Scenario: A few carriers sitting on the edge of the grav well, Bombers attacking Starbase that has no squadrons. Why doesn't the Starbase fire its lasers against the Bombers? According to the damage type chart most weapons have 10% chance to hit Strikecraft (and if that's not the case it should be). Even if the chance to hit would be that low, the high damage would compensate and the Base would be able to fight off a few carriers on its own. It makes no sense a heavily armed Starbase
Hound
Everything has been pretty much mentioned before except the Vasari Phase Lane manipulation idea. How about they manipulate the outgoing phase lane into a circle so it brings you right back to the same grav well, hehe. All incoming ships appearing right next to the base (possibly on the far side of the grav well in the middle of planetary defenses) would work wonders though. And Starbases definitely need to be equipped with Flak guns. I can pretty much sign the post above, many
Lots of strikecraft should be possible with the upgrades. The amount of squadrons just needs to be doubled. If 8 squadrons is considered too much for a starbase it could be a one step upgrade to 4 squadrons with the current cost of 1800/x/x.
The amount / density is just a matter of balancing with detonation / blast radius and power. If less mines equals less of a performance hit I'd prefer less mines that are more powerful.
Unless all caps automatically get mine sensors. Would be reasonable I think.
No no no. It really does 3000 damage to everything in the radius. Overpowered, yes. Closest comparison would be Cleansing Brilliance from a level 6 Radiance that does 2000 damage to a much smaller area and has to be aimed.
I mean that scouts shouldn't be allowed to fly through minefields. One use for a minefield should be just that - prevent Scouts from getting intel on your systems or at least make it more costly to get it.
I can buy strikecraft not detonating mines. But Scouts are frigates, big ships with lots of crew. They should go boom but be smart enough to avoid them since they can detect them. First, the insane amount of Vasari and Advent mines should be addressed. After that the clearing of mines shouldn't be as much of an issue.
All Starbases need one weapon with unlimited range. Missiles for TEC, Psionic Surge for Advent. Well the Vasari one can move so it doesn't need one. :P
[quote quoting="post"] Alright, so, mines. Ridiculous at the moment. A few things need to be done. Here are some suggestions (they probably don't all work together. Mix and match, great tastes that can taste great together!) 1) Limit mines to XX per gravity well. Say 20, 50 tops? Something. Advent dropping 1000 homing mines into a system is uncool. 2) Need some sort of minesweeper ship (or ability for scout
I agree that Siege Frigates could have been upgraded with anti-structure weapons instead of creating a whole new ship just for that. A ship that cannot do anything else, too. There's little to no reason to build Siege Frigates as it is. An anti-structure upgrade would make them useful late game much like the Light Frigate makes a comeback when they are needed to neutralize support cruisers.
Moving Starbases is a weird idea that surfaced on the forums because the bases are currently ineffective in protecting their gravity wells and dealing with enemy fleets. The Vasari base is useful because it can actually move so some posters want the other two bases to move as well. But there are other ways for Starbases to be useful even if they are stationary (like they should!). I wish people would give IC a chance to tweak the Starbases before demanding them being turned i
Absolutes such as a complete blockage of a phase lane tend to be overpowered easily. A single base could stop all raids. That would make the game really static - one big fleet vs. another one at the border of two empires. A built in PJI would be useful but since all factions already have PJI's available I'd like to see the bases have something more creative that would work with the PJI's. Made suggestions in my post above. And I wouldn't mind
[quote who="Exterm123" reply="4" id="1995058"]B/C it's a MARZAAAAAAAAAAAA![/quote] This seems to be the only answer. I'd like to have a reason to build other TEC caps besides Marzas and the odd Dunov for Magnetize/EMP because the *Marza* demands it. Balance Missile Barrage now, please.
I don't think 20 seconds should be an issue because it's not long enough for the targeted fleet to be moved out of range before getting destroyed or taking massive damage. It might give a big window to counter it but you can always bring a Dunov along to take care of an enemy cap with counterabilities. Anyway the point is not whether or not Missile Barrage can be countered. The point is that it is so much more powerful than any other level 6 ability. The question is wh
I also think Flak should get a mine sensor upgrade through research. Fighters already do the anti-strikecraft job better. Flak could do with a unique twist and they're perfect for the job being tough and heavily armored. I'd still make mines invisible and give Caps mine sensors as well simply because it doesn't make sense them not having those. It would still make more sense sending a few flak to clear minefields instead of using caps that probably have better things to do wit
[quote who="DarthCaedusMorgan" reply="23" id="1994736"]It does not need to be balanced. Heres a simple concept that destroy a marza in no time, aim all weapon fire at, in fact 20 bomber squads can do it easily, it melts like butter[/quote] All caps go down in a matter of seconds. That doesn't justify one of them having an uber ability compared to the rest.
I would gladly pay the price of a whole scout frigate on top of a capital ship's cost just to get their mine sensors installed on the cap ship... Logically thinking all caps should have mine sensors. But then scouts would no longer be needed.
I tried the level 6 Marza for myself the first time yesterday. I have to say Missile Barrage is SO far and beyond better than ANY other level 6 ability in the game it definitely needs balancing. A number of targets cap seems appropriate. I mean.. how many missiles can there possibly be?? The fact that you can interrupt Missile Barrage with a select few other cap abilities doesn't make it any more justified. You can interrupt Cleansing Brilliance, Provoke Hysteria, Drain Planet
The anti fleet special abilities need to have extreme range to be useful to actively defend the gravity well. Right now they're completely passive, waiting for enemy ships to attack the base before they can fire. As it is, any attacking fleet is more likely to just ignore a fully upgraded Starbase and head for the next planet that doesn't have one. And all the hideously expensive Starbase can do is take some damage from bombers and watch the fleet jump away. As for the TEC frigate fac
I don't think there should be a complete blockade of phase lanes or any other "destroy Starbase before going anywhere" type of defense. Starbases should have AM dependent abilities to mess with fleets that are trying to pass through. Such as a Tractor Beam / Telekinetic pull type ability that could be used to keep ships from reaching the edge of the gravity well. Not all ships from a big fleet but a certain amount. The Transcencia's Mass Disorientation could be used to send a
[quote]Making them use tactical slots would make them worthless, as there is almost no situation where they would be worth the slots more than hangars or repair stations.[/quote] How do you know how many mines you get per tactical slot since it's not even in the game yet? If one tactical slot buys me one big minefield that can blow up even a few ships that didn't bring along a scout it's sure worth the cost compared to a single turret. A hard cap would be bad because after a w
It's the Jarun Migrator that can build Starbases after you research the upgrade.
Would it be possible to include a "surveillance" AI mode for scouts to circle a gravity well indefinitely and jump to a safe location if they are attacked by strikecraft? Clicking move orders for a scout to circle around a gravity well for 5 minutes is rather tedious. And the automatic retreat would greatly increase their survivability and reduce the need to micro them. If possible, they should also automatically avoid all mines since they can detect them. Other ships'
[quote]What do minefields have to do with ships or squadrons? Why would that make anything even remotely better? What would making them cost tactical slots do, aside from making them totally useless or causing a complete revamp of the number of tactical slots a system needs? Why would any of that be better than a simple cap per grav well?[/quote] Minefields have everything to do with ships and squadrons when it is a ship laying the mines or drone squadrons becoming m