I'd like to see the Vasari siege ships gain an anti structure power. Vasari siege uses giant lasers, why shouldn't they be good against both planets and in space?
Bobucles
[quote]1) Don't build flak (as of version 1.3)[/quote]Well it's no wonder that carriers are so effective, now is it?
I counter with a similarly insightful topic: Torpedo frigates too weak? ....
Why does 33% never get any love? What does 25% have that 33% doesn't?
Entrenchment isn't even out. Why would there be mods for it? [e digicons]:|[/e]
[quote]And what is your fleet for when it can't take down siege frigates fast enough to save any planets in your system? The frigs could just jump from world to world, taking every planet down to zero population, while your fleet was following them on their path of destruction, hammering away at them the entire time. This is what you call a good gameplay dynamic?[/quote]This got nerfed time and time again. No, 1.00 fleets were NOT hammering away at siege ships all the time. Ships
[quote]At least one flak per carrier[/quote]No way. This is why people think flak don't work! One flak per carrier will simply be laughed off, the carriers will build new fighters faster than they get shot down. One flak per Advent carrier will be crushed, no question about it. If you want to get anywhere with flak frigates, you typically need at least one frigate per enemy SQUADRON. Any race can pull this off, at a lower cost than the carriers, and still have plenty of fleet supply t
[quote]To be honest, I’ve never found flak frigates on their own to be particularly great - they’ll ‘win’ against carriers eventually, but by time they really start to take affect, half your fleet is already dead.[/quote] A proper scale flak zerg can easily outlast a carrier
150 squadrons means your opponent is using 50 carriers, or roughly 1000 fleet supply invested in carriers. That costs 64K credits, 11500 metal, and 11000 crystal. 80 Flak frigates means you invested 320 fleet supply. Would you send 32 heavy cruisers against 250 disciples? Probably not. Try 200 flak. Seriously. That's 800 fleet supply, which is still less than your opponent is pumping into carriers. This will cost you 75K credits(as tec this isn't a problem), 8000 metal, and 50
[quote]While the AI will fall for that, a player will dock his strike craft rather than let them be ripped apart needlessly by flak. [/quote]If the strike craft are docked, then the carriers aren't doing their job. A 14-20 supply ship doing nothing(sounds like a certain siege-y type of ship...) is a big loss for an army. This means they need to either abandon the fight, or try to push past your defensive screen. Both results work in your favor.
Bigger scenarios have more chances to have artifacts. If you open a custom galaxy in a text editor, you'll find a conveniently placed property. It controls the percentage of planets that contain artifacts. It's a bit of cheating though, so you'll have to figure it out for yourself.
[quote]Think about it. Siege frigs should not be able to waltz into any system with defenses, whether those defenses are static D, or a few generic frigs sitting there, and survive to tell the tale. They should instantly be toast if that happens. [/quote]No. The whole point of infrastructure is to BUY THE DEFENSES ENOUGH TIME to kill the siege ships. Planets can have 100 health and still survive a high end wave of siege ships. That's how pointless they are. [quote]Their pu
[quote]I'm not arguing with the assessment that 1.00 siege frigates were overpowered. However, no one here is asking for them to become unstoppable, just for a happy medium. They went from cheap indestructible world destroyers to expensive flimsy annoyances. Some middle ground would be nice; if they stayed expensive and kept their low damage, but got back their high durability, that would be more reasonable.[/quote]Kharma said that siege ships were devastating early game. Th
Are you kidding? Capital ships are your best (read: ONLY) units that can reliably siege planets.
[quote]I personally think the counter to siege frigates should be a hanger defense that has a squad of bombers, so my opinion is that their durability must be as high as possible without being so high that a single squad of bombers can't stop a small force (say, three siege frigates) from destroying a 3000 hit point planet.[/quote] Why hangars? Siege vessels have to approach very close range to attack a planet. Simple turrets can cover the distance just fine. In fact, a few turrets can wipe o
[quote]This is brillant. Does it work? I stopped building flak in 1.12 thinking it had been nerfed and was no longer of use. I guess with the strikecraft flying over them most of the flak's guns do get to fire and the strike craft would reach the end of the gravwell before the rest of the ai fleet. Then when your fleet arrived with your carriers you could maul the remnants.[/quote]Why not try it out for yourself? <a title="http://files.filefront.com/outnumbered
[quote who="EadTaes" reply="23" id="2033555"]Buducles instal a fresh retail copy of sins, no patch no updates just fresh out of the box. You will be the game breakign i am talking about.[/quote]My first game was a 2v2, 1 friend vs 2 AI, with a fresh copy of Sins. I spent 20 minutes chasing around a siege fleet as they systematically wiped out my worlds. I nearly lost the game, but fortunately had colony ships nearby to keep rebuilding my planets. After they were gone my eco was CRIPPLED. Howe
Why aren't you building flak? Advent Flak frigates outnumber Advent carriers 5:1 in terms of fleet supply, and easily 4:1 on price. 40 flak frigates will decimate the squadrons from less than 15 carriers, and more with a lead in upgrades. Empty carriers can try kiting, or jumping to the next system. Jumping will eat away at their antimatter stores, giving an even bigger advantage fighting them. Otherwise, they're toothless hulks that require several minutes to be effective again.
[quote]but not game breaking like they were.[/quote]Game breaking means that you regularly lost games due to siege frigate spam. That just doesn't happen! A siege raid could do some lasting damage, but it's still easily taken out by real ships, and the potential damage is easily minimized with PJI's.
The easiest way to make alliances is to make constant assaults with your fleet. This will please some, who will be eager to assist your glorious cause. Remember, alliances are your best border defense!
Why bother? Docked craft don't repair any faster. They can't be swapped out for a different squadron any quicker. They can't do a thing to give more antimatter to your cruisers.If your strike fleet is decimated you should be retreating anyway. The only tangible benefit is to spare crushed fleets so that they can be rebuilt without getting shot at. Chances are, however, you need every viable ship on the field, and can't afford to let any fleets be slacking. So no, docking doesn't have much of
1200 damage, cutting through armor mitigation, can end up being over 3000 "real" damage. That's more deadly than the Kol's gauss cannon, by a long shot.
[quote]Well, it used to be they were able to send about 20 of them in and be able to take out a planet, or at least all it's civilians, and retreat before they could be destroyed. It would take a medium sized fleet devoted to defending each planet from such AI seige rushes.[/quote]It was annoying, but did anyone actually LOSE a game to that? That's the important question. A siege raid could do some nice damage if you were caught unawares. Most of the complaints still ended with the playe
It's likely due to the activation of abilities. The cloaking property is likely being added every activation cycle, while the decloaking scout ability does the same. When the two aren't in sync, the mines will pop in and out constantly.
How about putting the anti structure ability on a capital ship? No one said that every race needs a frigate to do the job. The siege turrets deployed by the Vasari siege ship could be modified to work against structures. One ability wouldn't really cut it though, for many reasons.