I Love Star Bases And Their Potential

In vanilla Sins, defending wormholes and suns and anywhere else the enemy can phase in was an uber pain in the butt.  It stopped me from taking over other systems in large games because a the weakness of your allies and the simple but unavoidable fact that they are just not very good therefore they become fodder while your enemies quickly figure out you are the biggest threat.  NO MORE!!  Let them come I say!!!  Now if only they were mobil like in Twilight of the Anor!!!!

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Reply #1 Top

Now if only they were mobil like in Twilight of the Anor!!!!
End of quote

...

Starbases aren't mobile in GC2.  I know.  I have it.  And both expansions.

Terror stars, which are not a normal starbase, are, but they're mobile in the sense that the Vasari starbase is mobile-they can only move 1pc/wk and their speed is not affected by innate speed bonuses.  Aka: They're damn slow.

Furthermore, terror stars are star destroyers...not planet destroyers...not ship killers.  They have no weapons with which they can engage an enemy fleet.

The comparison is hardly appropriate.

Reply #2 Top

If it were up to me, the Vasari base wouldn't move either. It just doesn't feel right :P

Reply #3 Top

Quoting Annatar11, reply 2
If it were up to me, the Vasari base wouldn't move either. It just doesn't feel right
End of Annatar11's quote

I agree starbase's don't move. Someone stated that a starbase could chase a scout to the other side of a well, THEN you warp in with your fleet. I havent tried it yet, but I bet you can exploit the ai that way. Starbases just need across the well range. Or if thats not tech possible, how about when you build a starbase its actually a pair of bases your buying one for each side of the well. One half would have to compliment the other or it would be just like having two bases in the well.

Reply #4 Top

Someone stated that a starbase could chase a scout to the other side of a well, THEN you warp in with your fleet.
End of quote

Considering the Vasari starbase is at present (and hopefully for the future) the only one that moves at all, it's the only one I need to run the scenario for.

That said...the Vasari starbase will rip a scout apart before it gets perhaps a quarter of the way across the well.

Assuming the scout survived that long, you might be able to pull it off, but it doesn't look like that's going to happen.

Having the base in two physical portions is an interesting idea, but I'm not sure what to think of it at present.

Reply #5 Top

Quoting Sole, reply 1

Now if only they were mobil like in Twilight of the Anor!!!!


...

Starbases aren't mobile in GC2.  I know.  I have it.  And both expansions.

Terror stars, which are not a normal starbase, are, but they're mobile in the sense that the Vasari starbase is mobile-they can only move 1pc/wk and their speed is not affected by innate speed bonuses.  Aka: They're damn slow.

Furthermore, terror stars are star destroyers...not planet destroyers...not ship killers.  They have no weapons with which they can engage an enemy fleet.

The comparison is hardly appropriate.
End of Sole's quote
I meant terror star.  sorry.  I own the games too, but hardly play them.

Reply #6 Top

Quoting wbino, reply 3
Someone stated that a starbase could chase a scout to the other side of a well, THEN you warp in with your fleet. I havent tried it yet, but I bet you can exploit the ai that way. Starbases just need across the well range. Or if thats not tech possible, how about when you build a starbase its actually a pair of bases your buying one for each side of the well. One half would have to compliment the other or it would be just like having two bases in the well.
End of wbino's quote
Vasari starbases really, really, REALLY, REALLY need a "hold position" toggle. How hard could that be?

 

Quoting Sole, reply 4

That said...the Vasari starbase will rip a scout apart before it gets perhaps a quarter of the way across the well.
End of Sole's quote
Um... no.

With the positively pitiful weapon range on starbases at the moment, a single scout can kite a starbase halfway across the universe without the starbase firing a single shot.

Heck, a single LRM frigate could, given time, kill a starbase without it firing a single return shot.

Gee, I wonder what should be done to fix this problem... Make all starbases be able to be kited around just like the Vasari one, or just maybe up their friggin' range!

 

Oh, and HAPPY CHRISTMAS EVE! :D

Reply #7 Top

Vasari starbases really, really, REALLY, REALLY need a "hold position" toggle. How hard could that be?
End of quote

Are they missing the engagement range toggle? Grav well/local area/hold position? Ships have it.. and I haven't played Vasari yet :P

Reply #8 Top

With the positively pitiful weapon range on starbases at the moment, a single scout can kite a starbase halfway across the universe without the starbase firing a single shot.
End of quote

I've tried it.

Are you not upgrading the weapons?

Starbases apparently only start with the one initial weapon.

I'll have to test the LRM frigate, but I'm fairly positive that a starbase with two weapon upgrades will get some shots in.

Reply #9 Top

I've told my Vas starbase to sit in the middle of a wormhole with fully upgraded weapons and it will destroy a scout easy, I haven't faced the LRM issue though.

Reply #10 Top

Are they missing the engagement range toggle? Grav well/local area/hold position? Ships have it..
End of quote

 

No it it isn't missing. Vasari starbase has "hold position" etc. but for some odd reason it also has the "retreat" tactic, even though it cant phase jump. Should be removed.

Reply #11 Top

Not only does the Vasari Starbase need a Hold Position toggle but it needs to be the default setting as well.

And the Vasari base needs to move really slowly. I don't want to see a stationary freaking base chase ships again. I don't mind it secretly repositioning itself to surprise an incoming fleet but a starbase chasing ships is ridiculous.

Can we finally close the can of worms the moving Vasari base opened? Starbases cannot move or Phase jump simply because they are bases, not super capital ships. We already have capital ships - siege capitals, anti structure capitals, battleships, carriers.. take your pick.

The Vasari base going back and forth through a wormhole is an interesting concept though.

Reply #12 Top

I have noticed that the actual range of starbases is alot further than their auto attack range.  I had an advent SB at the edge of my gravwell and it was still able to take potshots at enemies fairly close to the planet without any weapon upgrades, but I had to manually target the ships.

Reply #13 Top

Interesting observation. So they probably auto attack according to their shortest range. Or the engagement range is shorter than their weapons range.

They should really display as many range circles as they have different range weapons. And auto attack with all weapons that have targets in range. But it sounds like something that will be fixed anyway.