First off: I really like Sins, but I'll soon have send Ironclad my doctor's bill for the treatment of my gastric ulcer..
point 1: Scouts still trigger mines which means whenever you play against Advent you are very very lucky if you scouts trigger more than one mine at once, which is the only way to break the "one scout kills one mine ratio". So make scouts mine proof or give me an option to ban mines from the game because this way, they are just a pain in the a**. (and btw: in my last game, two mines were placed within (!) a planet and all scouts gathered around it, but couldn't reach them. at least these were the only mines that didn't kill any of my ships ..)
point 2: when I tell my caps to retreat it usually means the are pretty banged up and really have to get away ASAP. but guess what, as soon the are hit by phasic trap or any other skill that stops their movement, they just forget my order and when they can move again, they start turning towards the enemy to engage him and, of course, get killed. could you please give my commanders pens and paper to write down my orders so that they will be followed?
point 3: pathfinding. it's still not working. the only game I know with worse pathfinding would be SupCom. Ships get stuck in about everything that's in their gravity well. It's like "whoops, where did that planet come from" or "I really thought that factory would step aside". Why don't these ships just fly up or down to avoid all the structures on their path which are all situated on the same level. no more zig zag, no more getting stuck (except, of course, in every other ship that's about to leave that gravity well because the area where you can start jumping is only 1m² wide).
well, that's it for now. now I'm hopefully calmed down enogh again to resume my game where I just lost one fleet with two caps and the planet because of points 2 and 3 -.-