[BUG] Vasari Starbase bugs
> Bug 1. edit - never existed. ;s
> Bug 2. (Not sure if it's a bug, maybe an exaggeration in the description or all as intended... still, it doesn't feel right, so I mention it)
The offensive upgrade level 2 adds phase missile turrets, which are described as "a great advantage of long range against any attacker" (or sth like that). Well, while having a massive phase missile battery is always cool and totally worth an upgrade (phase missiles = shield mitigation = best weapon ever; plus you get a TON of them), the description is misleading. The Phase missile batteries' range is only ~15% better than that of the standard issue pulse cannons.
Either buff the range a bit (no need really, it'd be imba in my opinion), or make the tooltip sound less misleading (e.g. "Adds phase missile turrets for a slight increase to combat range and a massive one to firepower".
> Bug 2a. (this one IS a bug ;p) edited.
By the way phase missile turrets, a Vasari Starbase, even without Offensive level2 upgrade (phase missile turrets; in production queue or not) thinks it can attack at the phase missile range.
This leads to the starbase halting too far away from the target and incapable of attacking, because it wants to shoot the phase missiles but doesn't have them ;D.
This is a minor bug, you can always order the starbase forward and you're set. The phase missile range is so slightly better than the starbase needs to move for only ~3 seconds to be able to start shooting.
Still, the bug IS there and deserves a kick in the ass.
> Bug 3. (99% confimed to be only a graphics issue or an intentional graphics memory savior; i'll mention it anyway ;p)
A Vasari Starbase seems to shoot less as the number of targets increases.
When the starbase shoots at a single enemy, it seems to fire a dozen pulse shots every salvo, from every "turret".
When it is surrounded by multiple enemies, the number of shots drops to 2-3 per salvo and the salvos seem to occur with increased intervals.
Again, it may not even be a real bug, since my level-1-offensive starbase handled a ~20 ship HC-LRM-LF-carrier battlegroup of an AI quite swiftly.
There was also no weapon jammer structure around.