Flak guns should be the first weapons installed on a Starbase. Making something that expensive a sitting duck for Bombers (say, in an asteroid field where you cant build other defenses) is just pure madness. And yes, Starbases need to have real extreme range weapons and abilities. Such as the Mass Disorientation of the Transcencia starbase should be extreme long range instead of a radius from the base to be useful. It needs to be able to stop phase jumpers and planet
Hound
I'd vote for removing Trade and Culture techs for Starbases and then merging the defense and military tech trees. The double researches are making Starbases too expensive in multiplayer. Having to research Trade Ports and then Trade Ports for Starbases and then paying for an expensive upgrade is too much.
I'll just chime in by saying that the Revelation Battlecruiser's Clairvoyance ability should reveal mines for its duration.
Why would you want weak hulled Starbases that are easily wiped out by abilities such as the Space Egg's Nano Disassemblers? While smaller orbital structures can take much more punishment. Let me make a more exact suggestion: Non-upgraded Starbase: 9000 Hull, NO shields with level 1 defense upgrade: 9000 Hull, 3000 Shields + mitigation (there could even be a nice race against time to get the shields up before an attackin
Base Hull points as they are now: Starbase 3000 Orbital structures ~ 4000-6000 Capital Ship ~ 3000 Starbases are much larger than anything else. I would suggest raising Starbase starting hull points to 9000 but making the defensive upgrade increments much smaller, focusing on Armor and Hull/Shield regeneration rates instead of adding thousands of Hull points. And of course the build time for a Starbase needs to be much much longe
We really don't need moving Starbases. There simply is no need for such. If you need something that moves, build ships - they are already available. But! Starbases do need abilities that force the enemy to get in range and deal with them. Planet shielding, Phase Jump Inhibition, Tractor Beams, Super Animosity, Mass Reverie, Repair Bays, Shield Projection, etc etc.
[quote quoting="post"] Suggestion: Maybe Flaks can double as minesweepers in addition to their anti-fighter role? [/quote] Seconded. With a tech upgrade.
Starbases shouldn't move except the Vasari one. Starbases must have abilities that force the enemy to go to them and fight them if they want to phase jump or siege the planet.
First, all Starbases need a unique function that makes them more than a big turret. Suggestions for Starbase functions: 1) Planet Protection (TEC - planetary shield upgrade in addition to being an all-in-one type of space fortress ::: Advent - Mind Trick / Mass Reverie type of ability putting all ships within a bombardment range from the planet to sleep excluding siege platforms from the Vulkoras) 2) Phase Jump Disruption (Vasari - abi
Thanks guys. I updated DirectX and it helped but now I'm missing fmod.dll (which I also have in my Sins install directory).
Turns out I already have d3dx9_36.dll in my Sins install directory and the one I downloaded was an older version anyway. Re-installing Entrenchment didn't help either. Grr. Thanks for the tip anyway.
Well I installed Entrenchment but it won't launch. Impulse shows Entrenchment as installed. If I run the game from my old desktop shortcut it launches as the old 1.12 version. If I run it from Impulse it tells me d3dx9_36.dll was not found. My DirectX version is 9.0c. Any suggestions?
[quote who="Kruppe" reply="13" id="1975145"]make it launch it's strikecraft when just traveling through a grav well- placing a carrier fleet in a sun's grav to take out ½ the AI's fleet before it even get to where it's goinng is a little silly:)[/quote] Strikecraft should stay in the air even if the carriers have a jump order. They should remain out for as long as possible without having to issue two different orders for moving to the edge of a grav well and then jumping.
[quote who="Kruppe" reply="9" id="1973468"]Starhound, plz explain how you get 2 lvl 6 caps before being able to do CB + Malice? you need 1 lvl 6 and 1 lvl 1(well most likely a bit higher to give it shield restore aswell but still, point stands.[/quote] He said level 3 Malice. Ok that means the Progenitor has to be at least level 5 but how likely is it that you would pick level 3 Malice before level 3 Shield Restore or Colonize or even Resurrection. And the top
[quote who="unkn0wnx" reply="5" id="1973202"]I always use it in fleet battles with Malice. It does a lot of damage with level 3 Malice.[/quote] Malice is the better ability out of those two and it works with everything. And you need two level 6 caps to pull the combination off. In comparison, Missile Barrage from two level 6 Marzas would deal 3 times the damage of CB+Malice from Radiance+Progenitor with a lot bigger AoE. Cleansing Brilliance should be something to fear o
It's difficult to get the Marza as Advent. ;) But yeah, a level 6 Radiance is especially embarassing compared to a level 6 Marza. I haven't tested Animosity against a human player yet but if it is possible to give orders to ships that are force attacking that should be fixed too. Radiance is the best looking cap in the game, too bad it kinda sucks.
The Radiance Battleship's level 6 "ultimate ability" could do with a little boost. The damage is rather lackluster even if you manage to micro the battleship to an optimal firing position and get it off uninterrupted. At worst it will only dent even the most fragile ships such as Javelis. Compared to a level 6 Marza with Missile Barrage, the AoE of CB is smaller and trickier so I'd expect the beam to at least do comparable damage if not more to the few ships it hits. If a level 6 Radi
If one cap is so grossly overpowered compared to others doesn't that make all other TEC caps obsolete? Save for the Dunov that can support the missile barrage? And how does the other big level 6 fleet killer Cleansing Brilliance compare to Missile Barrage? If the answer is "it sucks" then Missile Barrage needs a nerf. But I'll have to say there's some poetic justice about a cap totally owning the LRM ball.
Last time I tried Reverie I was unable to target the ship under the effect at all. Strikecraft kept attacking it but the fleet scattered away to other targets and refused a direct attack order to keep shooting at the ship under Reverie.
[quote who="Hack78" reply="9" id="1961175"] After reading this thread I'm convinced capital ships need to give more XP when destroyed and non-combat ships shouldn't hand out any XP at all. Why should a Lvl 1 cap give out more? A Lvl 10 gives out a HUGE amount of experience when it goes BOOM. It is proportional to how hard it is to kill. Non-combat give out very little. I find is surprising Cpt_Siddy can afford to leave one like that without needing it for so long, or that
After reading this thread I'm convinced capital ships need to give more XP when destroyed and non-combat ships shouldn't hand out any XP at all.
Why bother getting a victory on your record when it means nothing?? Victory in a 1v1 is quite different from a victory in a 8 player FFA. The final nail to the coffin is the fact that the victories can be against AI instead of human players. I'd rather only keep score on the number of games played.
And I'd like an option to completely destroy neutral resource asteroids when there are Vasari scouts swarming around them.
I would like to see the DPS of Heavy Cruisers distributed more evenly across different firing arcs. Their damage type is so good it doesn't really matter which targets they hit anyway. Reducing the frontal DPS of HC's would spread out the damage more and help Caps live a little longer under focus fire. Which would make LRF's the main cap killers. Which brings me to my next question.. Would it be possible to code in some kind of Line of Fire so that Capital Ships could be prote
I would like beefier Heavy Cruisers with multiple guns with different arcs. Heavy Cruisers should be smaller versions of capital ships - big ships with multiple guns. After giving Destras, Kodiaks and Enforcers a little more weaponry and possibly hull, we could have new Destroyer class ships between Frigates and Cruisers. Heavy Cruisers being built in the Capital Ship Factory is a great idea. Cap ship factories should be useful for building smaller craft as well.