The easy answer for why Starbases need better anti-strikecraft ability is that a squad of Carriers will completely flatten a Starbase from the other side of the well, with no risk to itself whatsoever. Bring enough of them (20 bomber squads) and they can take down even a max defense Vasari base before it can cross the well. Incidentally a max defense Vasari Starbase also can't get enough strikecraft to actually make a difference. Carriers right now are more effective th
Tridus
Yeah, I really like the direction the art is going in this screenshot. Obviously things can be tweaked and always look better, but this is refreshingly uncluttered.
Far as I can tell, it is. Probably to make up for the extra size of a star and not being able to put other tactical structures there as support. Throw a couple of 20 squadron Advent bases in together and you can do some real damage to anything passing by.
The Vasari Starbase is also a defense buster (they have no ship dedicated to the purpose), so it has to be able to move to do its job. Plus it makes story sense, the Vasari are on the run and not likely to leave people in stationary bases.
Yeah, auxiliary government is not even close to worth using given how limited upgrade slots are right now.
Maybe there should be an upgrade option for Starbases that adds slots. Say you spend 5000/1500/1000 and that lets you have two more upgrade slots, buyable once. That means I can choose to build more Starbases, or build less but spend the extra money to make the ones I do build into absolute beasts. I understnad why they don't want bases to have *every* upgrade, but I find it overly limiting right now.
Final Judgement to me kind of replaces the ability to prevent the planet from being taken by enemies (auxiliary government or whatever the advent version is called). Instead of preventing it from being taken while the SB is alive, the SB can simply pound the stuffing out of any colony the enemy creates while the SB is alive. Plus you get the ability to meteor the enemy fleet at the same time. I just wish you didn't have to choose between it, strik
Pre-order in this case actually means order though. You'll be charged immediately. It's not like at Gamestop where you plop down $5.
[quote who="GoldenShadow" reply="11" id="2058302"]Another question. I got a really long trade route. it was 15 planets/phase jumps long. It looks like it increased all of my trade income from every planet, not just the ones included in the trade route line. Can anyone explain how that works? I conquered an entire star in a 3 star map, and my trade income was bringing 320 credits per second.[/quote] The income a trade port gives is determined by the longest tr
They're not THAT powerful. Strikecraft rip them up, as do other ships. They do one thing well, and thats it.
Adjudicators do significantly less damage to one target then an Ogrov, yeah. They can hit four or five targets at once, though. For taking down tactical structures, they just decimate things in seconds. Against a Starbase Ogrovs are more effective.
The weapon and armor upgrades are pretty much required for any kind of frontline Starbase to be effective. So you're really only working with 3 (2 for Vasari) slots for everything else. It's effectively "pick your ability." I'd be more comfortable with 10 myself. Then you could decide what kind of mix of strikecraft/combat abilities/economic abilities you want. It's a pretty tight constraint right now.
The main issue I'm having with mines right now is just that scouts don't seem to detect them very often. I've got scouts with the fleet, but unless I order the fleet to hold position, send a scout in front of it, then tell it to inch forward, ships just plow through the minefield.
Does anybody know if the route for your longest trade route can traverse stars, if the stars have Starbases with trade port upgrades?
I played a game last night on hard with one allied hard AI, and two teams of 2 hard AI enemies. What I found is that my ally actually got "stuck" like you described. He was really effective for a while, then just sat around in a magnetic cloud not doing anything. The opponents were more willing to attack, but proved really unwilling to attack a Starbase at a Star. So when I plopped one down at every Star, they'd fly through to get from their worlds to mine, and get pulv
[quote quoting="post"] The Vasari don't even have to move the constructor, it can turn into a Starbase as soon as it comes out of the Frigate Factory. [/quote] How often is this really going to come up? I don't think they can phase jump. It's not like you're building Starbases at your capital and sending them out.
The main issue I have with the Vasari Starbase being an offensive weapon as well is that in beta 2, they take FOREVER to build. I can warp in a fleet of ships as TEC/Advent and attack pretty quickly with the torpedos. With Vasari, I'm sitting there for minutes waiting for the SB to build. The time penalty for building in hostitle territory may need to be removed for Vasari, because they don't really have as much of a choice to do it.
The Torpedo cruisers can attack ships now so they behave normaly. In beta 1 the structure attack was an ability. While it meant they didn't attack ships at all, it also caused really weird behaviour with fleets and orders. Although the explosisons are kind of over the top against ships, the torpedos do hardly any damage so its not a balance problem. I also think it might be reasonable to have the "extreme" range weapons work on torpedo cruisers, but they need to do thei
[quote who="-Ue_Carbon" reply="1" id="2049749"] C) Mines are still annoying if someone places at edge of gravity well. Imediate explosion can take out half a fleet and then you have to run. P.F.E.T.O.M. agrees while annoying, it punishes those who dont scout properly now. You cant blame the mines for user error and proper placement by the minelayer.[/quote] Okay, so you send a scout, notice you can't jump in without getting ripped up by mines. Your scout then
Sounds like it worked as intended. :) I was in a game last night where I ran into a fully upgraded Argonov that also had hangar bay support. Tried attacking it with my fleet, which went badly. Ran like hell. Came back with 4 Ogrov torpedo cruisers and some flak support for them. They sat happily out of range blasting the Starbase. It took a while, but it was a lot more effective in the end. (Against a Vasari Starbase not so much since they would lose their range advanta
Doesn't look like it. Its probably possible to mod mines out entirely though.
I'm confused. When people say "scouts", do you really mean light frigates? I'm failing to see how a scout ship could defeat anything.
Yeah, I'm curious about the results too. :) Its possible the Adjudicators were over-nerfed in terms of damage, some tests would bear that out. But their range IS an advantage against non-Vasari Starbases.
"Stay out of range" is the key thing. With the beta 2 weapon bank changes, Starbases completely oblitterate groups of small ships. Take the three Starbase 100+ damage guns, and have them all firing at FOUR of those Illuminators at once. They might still win (maybe, they can't bring all their DPS to bear against a Starbase), but its going to be a bloodbath. Against a fully upgraded Starbase with stuff like frontal shields and meteor control? Good luck.
Try it again against Starbases. If they don't work there either then its something, but a Starbase would rip Illuminators to shreds.