[BALANCE] Entrentment Feedback

Starbases are not OFFENSIVE enough.  They have enough hull points, but they don't do enough damage, even when upgraded.  They should also have things like flak and culture upgrades.  All starbases should move as well.  Vasari starbases make EXCELLENT minesweepers with fully upgraded hull points.

Mines are OVERPOWERED.  They should not flicker between invulnerable and vulnerable.  If you have a scout in range, the mines should be vulnerable, period.  Also, there should be time limits and quantity limits of mines within grav wells.  The cost/damage ratio for mines is insane and completely unbalanced.

There is not an effective COUNTER to mines.  According to the ideas of coutners, there should be a cost effective counter that you can build for mines.  Right now, there isn't.  One mine laying ship costs less than a scout and a flak frigate. 

The kostura cannon rocks and all, but I think it also destroys mines because the damage per unit is more than the HP of a mine.  If this is true, then Vasari not only have the best mines, and best starbase, but also best counter to mines.  The vasari race is so overpowered in the beta that I can't imagine playing any other race.

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I haven't had a chance to play Entrenhment very much yet, but I have started and gone far enough to get starbases and mines up with each race. I agree that starbases need a little more offense, they are able to hold there own due to the high shields and hull, but are slow to damage the enemy (at least in the little time I've spent with them).  I think they need a major range increase - except maybe the Vasari one that is able to move.

I actually haven't found mines to be very effective yet, maybe I'm not using enough of them. I also have to say I haven't ran into any that the enemy was using yet either.  As far as they go, the TEC model is what I expected, though I'm surprised they do not use any tactical slots. Maybe because they are consumed I guess. The advent mines seemed useless as they never were able to catch a moving target that had direction changes.  The Vasari mines were okay as well, though I think the ruiner should not be defaulted to auto placing the mines as they end up all over the gravity well.  That, and it doesn't seem that you can decomision the Vasari mines, you just have to wait for an enemy to hit them.

I am enjoying the added stuff, but I do think there is a lot of balancing needed. And though I haven't come up against mines yet, I do think an effective counter will be needed as it seems they can be placed unlimited (TEC and Vasari, as Advents move and are part of hangers).