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Sins of a Solar Empire II News

Creator Spotlight: Sins of a Solar Empire II

Hello, Sins of a Solar Empire II fans! Today, we're excited to shine a spotlight on some YouTube and Twitch streamers who have been diving deep into Sins II. Whether you're looking for strategic insights, entertaining gameplay, or just some quality space-faring fun, these creators have got you covered.

Check out their channels and be sure to follow them:


[h2]Colonel Damneders[/h2]
A content creator specializing in lists, guides, insights and tips. A huge fan of Warhammer 3, with incredibly informative content for all skill ranges from new players to veterans.




[h2]Pravus Gaming[/h2]
A consistent creator with gaming content ranging from hardcore strategy to casual simulators, a cult of personality.




[h2]DasTactic[/h2]
Known for their detailed feature and mechanical breakdowns during playthrough streams, and insightful strategy game discussions on their podcast.




[h2]MontuPlays[/h2]
One of the best names in Sci-Fi Gaming, and a Stellaris specialist. an engaged and entertaining creator that opts for playthroughs, challenge runs, and tier lists.




[h2]Nivarias[/h2]
A lover of strategy and simulation games, who focuses on publishing fully edited Let's Plays. Condenses longer playthroughs down into meaningful high quality content.




[h2]Koinsky[/h2]
A passionate French variety creator with a preference for strategy, management, city builders and RPGs.




[h2]Corey Loses[/h2]
A long time modder of Star Wars games who brings their development perspective into their content. An excellent source of news like informational updates on Sci-Fi Games, and Star Wars Content.




[h2]Writing Bull[/h2]
Previews of the latest city builder and strategy games, often as exclusive premieres with developers. Let's Plays as stylish adventure stories in dignified sentences and with a wink.





These creators are just the tip of the iceberg when it comes to the amazing community surrounding Sins of a Solar Empire II. Be sure to check out their channels, give them a follow, and stay tuned for more exciting content.

[h2]Wishlist Sins II[/h2]
https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/

Video Blog: Evolution of Sins II Pt. 1 - Top New Features

[h2]Deeper strategy, enhanced tactics, and an all-improved game experience... This is Sins of a Solar Empire II. [/h2]

Welcome to the first video in our deep-dive series on Sins of a Solar Empire II. Over the coming months, we'll be exploring all the exciting new features and improvements in this monumental sequel. Today, we're kicking things off with an overview of the top features that make Sins II a game-changer in the 4X RTS space strategy genre.

[previewyoutube][/previewyoutube]

[h3]A Look Back at Sins: Rebellion[/h3]
The Sins of a Solar Empire series has long been a staple in the real-time strategy (RTS) genre, blending elements of 4X gameplay—explore, expand, exploit, and exterminate—into a seamless and engaging experience. The stand-alone expansion, Sins of a Solar Empire: Rebellion, set a new benchmark with its intricate balance of tactical and strategic gameplay. Whether you were commanding a single capital ship or ruling over a vast spacefaring civilization, Rebellion offered a scale and depth that few games could match.

Rebellion broke down genre boundaries, allowing players to focus on various aspects of the game to achieve their goals. From managing a detailed resource economy and engaging in intricate research and planetary development strategies to navigating diplomacy and constructing mighty fleets, the game offered something for everyone. Its great graphics, lively multiplayer scene, and robust modding community kept it popular for well over a decade.

[h3]Introducing Sins of a Solar Empire II[/h3]
Now, twelve years after Rebellion's release, Ironclad Games and Stardock present the latest installment in the series: Sins of a Solar Empire II. This new game takes everything fans loved about the original and turns it up to 11. Nearly every aspect of the original game has been enhanced and upgraded, with many new features added to increase the overall scope, depth, and replayability.

[h3]Key Improvements in Sins II[/h3]
Sins of a Solar Empire II offers significant improvements in both strategic gameplay and tactical simulation. A modern user-interface (UI) has been introduced, featuring time-saving tools that make the game easier to play for both beginners and experts. The six playable factions now have more nuanced, lore-friendly, and tactically asymmetric interactions, keeping players on their toes. Minor Factions also play a more dynamic role, offering interesting choices and powerful benefits throughout the game.

The game was developed with a brand new and powerful engine, allowing for dramatic improvements in graphical fidelity and the number of simulated in-game entities. This ensures that Sins II not only looks amazing but also runs smoothly, even with complex simulations.


[h2]Highlighted Changes[/h2]

[h3]Strategic Simulation[/h3]
One of the most exciting new features is "Orbiting Planets." This dynamic addition allows certain stars and planets to gradually migrate across the map, severing and forging new phase-lane connections. This can dramatically change the strategic landscape, making previously secure planets vulnerable to direct assault. The game offers tools to forecast the positions of these orbiting planets, allowing for careful planning of invasions or defenses.

The new fleet management system is another game-changer. Ships can now be constructed and directed straight to a fleet on campaign, reducing the need for micromanagement and allowing players to focus on tactical battles.

[h3]Tactical Simulation[/h3]
The tactical simulation has also seen a significant leap forward. Ships now have Armor Points, Hull Points, Shield Points, and Durability, adding layers of tactical nuance. Individual missiles are now critical components of the combat system, capable of missing their targets due to evasive maneuvers or environmental obstacles. Gun turrets and point defense systems have defined firing arcs, forcing players to consider the orientation of their vessels.

The introduction of Item Slots for Capital Ships, Titans, and Starbases allows for unprecedented levels of customization. These items can be swapped in and out, enabling players to adapt their strategies to counter specific opponents or transition smoothly from early to mid and late-game scenarios.

[h3]Faction Differences[/h3]
The distinction between the main player races has been further refined, offering unique gameplay experiences rooted in each faction's lore and strategic ethos. For example, the TEC focuses on trade, while the Vasari must capture their first planet and show a marked disinterest in credits early on. Minor Factions now play a more dynamic role, offering strategic advantages through summons, auctions, and access to critical facilities.

[h3]Technical Advancements[/h3]
Sins of a Solar Empire II introduces a ground-breaking multicore 64-bit engine, designed to elevate the game's graphics, performance, and technical capabilities. This advanced engine fully leverages available RAM and is scalable, capable of utilizing every core of a processor. This ensures efficient operation and supports a more detailed simulation than ever before.

[h3]More to Come[/h3]
The new content we've covered is just a small taste of what's to come. The video linked above marks the beginning of a series aimed at showcasing new and reengineered gameplay features. We'll be diving deep into various aspects of the game, from the four X's—explore, expand, exploit, and exterminate—to the unique gameplay styles of each faction.

Stay tuned, because we're just getting started!

Dev Journal 3: A Post Mortem Playthrough Adventure

A number of fans have asked us about how Sins II plays, both from a new and returning user perspective. This past weekend, we played a 10-player dev FFA bout where I took the role of a TEC loyalist empire. Let’s walk through how things went!


As a TEC player, I start the game with a home planet, large and small ship factories, and a Refit Bay. I also get two scout corvettes which automatically set out to reveal my surrounding area. As with Sins: Rebellion, my first capital ship is free, so I pick the Akkan battlecruiser. The Akkan specializes in colonization which makes it ideal for the early game in helping to buff new planets. It also has the ability to enhance the ships in its fleet with its Inspiring Broadcast.

In Sins II, your planets are more important than ever; they’re not just credit generators and a place to host your orbital structures. Part of this change is in the research system, as research infrastructure is now planet-based. By investing in these areas, you can gain research points that unlock tiers in the research tree.

This early in the game, I want to quickly reveal my area, so I do some initial investment in Military research and unlock the Prova Jump Computer to decrease my scouts' phase charge time.


My surrounding planets are all asteroids and volcanic, so initially I really just need to research Volcanic Colonization since asteroids don’t require special technology.


I’ve found my first opponent! SolarSpish, a fellow TEC player, is just a few jumps away. Since I have alliance colors turned on, all hostile players will show red and allied blue. This makes it very easy to tell friend from foe at a glance.


Neither SolarSpish or I want to get into a tussle this early on - the game is just 6 minutes old at this point! He offers me a peace treaty which I gratefully accept.


With that resolved for now, I focus on colonizing all of my surrounding worlds and grabbing the precious derelict loot! Derelicts are another new feature in Sins II and can be found around many planets. These ruined objects need to be captured by a capital ship and can grant both resources and XP.


In the screenshot below, you can see a few things happen in fast succession: My capital ship gains a level from capturing the derelict; I put this point into its Colonize ability to bring it up to level 2. My research on Focused Exploration also finishes, granting me 4 free scout corvettes and the ability to find Minor Factions faster.

Moments later, I encounter the first Vasari player, Unikraken. I don’t know where his worlds are located, but he offers me a peace treaty which I also accept to avoid a war with someone who’s location I don’t know.


As a TEC loyalist player, one of my special bonuses is the Garrison Command on my homeworld. These forces don’t take up any fleet supply, so I switch them into offensive roam mode which sends them to assault adjacent planets with enemy forces present. This helps free up my fleet to continue colonizing planets that are further away.


A few minutes later and it’s clear that I have a big problem looming: I don’t have any Ice planets to colonize, which is going to seriously hamper my crystal income. As you can also see in the image below, I’ve just found SovereignEcho - a Vasari Exodus player. He’s far away from me, however, so not an immediate threat.


At this stage, I’ve found a couple of the Minor Factions. Unfortunately, a bug I found is keeping me from sharing a screenshot of them, but we’ll get it fixed up. (smile) Minor Factions have received a major update since the Sins: Rebellion DLC and are a main part of the game. For starters, the metal and crystal markets are now Minor Factions that exist on the map; until you reveal them, you’re unable to trade with them. Minor Factions can be revealed either by your scouts, or by using Influence, one of the game’s new systems. I’ll delve more deeply into Influence in a future dev diary.



In Sins II, it’s important to keep tabs on the planets' orbits, since these affect phase lane connections. In the above two screenshots, you can see the shifts over the next hour of game time from using the Future Orbits feature. Luckily, my planetary neighborhood is pretty stable, but you can see that the asteroid, Niebuhr, is going to gain a connection close to me.


Even though I’m lacking in precious crystal resources, as a TEC player, I have access to Trade. By assigning trade points to crystal, I can boost my crystal income by +1.0 per second which is vital to keep me in the game. Of course, I could also buy crystal off the market by trading it for credits once I locate that faction on the map.

With all of this happening already, we’re still less than 20 minutes into the match.


I wanted to show the Diplomacy screen here because you can see that my alliance timer with SolarSpish is getting ready to expire. In Sins 2, players can set an alliance lock timer which prevents either side from launching a sneak attack for the duration. Once the timer expires, you still have your peace treaty, etc. but either player can break it at will.


This makes scout corvettes a valuable unit throughout the game - if you lose track of what other players are doing, you will learn to regret it! In the above shot, you can see that I’ve just sent a cohort of scouts out.


Shortly after sending out my scouts, I discover an Ice planet - yay! Unfortunately, it’s in Unikraken’s domain, which makes it nigh impossible to capture without causing tensions. Now, had I been paying better attention during our match, I would have seen that our alliance lock timer had 10 minutes left on it. This would have been the perfect time to take Yoshino!

Instead, my attention was on bringing my forces closer to home so I could attack Ganesa and sync up my new ships quickly. In the above shot you can also see a Minor Faction auction for some Kalanide exotics. At this point, I don’t have much Influence, but I use what I have in a bid for it. Luckily, my bid won and I scored the exotic resources.


A new system we’re adding for the summer update is Surveying, which replaces the current Excavation system. I won’t go too much into the details of it right now, but you can see that my efforts bore fruit on Icarion!

My scouts have also discovered several new enemy empires…

A few minutes later and we have our first player defeated - Republica101 was taken out by the AI. It’s not over for him yet, though! He’ll quit and then rejoin to take over the AI’s empire that just defeated him (which is another new feature). (smile)


I wanted to show the lines of culture influence that have now formed on the map. You can see the green, blue and red lines along the phase lanes, which represent my, my allies (SolarSpish) and enemy cultural influence. Culture does a few things once it's dominant in a gravity well; for TEC it grants a credit income rate bonus.


Jumping ahead, we see that I have become stuck: I have two allies on either side of me and only one asteroid I could attack - Deiphobus. All this time I’ve been building up my fleet and technology, but it’s not nearly enough to betray someone. Why not attack, Deiphobus? It belongs to the Aluxian Resurgence Minor Faction, and they have a 900-supply fleet out there. Mine is just under 400, so that’s not a bee’s nest I want to poke. Instead, I decide to attack the asteroid Niebuhr after SolarSpish and I renew our peace treaty for another 20 minutes.


Niebuhr falls quickly to my forces and I’m only 2 jumps away from Stephen’s homeworld right now. He’s a TEC Rebel player and is asking for peace, but I smell blood…

You know how I mentioned earlier that scouting was important? Well… I was so focused on his homeworld that I totally ignored the asteroid in between and ran into this.


I stuck it out for a couple of minutes, but with his fleet and the Argonov starbase, I was in deep trouble. I ordered my forces to retreat back to Niebuhr, but not before losing my Kol battleship and another 150-fleet supply of ships. With my tail between my legs, I ran back to Ganesa and made peace with Stephen. It was at this point that Republica101 was slain for the last time by Zabik.

I would spend the next few minutes rebuilding my forces, establishing starbases on my key planets, and upgrading my technologies. I’m definitely feeling the constraints of my little empire. I only have 4 full planets, which limits my ability to increase research tiers without resorting to planet items. At this point in the game, I am 1st in Research but only 6th in Military and Economy. I really, really wanted a titan, however, so kept on the research focus.


Now with over 1,000 fleet supply, I decide to take out Deiphobus. It’s not a big gamble as others have already beaten down the Aluxian Resurgence, but it gets my new capital ships some XP. With the way open, I finally capture an Ice planet - Orpheus. I know I may not have it for long, though, as Zabik and his 1,400-fleet supply armada is right next door.


Luckily for me, Zabik headed towards Danae to take out Stephen; and unfortunately for Stephen, SovereignEcho was there to help. Since I’m allied with both players, you see both in blue on the tooltip above, but with Echo’s nearly 1,700-fleet supply and Zabik’s 1,460-fleet supply, he was toast. I jumped my forces to Eetorian to pick off some of Zabik’s stragglers, and then jumped to Nakai to attack Zabik. This was a poor decision as Fyst would jump in to pincer me while Zabik’s fleet returned to Eetorian. Once again, I would escape but lost a few hundred fleet supply.

Now two hours into our match, the first titan has been unleashed by SolarSpish. A few minutes later, SovereignEcho would also complete their titan and begin the process of going fully mobile. For my part, I finally unlocked Ogrov torpedo cruisers and was again rebuilding my forces; while at the same time, working on my own titan.


Having learned earlier lessons the hard way, I noticed SolarSpish moving his fleet toward Orpheus. There was no good reason to do so unless he planned to backstab me, and backstab me he did. All of my forces were at Orpheus and two things worked in my favor: The first is that my Akkan battlecruiser was level 6, and I had unlocked its ultimate ability - Armistice. This forced a cease fire for 60 seconds which was just enough time for my own titan to leave the drydock and avoid destruction.


Unfortunately, the day would not be mine. I would manage to inflict a fair amount of damage thanks entirely to my starbase and Ankylon, but the numbers were just not on my side.


Again I was at risk of being wiped out as Fyst flanked me by attacking and destroying Deiphobus. I was forced to retreat with my titan and few remaining to ships back to Niebuhr. To cap off this dev journal, my once proud empire would be effectively become vassal to both Unikraken and Fyst.

Video Blog: History of Sins of a Solar Empire

Sins of a Solar Empire exploded onto the real-time strategy scene in 2008 and wowed genre enthusiasts with its seamless blend of RTS and 4X gameplay, amazing graphics and deep strategy. Sins of a Solar Empire: Rebellion is still well loved today with thriving modding and multiplayer scenes.

[previewyoutube][/previewyoutube]

Now, Ironclad Games and Stardock return with Sins of a Solar Empire II, a long awaited and much anticipated sequel to the hit series. With all new strategic and tactical gameplay elements, reworked mechanics and a whole game engine, new user interface and graphics, Sins of a Solar Empire has returned to stake its claim once more as the king of of the RTS genre!

In this video, we're taking a deep dive into the Sins of a Solar Empire series, from the very first game through Rebellion and its DLC, and finally Sins of a Solar Empire II.

[h2]Wishlist Now: [/h2]
https://store.steampowered.com/app/1575940

Dev Journal 2: Gameplay Trailer Breakdown

[h3]We thought it might be helpful to point out some details in our gameplay trailer that illustrate some key differences between Sins 2, Sins: Rebellion, and other strategy games (especially of this scale).[/h3]

You can view the full video below:
[previewyoutube][/previewyoutube]


The Planner

This scene shows how planets orbit and phase lanes change. The speed is accelerated to exaggerate the feature but it actually occurs very slowly giving players time to plan their defensive and offensive strategies.

Planets close to the star tend to orbit faster than planets further from the star. On this particular map it takes about 1 hour for the innermost planet to orbit and 3 hours for the outermost. This may seem slow, however the network of interactions of planets moving at slightly different speeds and positions makes for very interesting map changes without descending into chaos. Defensible trench lines still exist, but they slowly change.


The blue bar just below the top bar is showing that the author of the video is using the ability to scrub into the future to see where planets and phase lanes will be up to an hour in the future. This enables players to plan far ahead.

The little blue arcs next to each planet indicate the direction and speed of the planet orbits. Most planets move in the same direction just like in real solar systems. This is called 'prograde'.


However, note that some planets in the video move in a retrograde direction - this opens up some really cool strategies.



The Mobilizer

The aggressor in this video is the red Vasari player. The scene shows the new look of the War Year 35 designs of the Vasari and two of their new units which I admit are difficult to see. We'll make them more obvious in the future.


Near the left wing of the titan is the new "Kortovas Oppressor" which is a heavily armored cruiser. It features a number of actuating turrets designed to engage multiple light targets from multiple directions, making it useful to drive into a horde of less armored frigates. It also has point defense to help counter missiles that are designed to penetrate its armor.

Near the right wing of the titan are a few "Jusotra Fabricator" cruisers. The Vasari are a very mobile race so the new Fabricators allow them to construct corvettes and frigates while moving with the fleet. Fabricators also collect combat debris for resources to fuel their construction abilities. Finally, they also operate as mobile retrofit bays which allows players to customize their capital ships and titans on the fly (instead of having to return back to a planet with the appropriate structure). This is a brand new and very important feature. I'll dive into more detail at another time.



The Defender

This shows the TEC defender who is preparing for a potential attack from the red Vasari player. There is a lot to unpack here so I'll just hit a few points.


First, it shows the TEC ships in War Year 35. There is a mix of new units and refinements of the Sins: Rebellion units. The refinements reflect how the units needed to adapt to the deeper combat model and new strategic factors. I'll just point out a few examples.

The Kol has swapped out its single fixed gauss cannon for two giant dual gauss turrets (one on top, one on bottom). These can rotate to engage targets as the Kol moves into an optimal position or to engage units trying to get around him. However, as heavy hitting weapons, they rotate slowly and are unable to track fast moving targets, leaving him vulnerable to certain ships. With fully simulated turrets it's very important to consider your position and firing arcs, and to take advantage of your enemy's limitations.

We can also see a few new units (Harcka Cruisers, Retrofit Bays, Autocannon Defense Platforms) and a variety of refined familiar units. The familiar units have been substantially updated for integration into the new tactical gameplay; and a number of them have radically new strategic functions as well. I'll speak a bit more about that in a later scene.

The blue and yellow coloring reflects the ability of the player to choose his primary and secondary hull colors before beginning the match. Players who prefer less color paint on their ships can select the 'minimal color' option when they choose their logo and portrait. This is closer to the Sins: Rebellion style.



The Influencer

Sins 2 introduces a new currency called "Influence". Influence allows players to convince minor factions into doing your bidding.

At the beginning of the game a random selection of minor factions populate the galaxy. The number is dependent on the map size. At first you have no idea which ones they are, but you can either scout to find them or pay Influence to informants to reveal one minor faction at a time.

You generate Influence in different ways but the primary method is through culture. Once you've accumulated enough, you can use it to increase your Influence level with a minor faction, giving you access to better offerings. These could include anything from special items, reinforcement fleets, or even gambling.


In the video you can see the player has 1 level with the Viturak faction and 4 levels with the Aluxian faction. As they move the mouse cursor they are evaluating what minor faction offering they want to spend Influence on.

There is a lot more to minor factions such as auctions, markets, destruction, and more but I'll cover those at another time.



The Empire Builder

This scene shows the player building some structures, building a ship, zooming out to see the empire, and some other unique features I'll describe momentarily.

The first goal here is to show new players the scale of Sins 2. You can build stuff at a planet and then you zoom out to see an entire empire of planets to build at.

Now let's dive into some new stuff. We mentioned earlier there are structures with radically new functions tied to new strategic systems. Much of this new functionality isn't demonstrated in the video whatsoever but I'll summarize nonetheless.


First, the Retrofit Bay (far left). This is used by the TEC to customize their ships by building items on them. You can queue these up to be built at any time, but they will construct really slowly unless you are in the gravity well of a Retrofit Bay. Retrofit Bay’s also serve as repair stations with research upgrades. More on items shortly.

The transparent structure being built is the Tradeport. While having a Tradeport is nothing new relative to Sins: Rebellion, its function is quite different. All races now have a unique Empire System. The TEC's Empire System is 'Trade' which leans heavily into their lore and is quite different than Sins: Rebellion. The other two races cannot use this and have their own exclusive Empire Systems.

Each planet type is good at producing / exporting something. For example, you can get a lot of metal from a volcanic planet and unlock metal trade capacity by building Tradeports there. However, your overall trade throughput is limited by export points, which are acquired through various means such as specialized planet items like warehouses. You can dynamically allocate these export points between your traded resources at any time in a specialized window. As a result, the TEC has an extremely flexible economy.

There are a lot of neat strategies that emerge from this, but our favorite is to build a metal trade network and then kill off the minor faction metal market so other players are deprived of that flexibility without harming our own. Economic warfare is very much part of Sins 2.

One downside of trade is that your trade ships are vulnerable to attack, but you can research 'trade escorts' that autonomously protect your tradelines and don't affect your fleet supply.

Moving on from trade, in the upper right is a refinery which by War Year 35 the TEC has converted into an Exotic Refinery. I'll discuss the new Exotic system below.

Next there some some ship factories for use with the new Sins 2 Garrison system that is unique to the TEC Loyalist sub-faction. This feature will be discussed at another time but if you want to turtle, this is the ultimate new toy - and with orbiting gravity wells, it can also be used creatively as an incredible offensive tool.

The scene then transitions to the shot of a Marza exiting the factory. We showed this because in Sins: Rebellion a million players asked us to make the ships literally come 'out' of the factory. Sins 2 now does this so please stop asking. (tongue)


After the zoom out, the player clicks a button to open the Fleet Supply window. This window demonstrates two things: a.) a massive quality of life improvement and b.) a distinguishing new gameplay feature.


The quality of life improvement is the ability to manage the ability upgrades, autocast state, and check the status of every capital ship, titan, and starbase in your empire all in one place. No need to hunt them all down or lose where they are.

More importantly the right side buttons show all the custom items that each ship has retrofitted. Items are used to provide new functionality to each ship and opens up new tactical options or plug gaps in your fleet composition. They can be purchased by selecting each ship one-by-one in the main view, but this screen makes it easier to do it holistically. Some of the titan and starbase items will even change the appearance of the unit reflecting their new powers.

There is a similar system for managing planets as well including both orbital development and the new surface development. This customization of planets is much deeper and a very important part of your empire building. More details at another time.


The final section of this scene shows the Exotics window. Exotics are new rare resources that are used to build the most powerful units, items, and research subjects. At the beginning of the game you can find them by excavating your planets or by capturing them from the new derelicts you find at random gravity wells. Eventually, these sources will run dry and you'll want to build Exotic Refineries to produce them on a reliable, on-demand schedule. Their build time is extremely slow, so it's worth building a few refineries to have multiple exotics building in parallel.



The Backstabber

Next, the Vasari player has moved his fleet to a retrograde asteroid. Using the Future Orbit tool (see above) he saw that it was going to fly behind one of blue's important planets at a specific time. Blue has no recent intel on the asteroid as it only just became connected to his territory. When the phase lane connection is made, red phase jumps in from behind and bombs the crap out of blue's planet. The possibility of this scenario is completely unique to Sins 2.





The Body Blocker

This scene illustrates a cool event that occurred in a developer game and is unique to Sins 2. Yellow's fleet showed up at blue's home planet before blue could get his main fleet back to defend. However, yellow couldn't finish off blue without taking out the starbase that was providing a shield around the planet.

The best way to take out a starbase as TEC is to use the Ogrov torpedo cruisers (think space catapults). Blue needed to buy just a little more time for his main fleet to return and luckily he had his titan nearby. As yellow's Ogrovs fired at the starbase, blue moved his titan to 'body block' the massive torpedoes to protect the starbase (and indirectly saving the planet) while firing at the Ogrovs at the same time.


Unlike Sins: Rebellion, Sins 2 missiles and torpedoes are fully simulated (not just effects), and just one part of a much deeper combat model that allows for a lot of really fun and creative tactics.



The Missile Screen

A group of vulnerable yellow ships are being torn to pieces by enemy missiles. Yellow then places a wall of Garda flak frigates in front of the vulnerable ships using a 'wide' formation to get maximum coverage. They proceed to start picking off all the incoming missiles rendering the enemy long range cruisers useless.

If you watch the close up you can see how fast the four point defense turrets rotate and fire to take the missiles down. This is a nice contrast to the big slow gauss turrets I spoke about earlier.

The Sins 2 Garda not only has tighter integration with the combat model with its simulated flak turrets, but it can also be upgraded to have a light autocannon turret to help deal with corvettes.


In the previous scene blue's titan could have purchased a custom item to add point defense guns. These would have helped him handle at least a few of those torpedoes (although they are much tougher to take down than missiles) without having to take as much hull damage.



The Last Stand

The red Vasari fleet has finally arrived at the blue TEC player's home planet. As blue brings his fleet around the planet you can see a battle already raging in the distance. Blue finally brings his fleet into range and engages red in a small/medium sized battle, destroys him, and even takes down his titan.


Sins 2 combat offers all the pew-pew you could ask for: dynamic lighting, more weapons fire, customizable units, deeper combat mechanics, and more. Best of all, combat runs super smooth - that's the benefit of a 64-bit engine that can use every CPU core you have.


Sins 2 provides players with new and exciting gameplay moments and experiences that they can't get anywhere else, including Sins: Rebellion, and it does this without ruining a winning formula. This trailer break-down is only the surface of the detail of what makes Sins 2 unique. We'll be diving into more detail over the next few months.



[h2]For more gameplay information, check out our Steam page: [/h2]https://store.steampowered.com/app/1575940/