great video but i would have loved if you went over some of the tec's research and talking about it, as well as how to build up their planets to make the most out of them.
Exactly, especially as research installs a light AC on the Garda, effectively replacing the Cobalts completely for me, as the garda automatically stays back more and thus prevents getting focussed.
The Marza is an absolute monster in general combat situations. Its anti-planet capabilities are fine, but it shines with its ability to mark targets to take extra damage and its batshit insane missile spam ultimate that clears defenses and ship swarms alike.
Luckily, it's ultimate can be countered like in Sins 1, right? it's still a channeled ability still? Rarely tried it, since Kol felt a very good choice. Though I didn't play the game that much.
Been playing the hell out of this the last few days. One of the first things I did was finish a skirmish and then play that exact same skirmish again with all of the same settings and factions and everything to see how differently it would play out, and it was totally different. So satisfying. I will get so many hours out of this. I'm also noticing the factions are really well balanced, better than they were even at the end of Rebellion's balancing support/patches.
@@Anttown123the trick is you have to catch them doing it early on and dedicate more research than you probably normally would to bolster your own culture. Alternatively, switch to being really aggressive and doing hit and runs with fast ships on their temples of Communion. If their culture is pushing at you hard, they probably had to spend a lot of time and money and logistics slots on all that, which means their fleets and their defenses won't be as strong.
Thank you for the TEC guide. It's my favourite faction in sin of a solar empire rebellion but I haven't played it for 4 or 5 years. So this guide is really helpful for me.
Don't forget Primacy can get access to pirate ships, some are better version of existing TEC ships. Some researches spawn them in the capital planet, while one upgrade for asteroids allow you to summon a group of them. Pirate Rogue is the pirate Cobalt. It has more guns and even have a pair of PDs on them. Pirate Corsair is the pirate Harcka. While it has lower caliber autocannons, it has missiles as well, making them more versatile. Pirate Pillager is the pirate Krosov. Same as the standard Krosov, but it has an autocannon for defense. Not much of a difference since the autocannon is only forward firing. Keep in mind that pirate ships cannot get the shield upgrade.
With the exodus their main strengths rely on their phase gates. It allows them to transport around their empire much quicker. So you can expand aggressively and then come back to defend. Then their star bases can eventually move and warp around with the fleet. It makes their late game army very powerful because star bases don’t count as army cap. So your full supply army plus a star base vs another fully supply army you should win. Then finally their third biggest gimmick is their strip core ability. I use it to wipe out planets far from my core area so I don’t have to worry about defending them. Huge boost to resources when you do. Also going along with the stripping planets the exodus can go fully mobile. You can build everything you need on your star bases and capital ships and just move and raze planets.
The Harcka isn't really that good of an all around unit. It's mostly for tanking damage but its weapons don't have very good piercing so it's not very good against high durability units. A unit's durability is basically damage reduction. If a weapon's pierce is higher than the target's durability, it does full damage. But if the pierce is lower than durability then there's damage reduction. I read on forums that the calculation is something like 100/(100 + durability - pierce) if durability is higher than pierce. So if durability is 100 higher than pierce then damage is 50%, if it's 200 higher then damage is 1/3, if it's 300 higher then damage is 25%, and so on.
The Harcka fits the same role as the Kodiak did in the original for me. Sit on the front line with my capital ships, light frigates, and flak ships while my dozens of long range missile frigates salvo alpha strike after alpha strike safely behind my lines. Honestly it’s probably for the best that the Javelis is now a cruiser and locked behind tier 3 tech. It’s so potent for the TEC.
great video thanks you ! I started the game yesterday so it's an helpful guide, would like to see a bit more about research, can't wait to see the other races guides !
I love these guides! Would it be possible to eventually create guides more focussed on strategy? There’s virtually nothing on the internet about strategies against the various factions (other than one single, very brief guide), and I find it hard to assess the strengths and weaknesses of each faction and each of their units and how to effectively counter them.
The Akkan colony cap ship underperforms as a first capital ship in my experience. Ive tried it in several games but the Sova carrier is a much better choice. It brings a lot more and flexible firepower to the table while being basically impervious to the biggest threat militias have against cap ships which are missiles cruisers. With a bit of luck or teammates you can use the colony seed ability from a certain minor faction to replicate the colony bonus from the akkan. But even without it the much faster clearing and colonizing speed of a Sova with a colony frigate surpasses other options economically. The Akkan is a great choice for a second or third cap ship to either support your Sova or a third capital ship. Thats all based on loot and survey exotics you might get. What reduces the reliance on chance for the Akkan exotics is a Tech 2 civilian research with Tec Primacy which gives the 2 yellow exotics you need for the ship.
@@SliderFury1 yeah but coalition makes sense because its like a ragtag bunch of people that group together against an impending threat. Conclave is more of like, a religious thing, it would fit the Advent more.
This is actually why although I wanted to play mostly vanilla, I did download two mods almost immediately. One increases fleet size by 25% (so you start out with 25% more supply and each upgrade gives you 25% more than you normally would get and you end up with 2500 which I think is the sweet spot). The other removes the logistics slot requirement from extractors. I don't think it makes sense to have to choose between them and things like research temples and shipyards, leaving perfectly mineable asteroids sitting vacant because I wanted a Temple of Communion and an extra Frigate factory.
@@SliderFury1 My computer can't handle that many units on larger maps, so I am better off not taking the increased supply. Asteroids taking logistic slots is BS though you're right.
@@tranquilclaws8470 its not BS its about choices not just brainlessly spamming build the extrators everywhere u can, now you gotta pick and choose and stack up bonuses on a few planets for extractors.
Is there anyone who has a ship counter chart? Since the Advent unit descriptions suck at giving you any hint at what counter what. Thank you for the video! Keep up the good work!
I don't use the fleet ship boats or the lrms, the coloniser ship or the siege ships because you get them for free with your garrison building upgrade. Capitals just do it better I love makin swarms of fighters and bombers which I got pretty high as TEC 200+ but, Advent have the largest at over 300+. I was really into flak frigates they had so many guns compared to the other one would spam 60ish or so. But then I'd just make a fleet of capital ships have 12+ guass 4 carriers 2 support 1 og coloniser and 4 dreadnoughts and a Titan. I don't spilt them any more too as they'd die if trapped by an inhibitor. Which never happens I just send a full fleet.
I do the same however have 8 carriers/2 dreads, I also make sure all flight squadrons are bombers as carriers setup that way are pretty op. Bombers are around 2x DPS over fighters and PD deals with enemy fighters.
Thanks for the Guide, but you could have lost a bit of time to the militia they can build on planets to have personal AI-Fleets. I tried out the others and this seems to be Faction specific just like Unity for Advent and this Phaseboni for Vasari. Like do i have to build my a shipyard directly into the planets gravity-well to get my Militia or do they source it from any shipyard in your empire?
Can someone explain how culture works? In the first game you could literally take over enemy planets if you got the culture to 100%. Does that still happen?
I've played several games over the past couple days. Culture is much less OP than it was in Rebellion (thankfully) each faction gets different buffs when in systems with dominant culture. Advent can take advantage of it in the late game more than the others but it's still no an instant win like it used to be.
Advent has a special ability that you can activate using their special resource that will damage enemy planet(can oneshot underdeveloped worlds), however worlds can be defended via planetary shields of starbases which completely negates all damage
@@Trixterion do you have any idea how to counter the advent converting your ships in the middle of a battle and completely crushing you because your fleet just turned against you?
I can beat top ai, but at higher player counts when there is last advent left, they start converting your fleet every 5 seconds. And nothing you can do about it.
You think TEC are the easiest faction in Sins 2? While the first game was pretty balanced, I always get absolutely obliterated when fighting Vasari with TEC. I can defeat them with Advent, but with TEC, no chance.
New to the game, tried TEC enclave and primacy and they seem strong. Especially TEC enclave as garrisons are super op. Advent seem really weak and their unity mechanic is kinda useless besides the teleport home ability and their economy is so weak compared to TEC. Haven’t tried Vasari yet but they seem like a direct counter to Advent.
I've always enjoyed the Advent but totally agree with the Unity mechanics. They have great missiles and the Psi abilities at higher levels are pretty devastating. Still gotta try Vasari
Advent are OP as hell! Unity wise they boring as hell, but their PSI power is where the OP comes from: 1) Most of their abilities scale up with psi power, and the numbers can be ridiculous (like one ability that detonates antimatter and deals normally at max level 300% of detonated antimatter, now suddenly deals 1500% more than that, not 150% but extra 1500%, it's not a typo. 2) And what about ship modules?! The one module that normally boosts reload by 10%, suddenly provides extra 90% - infinite damage. My titan decimated any capital ship in just 1 second(to the red hull points when it basically useless). But that's late game numbers, and examples could be numerous. Try installing modules that boosts psi power.
Ok, that carrier take is *awful.* Sure, a Sova does the same thing but with guns, but it’s also 3 times the fleet cap, requires exotics, and is significantly more expensive. You absolutely *should* have Sovas in your fleet, but you should also have Percherons to pack out your strike craft numbers. Strike craft superiority wins fights, and anything that helps contribute to that is worth investing in
Vasari have a corvette that generates metal and crystal when attacking enemy structures, they also have a 150 pierce gun and a 300 pierce phase missile making them really good at just fighting enemy trash their 0 durability does sucks tho
I'm a native English speaker and still believe you spoke too fast. I'd suggest slowing it down for a guide video. Other than that, it's a good video for the basics.
great video but i would have loved if you went over some of the tec's research and talking about it, as well as how to build up their planets to make the most out of them.
Go enclave, build garrisons in every planet, watch as your enemies are swarmed by your ships that are completely free.
I’ve been playing multiplayer I’m looking for a good strategy what do u guys suggest ?
Exactly, especially as research installs a light AC on the Garda, effectively replacing the Cobalts completely for me, as the garda automatically stays back more and thus prevents getting focussed.
The Marza is an absolute monster in general combat situations. Its anti-planet capabilities are fine, but it shines with its ability to mark targets to take extra damage and its batshit insane missile spam ultimate that clears defenses and ship swarms alike.
Luckily, it's ultimate can be countered like in Sins 1, right? it's still a channeled ability still? Rarely tried it, since Kol felt a very good choice. Though I didn't play the game that much.
@@ferenjianboard Yeah it can still be cancelled.
Been playing the hell out of this the last few days. One of the first things I did was finish a skirmish and then play that exact same skirmish again with all of the same settings and factions and everything to see how differently it would play out, and it was totally different. So satisfying. I will get so many hours out of this.
I'm also noticing the factions are really well balanced, better than they were even at the end of Rebellion's balancing support/patches.
Yeah you def win with all factions. Tho i feel the adverts conversion is a bit to strong.
@@Anttown123the trick is you have to catch them doing it early on and dedicate more research than you probably normally would to bolster your own culture.
Alternatively, switch to being really aggressive and doing hit and runs with fast ships on their temples of Communion. If their culture is pushing at you hard, they probably had to spend a lot of time and money and logistics slots on all that, which means their fleets and their defenses won't be as strong.
@@SliderFury1 yes you are right, but i was thinking late when all are getting maxed out.
Thank you for the TEC guide. It's my favourite faction in sin of a solar empire rebellion but I haven't played it for 4 or 5 years. So this guide is really helpful for me.
Uhh this is for the sequel dude
Don't forget Primacy can get access to pirate ships, some are better version of existing TEC ships. Some researches spawn them in the capital planet, while one upgrade for asteroids allow you to summon a group of them.
Pirate Rogue is the pirate Cobalt. It has more guns and even have a pair of PDs on them.
Pirate Corsair is the pirate Harcka. While it has lower caliber autocannons, it has missiles as well, making them more versatile.
Pirate Pillager is the pirate Krosov. Same as the standard Krosov, but it has an autocannon for defense. Not much of a difference since the autocannon is only forward firing.
Keep in mind that pirate ships cannot get the shield upgrade.
Would love to see a Vasari guide soon. Hardly anyone talks about them. Makes it very hard to find out anything about the nuances of their playstyle.
Same honestly, they seem like a super interesting faction but I have yet to see any guides on them.
With the exodus their main strengths rely on their phase gates. It allows them to transport around their empire much quicker. So you can expand aggressively and then come back to defend. Then their star bases can eventually move and warp around with the fleet. It makes their late game army very powerful because star bases don’t count as army cap. So your full supply army plus a star base vs another fully supply army you should win. Then finally their third biggest gimmick is their strip core ability. I use it to wipe out planets far from my core area so I don’t have to worry about defending them. Huge boost to resources when you do. Also going along with the stripping planets the exodus can go fully mobile. You can build everything you need on your star bases and capital ships and just move and raze planets.
The Harcka isn't really that good of an all around unit. It's mostly for tanking damage but its weapons don't have very good piercing so it's not very good against high durability units.
A unit's durability is basically damage reduction. If a weapon's pierce is higher than the target's durability, it does full damage. But if the pierce is lower than durability then there's damage reduction. I read on forums that the calculation is something like 100/(100 + durability - pierce) if durability is higher than pierce. So if durability is 100 higher than pierce then damage is 50%, if it's 200 higher then damage is 1/3, if it's 300 higher then damage is 25%, and so on.
The Harcka fits the same role as the Kodiak did in the original for me. Sit on the front line with my capital ships, light frigates, and flak ships while my dozens of long range missile frigates salvo alpha strike after alpha strike safely behind my lines.
Honestly it’s probably for the best that the Javelis is now a cruiser and locked behind tier 3 tech. It’s so potent for the TEC.
As a newbie to Sins this video is so extremely helpful! Thank you sooooooo much
great video thanks you ! I started the game yesterday so it's an helpful guide, would like to see a bit more about research, can't wait to see the other races guides !
I love these guides! Would it be possible to eventually create guides more focussed on strategy? There’s virtually nothing on the internet about strategies against the various factions (other than one single, very brief guide), and I find it hard to assess the strengths and weaknesses of each faction and each of their units and how to effectively counter them.
Good video but man I will never understand marketing energy drinks towards people sat in a chair for hours
you dont understand because your brain doesnt use any energy
The Sova Carrier sucks because the missile batteries won't auto-cast.
its fixed
So true yet i can move them around but not in sins 2
Great and informative video :)
would love to see a guide for Advent .
The Akkan colony cap ship underperforms as a first capital ship in my experience. Ive tried it in several games but the Sova carrier is a much better choice. It brings a lot more and flexible firepower to the table while being basically impervious to the biggest threat militias have against cap ships which are missiles cruisers. With a bit of luck or teammates you can use the colony seed ability from a certain minor faction to replicate the colony bonus from the akkan. But even without it the much faster clearing and colonizing speed of a Sova with a colony frigate surpasses other options economically. The Akkan is a great choice for a second or third cap ship to either support your Sova or a third capital ship. Thats all based on loot and survey exotics you might get. What reduces the reliance on chance for the Akkan exotics is a Tech 2 civilian research with Tec Primacy which gives the 2 yellow exotics you need for the ship.
The Ragnarok is a gun covered in guns
No it’s a shotgun in space.
Preferably drawn in crayon.
Apparently, the Federation finally gave up on ship captains dumping the core and just turned it into a gun.
I always looked at the Ragnarok as a Death Star, covered by guns, with a small propulsoin engine behind :)
I wish you had that nice intro of ships moving forward similar to your Warhammer 3 race guides lol
It's actually the Trader Emergency Coalition, not Conclave lol. Good vid though
I'll be honest, I think Conclave sounds cooler 😅
@@SliderFury1 yeah but coalition makes sense because its like a ragtag bunch of people that group together against an impending threat. Conclave is more of like, a religious thing, it would fit the Advent more.
bro i swear i started tripping when i heard him, glad someone knows too
agreed on video being great
For TEC, I honestly believe that spamming commercial ports on your planets is more advantageous than building mining orbitals.
Mostly fine until someone monopolizes one of the resources and you can't buy any.
@@98cents Good thing you can change your trade nodes to that resource 😁
I actually prefer doing no extractors and using up slots with trade ports on asteroids. Better to use science stations for phase lane spotting.
This is actually why although I wanted to play mostly vanilla, I did download two mods almost immediately. One increases fleet size by 25% (so you start out with 25% more supply and each upgrade gives you 25% more than you normally would get and you end up with 2500 which I think is the sweet spot).
The other removes the logistics slot requirement from extractors. I don't think it makes sense to have to choose between them and things like research temples and shipyards, leaving perfectly mineable asteroids sitting vacant because I wanted a Temple of Communion and an extra Frigate factory.
@@SliderFury1 My computer can't handle that many units on larger maps, so I am better off not taking the increased supply. Asteroids taking logistic slots is BS though you're right.
@@SliderFury1you can always just delete them back and forth. Its part of the game.
@@tranquilclaws8470 its not BS its about choices not just brainlessly spamming build the extrators everywhere u can, now you gotta pick and choose and stack up bonuses on a few planets for extractors.
I think it’s trader emergency coalition
Correction: Not all colony ships are defenseless.
Is there anyone who has a ship counter chart? Since the Advent unit descriptions suck at giving you any hint at what counter what.
Thank you for the video! Keep up the good work!
Subbed and genuinely considering Holy. Awesome video, could you imagine the Naboo being a Minor Faction? That’d be sweet
For Sins Rebellion there was a Star Wars mod I think. Hoping the modding community gets going fast :D
@@ColonelDamneders that’s exactly what I was thinking
I don't use the fleet ship boats or the lrms, the coloniser ship or the siege ships because you get them for free with your garrison building upgrade.
Capitals just do it better I love makin swarms of fighters and bombers which I got pretty high as TEC 200+ but, Advent have the largest at over 300+.
I was really into flak frigates they had so many guns compared to the other one would spam 60ish or so.
But then I'd just make a fleet of capital ships have 12+ guass 4 carriers 2 support 1 og coloniser and 4 dreadnoughts and a Titan.
I don't spilt them any more too as they'd die if trapped by an inhibitor.
Which never happens I just send a full fleet.
I do the same however have 8 carriers/2 dreads, I also make sure all flight squadrons are bombers as carriers setup that way are pretty op. Bombers are around 2x DPS over fighters and PD deals with enemy fighters.
Thanks for the Guide, but you could have lost a bit of time to the militia they can build on planets to have personal AI-Fleets. I tried out the others and this seems to be Faction specific just like Unity for Advent and this Phaseboni for Vasari.
Like do i have to build my a shipyard directly into the planets gravity-well to get my Militia or do they source it from any shipyard in your empire?
Can someone explain how culture works? In the first game you could literally take over enemy planets if you got the culture to 100%. Does that still happen?
would love to know this as well!
I've played several games over the past couple days. Culture is much less OP than it was in Rebellion (thankfully) each faction gets different buffs when in systems with dominant culture. Advent can take advantage of it in the late game more than the others but it's still no an instant win like it used to be.
Culture does not flip planets or prevent colonization
Advent has a special ability that you can activate using their special resource that will damage enemy planet(can oneshot underdeveloped worlds), however worlds can be defended via planetary shields of starbases which completely negates all damage
@@Trixterion do you have any idea how to counter the advent converting your ships in the middle of a battle and completely crushing you because your fleet just turned against you?
PDC stands for Point Defense Cannons, not Personal 😉
what was that fps game you were playing during the holy energy ad?
He was playing “Roboquest”
I can't tell if henisntalking so fast normally, or trying spiff's trick, but 75% speed is the inly way anything makes sense
I can beat top ai, but at higher player counts when there is last advent left, they start converting your fleet every 5 seconds. And nothing you can do about it.
Yeah advent wrath fucks late game it's titan can just straight up yoink a planet even if it's shielded
Is Trade Ports same as Rebellion where they generate more income based on distance from one another? Further they are more money they make?
You think TEC are the easiest faction in Sins 2? While the first game was pretty balanced, I always get absolutely obliterated when fighting Vasari with TEC. I can defeat them with Advent, but with TEC, no chance.
New to the game, tried TEC enclave and primacy and they seem strong. Especially TEC enclave as garrisons are super op. Advent seem really weak and their unity mechanic is kinda useless besides the teleport home ability and their economy is so weak compared to TEC. Haven’t tried Vasari yet but they seem like a direct counter to Advent.
I've always enjoyed the Advent but totally agree with the Unity mechanics. They have great missiles and the Psi abilities at higher levels are pretty devastating. Still gotta try Vasari
Right now Advent Tempests are dominating the MP games, so Advent are far from weak, the opening meta of the game is entirely distorted around them.
Advent are OP as hell! Unity wise they boring as hell, but their PSI power is where the OP comes from:
1) Most of their abilities scale up with psi power, and the numbers can be ridiculous (like one ability that detonates antimatter and deals normally at max level 300% of detonated antimatter, now suddenly deals 1500% more than that, not 150% but extra 1500%, it's not a typo.
2) And what about ship modules?! The one module that normally boosts reload by 10%, suddenly provides extra 90% - infinite damage. My titan decimated any capital ship in just 1 second(to the red hull points when it basically useless).
But that's late game numbers, and examples could be numerous. Try installing modules that boosts psi power.
How do you get 2 starbases in the same gravity well as encalve?
Military 5 research lets you have 2 starbases at the planet. 4 bases at a star
@@blazelight3614 that’s crazy! Thank you!
Trader emergency coalition
loving the game. the only thing i dislike is the abscence of formations.
atl click puts them i wide formation however I know what you mean.
Conclave? Is this comment bait? It's Coalition.
Ok, that carrier take is *awful.* Sure, a Sova does the same thing but with guns, but it’s also 3 times the fleet cap, requires exotics, and is significantly more expensive. You absolutely *should* have Sovas in your fleet, but you should also have Percherons to pack out your strike craft numbers. Strike craft superiority wins fights, and anything that helps contribute to that is worth investing in
Please do Vasari. No one seems to care about the Vasari. I think they have some of the most unique mechanics and have a harder start.
Vasari have a corvette that generates metal and crystal when attacking enemy structures, they also have a 150 pierce gun and a 300 pierce phase missile making them really good at just fighting enemy trash their 0 durability does sucks tho
@zach942 Thanks for the tip.
*Here's them called "Tech"
Ima head out
Conclave.....
Say it with me tarded. TRADER. EMERGANCY. COALITION.
Calling the point defense “personal defense” bothered me way more than I thought it would
Saying bothered by instead of bothered me bothered by way more than i thought it would
@@NovaAlcorsomebody call the fire department for this burn. Yeeeeeouch!
Good videos
I'm a native English speaker and still believe you spoke too fast. I'd suggest slowing it down for a guide video. Other than that, it's a good video for the basics.
gaming is tiring work. That made me laugh.
TEC stands for Traders Emergency Coalition. 15 seconds in and you are already wrong lol. Not even going to finish watching the video.
In this "guide" you basically just rewrote or directly read the tooltips for everything... 0/10
Even if he did this was in a much easier to consume format.
this game feels basic af
because its the base game and is in ver 1.0. right now just an improved sins: rebellion