Halcyon Carrier's Weapon Cooldown/rate of fire boost and Starbases and Turrets

 

I was just wondering, does the Halcyon Carrier's weapons cooldown ability--the one that increases your fleet's rate of fire and thus overall firepower--also work for your starbases and turrets?

9,047 views 26 replies
Reply #1 Top

Seeing as most of the other buffs that Advent capital ships have work on structures (shield restore, for instance), I'd imagine that the Halcyon's does as well.  You could test this very easily by building a Halcyon and a turret, then clicking on the turret.  It will list the increased rate of fire as a buff if it's affected by it.

Reply #2 Top

Alternately, checking the target filter of the ability's buffs. Of course, you need the files in text format for that.

However, I looked at it, and the only the ability doesn't target is strikecraft.

Reply #3 Top

Yes. Yes it does. Kinda unfair, isn't it?

Reply #4 Top

This ability would be insane if it affected strike craft.  It's still one of the best (if not THE best) passive auras in the game and the Halcyon's telekinetic push is a massive boon to your strike craft, allowing for supremacy.

Reply #5 Top

Quoting Darvin3, reply 4
This ability would be insane if it affected strike craft.  It's still one of the best (if not THE best) passive auras in the game and the Halcyon's telekinetic push is a massive boon to your strike craft, allowing for supremacy.
End of Darvin3's quote

There is already an advent ability that affects strikecraft damage output, with the halcyon's ability and that one... damm...

Reply #6 Top

well...with all upgrades and bonuses advent turret dps can reach 40+.....which means 3 turrets cover basic sb.9 turrets around a sb double its effectiveness and just slaughter noobs.There's a strange dogma around that turrets arent worth to be built - good for me :>

Reply #7 Top

Quoting Proletari, reply 6
well...with all upgrades and bonuses advent turret dps can reach 40+.....which means 3 turrets cover basic sb.9 turrets around a sb double its effectiveness and just slaughter noobs.There's a strange dogma around that turrets arent worth to be built - good for me :>
End of Proletari's quote

An advent HC can reach those DPS levels too... and it can MOVE. If turrets work for you, use them, just stop preaching it please. This thread isn't even about that.

Reply #8 Top

right :> dont build it then.easier for me.

Reply #9 Top

There's a strange dogma around that turrets arent worth to be built
End of quote

This is because, unless you're against an AI, no one will stray into range of your turret cluster.  They're going to destroy it from far away and never give it a chance to fire.  This is compounded by their cost (250 credits is reasonable, it's the metal/crystal and tactical slots that are the real cost here).  Turrets work great against the AI, but that's the qualifier: against the AI.  They're too easy to avoid and bypass otherwise.

Reply #10 Top

dogma :>

Reply #11 Top

It's not dogma if I have a reason for it.  You've failed to give any reason as to why you think turrets are viable for wide-scale deployment.  It seems the dogma here is your belief that there is a dogma.

I'm well open to discussion on the usefulness of turrets, but as I mentioned there are some strong reasons to avoid them.  Too expensive and too easy to bypass are the big ones.  I have strong reasons for not building these things very often, and my experience is simpy that they don't work against smart opponents in most cases.

Then there is the fact that I do use turrets sparingly.  After clearing all siege and long range frigates from a planet's militia, I will often build one turret then move on, and it will clean up the rest for me.  Similarly I will sometimes put them near frigate factories on front-line planets since they are prime targets for the enemy to rush.  Three of them on an asteroid can cover all angles from siege frigate attack while still being cheaper than a hanger.  They have their uses, but almost always the cost is prohibitive of any wide-scale deployment on many planets.

 

Reply #12 Top

Quoting Darvin3, reply 9

There's a strange dogma around that turrets arent worth to be built


This is because, unless you're against an AI, no one will stray into range of your turret cluster.  They're going to destroy it from far away and never give it a chance to fire.  This is compounded by their cost (250 credits is reasonable, it's the metal/crystal and tactical slots that are the real cost here).  Turrets work great against the AI, but that's the qualifier: against the AI.  They're too easy to avoid and bypass otherwise.
End of Darvin3's quote

I have tried to tell him this in other threads.

Look prole, the choice is ultimately up to you, but it does no good to pass off the opinions of veteran players, they are trying to help you. Learn from them.

An AI will absolutely murder itself on defences, a player will realize that going around them is a whole lot easier. If you put the resources you spend on turrets in ships then you will do much better, especially early game. 250 cred is a sizable sum early in the game, and against a competent player they will never get a chance to shoot.

Reply #13 Top

uh...right.

Reply #14 Top

What a useful response.  I can now begin to have a dialog with you and address the differences in our perspective.  /sarcasm

If you can't articulate what you think or why you think it, maybe it's you who has to sit down and consider whether your own ideas are rational or emotional.

Reply #15 Top

Do you play online, or SP? Cause if you just play SP, then you are right. If you play MP, then you are losing... badly...

Reply #16 Top

Turrets work end game when resources and credits are abundant. (I'm talking real end game, 3+ hours on a map with at least 80 planets).

Strategically placed turrets allow you to direct an enemy fleet, which - if a player knows what they're doing and they adhere to the Art of War - is a considerate aid.

Reply #17 Top

Problem is that end-game usually involves swarms of bombers over a hundred squads strong.  Structures just evapourate before such fleets, and personally I'd rather spend my precious precious tactical slots on repair bays and hangers in these situations.

Reply #18 Top

I dunno, I've been trying yalls' advice about forgoing most defensive structures... and it just doesn't seem to work; having a fleet is needed, don't get me wrong, but the ability to neutralize an enemy fleet w/ a defensive (advent,) fleet supported by an early starbase is much more of a sure bet.

 

and here is one example: I was playing a game on a single star map (yuck,) on fast settings w/ out pirate raids (gross,) and the player that spawned next to me expanded ala the basic pop. upgrade w/ extractors. So of course they got a much bigger fleet than me as I was trying to build more infrastructure. When the actual fighting started to occur they managed to take out most (60-70%) of my (undefended,) planets and their fleet got (rampaged,) farther and farther away from the (ill defended) HW. But due to the extra infrastucture my empire had had I could build a SB and upgrade it w/ mass disorientation and enduring devotion... and I just built my sb over my defensive structures.

 

So in the end they ended up wiping out most of my planets only to have me screw them over w/ two sb a handful of illums, some defense vessels, a halcyon, and a mothership. (plus the turrets and repair bays.)

 

They rushed with HC and hoshikos. Eventually they got carriers too. A buuunch of HC. But the Halcyons boost to weapon damage of a SB over some bare defenses is just overwhelming.

Reply #19 Top

I never said that static defense was worthless.  You have to use them effectively, however.  Certainly starbases are far better investments than turrets.

As for the player in your example, he was foolish to charge an Advent starbase directly, particularly if you had mass disorientation or meteors.  The Halcyon presented a big problem for him, but he would have been much better off avoiding it.  In fact, as a general rule, never attack an Advent starbase head on if it has antimatter.  I will go so far as to say an Advent starbase guarded by a Halcyon is easily the game's most overpowered combo, but not because of energy amplification.  It's because of telekinetic push which counters bombers and forces you to engage the most dangerous of starbases head on.

Reply #20 Top

telekinetic push which counters bombers and forces you to engage the most dangerous of starbases head on.
End of quote

or with repair and assault cruisers/sb, but thats not a very cost effective solution.

Reply #21 Top

Problem with assault cruisers is that meteor control outranges them, so this really doesn't solve the problem.

Reply #22 Top

I am too lazy to argue with you about anything....all you are writing is more of a theorycraft then game itself

Reply #23 Top

Problem with assault cruisers is that meteor control outranges them, so this really doesn't solve the problem.
End of quote

Like I said not cost effective, you can heal em but only for so long, they'll die, but if you can pump out enough you'll eventually wear the thing down.

I suppose you could combine assault cruisers with ability interrupts like Detonate AM or.. (does magnetize work on structures? I dont remember) So theres that. The Halc + meteor isnt unbeatable, but its tough as nails w/o a doubt.

Reply #24 Top

all you are writing is more of a theorycraft then game itself
End of quote

Except, you know, I play the game and this is what I've actually learned by playing the game.

The Halc + meteor isnt unbeatable, but its tough as nails w/o a doubt.
End of quote

Again, never said it was unbeatable, just ridiculously powerful.  Nothing constitutes a hard counter, so you're in for a battle of attrition.  Now, before I forget, Vasari do have a very nice response to this situation ;-)

Reply #25 Top

Quoting Proletari, reply 22
I am too lazy to argue with you about anything....all you are writing is more of a theorycraft then game itself
End of Proletari's quote

What you have been spewing is theorycraft, i play online almost everyday, darvin probably does too, most of the active (and helpful) forum-goers play the game almost entirely MP.

If you jump into a grav well and your opponent has a starbase surrounded by turrets and repair bays, what do you do?

If your answer is "Head straight for it" then I'm sorry, sir, but you're wrong.

Facing a halycon/starbase combo i would probably use fighters to attack the carrier first, hoping to make them use TK push, and then hit it with a massive bombing run before the CD expires, proceed to starbase.