I say just increas lf damage or make them more affective against carriers. Make LRF less effective against lf.
MindsEye
The revelations disable ability is not that great since the radience disables cap abilities and thus the missile barrage. It also does damage and takes its am away.
[e digicons]:|[/e] Karma abilities have a cooldown timer. The cooldown timer is longer then the ability lasts.On level 1 it lasts for 45 sec and the cooldown is 90 so you have 45 sec inbetween casts. It has 19k points of hull. If you divide that by 45 sec you get 422. That is the amount of dps you would need to kill it inbetween casts and that is not after mit and not factoring in up to 30 points of repair a sec or armor.
I actually agree with this. You could be attacking with hc and they still only have lrf and before you can kill their roid they can build the labs and have them rolling out before u hit next planet.
I like your guys idea. [quote]However, I find it hard if not impossible to believe that 15 adjudicators wouldn't fry a starbase in seconds.[/quote] Yeah it moves slow but the point is that you cant run while its using its deflector ability and stop then shoot it inbetween casts. I dont understand how you cant understand what 100% damage reduction means. It wouldnt matter if it were 100 adj if all damage is blocked.One of the reasons I posted about this was I was hoping to get
Agent when I said that I mean in mp. I havent been able to play mp at all till 2.5 and its hard to find a game. The ai is to stupid to use these abilities sometimes at all or to their fullest. So until I see this used in mp and see how it works I will feel as tho I have not really tested it out. It doesnt mean I cant look at the stats and have an opinion.That is why I stated I dont have experience so that you can understand its more of an opinion.I have used it against a large unfair ai fleet
Dont mess with their % to damage just increase their dps.
lol dorian you are spamming the word spam.
Well shadow the upgrades on a sb are pretty expensive so its still a tough decision and even with 10 you wont be able to get all the upgrades.
Oh yeah I forgot its divided by 4 on sb lol.
Thats one of the problems. It takes so long and if you buy levels its really expensive to level them up.They are reall only useful around 4th level. I think they need to put in research to upgrade mitigation for caps only at 4th or 5th tier.
300 damage isnt super powered. Tecs scout does 1200 damage to structures and vasari capture neutrals which is a big advantage.
See the reality here: having a bunch of cruisers at home isnt to omuch t oask and they can deal with invaders good enough when supportet by even basic planetary defenses. Really tho its too expensive to put defenses on every world. Diverting a large portion of your fleet for defense is very bad who is attacking a sb defended world as the other races have no choice+ their fleet(phase node).Their defense grid is better than the rest if you ask me. I just pla
Phase node is good for vasari. What is bad is in entrenchment the kostura creates a node at any planet it fires on. To me this is really unfair and there is no way to counter except leave your fleet on your back worlds.
Are you sure it doesnt just reduce its max by 30. For example a terran can house up to 322 -fallout 30=292
I built a sb in enemy advent well and was using it to kill a repair bay off on its own. I noticed it was taking forever to kill it so I watched it. Everytime it showed damage it was only doing 50 points a tick. It didnt have any weapons upgrade but I thought this was strange cause its base damage is over 100. Building dont have mit but higher armor. I think its armor was 6. Even if you take off 30% damage for armor it should be over 70 dps right?Also I could be wrong but the ticks seem longer
This ability is useless for the cost. After mit it only does 100 damage. I have never seen this used. The damage needs to be tripled.
Pretty sure its 30% of remaining hull points and I agree it should be total. I also agree this does nothing to solve the problem like crazie said. If they stick with this it should remove shields and do more like 75% so at least if you placed some hanger bays they could maybe kill a few ships.Im more in favor of an upgrade for the PJI that makes it impossible to jump to your undefended worlds.
I like the power of Starbases. Their weapons seem powerful enough now that they can target more than one target at a time. A Starbase on its own can be defeated with a medium fleet but coupled with a static defense they are a serious mountain to climb. I think this is good and where it should be. I dont think they are balanced. The Advent and Tec are pretty close. The meator storm is something the Advent needs to be on par. I think it will get nerfed damage wise but if they do I hope
In all the multiplayer games I've played I have thus far simply ignored all the Starbases that were built by my enemy. I have even colonized the planet and just left the enemy base sitting there. I have only had to fight one Vasari base since I wanted to colonize the planet and a moving base would destroy all the structures. Early game Starbases especially don't work against the Vasari because Vasari players never build anything other than the Egg as their starti
The jump destabilizer is useful but only if you have a big fleet nearby to attack the weakened enemy fleet. I feel the same way. You either have to have a fleet waiting for them or your next planet has to have fully upgraded defense for it to deter them. I dont understand why they used this method because in some of the threads about this problem we had some really good ideas like just blocking the jump altogether. I think the damage should take shields aw
I have always said when enemies are present in grav well strikecraft should not rebuild. Carriers must be resupplied when enemies arent around. I think 75% reduction build time when enemy is present would work good to.The reduction while under fire is kinda dumb since you dont attack all of them at once.
The 30 sec is nice but if you dont spot them in time your screwed. Also smart players dont plant mines near ships that will shoot them right away they will plant them like on the otherside of well so you have to disengage and hope you can make it in time.It also means you have to watch everything thats goin on during the battle now at everysec. Even small battles cause all he has to do is jump a ruiner in and plant mines and make your ships run into them. If your dont manually target the ruin
Oh lol. That may be true. I think the point is that nothing can match the firepower of the egg and a small fleet of karnacks fleet point for fleet point. I would bet there is a huge gap as well. Time is a factor too. Kanrack is first ship of the game 99% of the time.
Annatar the cielo is late game unit and the egg is first unit built besides a few scouts. By the time you get cielo your enemy has their support cruisers as well. I dunno if you play online but if your strat is to get cielo by the time your enemy has level 3 nano and 15-25 kanracks then I bet you will lose everytime.[e digicons]:P[/e] On the flip side subverter negates 10% mitigation and 25% shield for their entire fleet add that with egg and kanracks and instant death for anything.</