late in the tech tree, early game there is no way to tell a rebel from trinity advent give us something early. I normally am not this harsh but the Advent Rebels were poorly designed.
- Superweapons: For the love of god nerf the novalith, the Vasari's superweapon disables static defenses for a short time, opens a phase gate for a minute and 30 seconds, and does damage to all things in the gravity well. The Deliverence cannot spreads culture, and in return gives the culture buffs to an offensive advent army(especially loyalist, not so much rebels which I think needs to be improved). But seriously the Novalith does planet damage, makes it uncolonizable if destroyed, and the trade/planet growth debuff last for 30 minutes are you serious? a 30 minute debuff. Thats pretty much all I have to say on this matter.
- Corvettes: They give a good early game advantage but im not exactly sure what their role is yet, its kind of confusing.
And that pretty much concludes my thoughts on Beta-2 I hope stardock reads this and takes note of everything.
Tl;dr: Titans are great, but give them a debuff upon respawning. Buff the advent tech trees, Milita Weaponry/Armor for the TEC give higher values of damage at tier 5(which all they have to do is be in their own territory) then the tier 8 advent damage buff(which has to be in their own culture. Redo the Advent rebels tech tree, they are bland and almost nothing makes them special from the trinity advent. Nerf the Novalith cannon, Corvettes are confusing.
Small note: Please move Augemented Defense Grid, Phase Jump Inhibitor, and Hardened cities to the security tree. Also maybe spread out the advents tech a bit more because almost all of it was put into the harmony tree, and none was put into the security tree or diplomacy tree. This is another cause for the blandness.