TEC I like long games on large maps and can't stand the voice-overs for Adv or Vasari Maybe this is the thread I should beg for new voice acting?
burnout1620
LOL... you beat me to it. I just finished reading the changlog myself. I am in agreement with you, it should help quite a bit.
After continued play testing, and reading many intelligent responses in many threads to this issue, I have also come to the conclusion that we cannot ask IC to nerf carriers or buff flaks. That being said, the issue at hand is basically carrier spam. Not the effectiveness of any counter, but the spam itself. I feel that I made an error when I started this thread in that I did not address carrier spam itself. Before I go on, I need to say that I am not at this time a
[quote who="Levelheaded" reply="2" id="2064433"]Caps should have the privilege to get up to 90% mitigation [/quote] While we're at it, why stop at level 10?
[quote who="DorianGray7" reply="15" id="2064048"]I and many others mantain, it's highly unrealistic for huge expansive cap ships to not have any sort of Flak at all, even if they weren't designed to just combat enemy SC like the Flak Frigate. All popular science fiction has big ships with AA guns. Battlestar Galactic, Star Wars, etc. [/quote] If we are talking about realism, how realistic is it that any aircraft carrier in any real or fictional universe can build fighters or bomb
A Radeon 200M and only 128MB of VRAM there... You don't exactly have a hardcore video system there. Make sure your resolution isnt over 800x600. Turn off anti-aliasing.
All i ask is to be able to put bounty on myself if I see fit... gotta level my caps ya know [e classic]:lol:[/e]
Carriers shouldn't be able to respawn SC in battle. Simple as that.
I'm using the gateway map, so maybe someone else could verify that those attributes were not on the infocard at all until I explored the planet.
Actually penal colony is -20% to structure cost and -30% to build rate. Anyway, after further exploration it was "frequent metorites" that is -20 to max population. Do you think its a bug that I was getting that -20 to pop before I explored the planet?
Strange... this particular asteroid had a max of 0 before I explored to find out it was a penal colony (max pop -20).
... but did dead asteroids always not support any population?
The main problem is that SC are replaced faster than they can be killed in most situations. My soultion: Carriers shouldn't be able to spawn SC during a battle. Sounds realistic to boot.
Carriers should not be able to build/rebuild SC in battle. That way a modest defence will eventually whittle their numbers (and damage dealt) down, and carriers will have to retreat in order to rebuild SC. On the other hand, no anti-SC defence and the defender will still get maimed. Now no unit needs to be buffed or nerfed. Just my opinion.
Armistice is one of my fav abilities in the game... you can hang in a fight a lot longer before you must retreat. As far as ion bolt goes, its great to have if you have an enemy cap attempting to leave a well that has a phase jump inhibitor... they never get to jump out. Also, a lvl 3 ion bolt charges faster than unupgraded jump engines, so if you got the antimatter, you can hold any target indefinitely while you pound it. Akkans are undervalued IMO.
Let's not forget that SB's can be deployed in systems you cannot colonize, therefore there is no way the player can "shield" his SB with the other defensive structures. In this application they truly have little defense against SC. I find that SB's at stars or other bodies that cannot be colonized are much more strategically valuable for two reasons: You can make a trade stop out of them, and you damage all enemy ships that phase out. The latter is very important to me, beca
[quote who="DorianGray7" reply="6" id="2062746"]It would be ridiculous if a fleet of Carriers jump in, stay at the edge of the gravity well then release their Strike Craft outside the range of the starbases guns and just chill for 4 minutes. Then the starbase dies. [/quote] That does make the SB sound quite fallible, doesn't it? I, for one, think that SC should not rebuild when in any hostile-controlled grav well. That includes a star or gas gia
[quote who="DorianGray7" reply="13" id="2062793"]Come on Ironclad, we need a Flak buff and a reduction in build time for the Strike Craft! (instantly replacable FYI) [/quote] I disagree. A reduction in build time for SC would compound the SC spam problem at hand now. However, given the proliferation of SC since the 1.1 update, I do feel that anti-SC weaponry and emplacements do need to be revisited. Right now there simply is no answer for SC spam. Flak frigates ar
[quote who="bobj6" reply="8" id="2062365"]Starbases were never meant to be the be all end all [/quote] I disagree, moreso because that for two of the races, the starbase cannot move. IMO once you put the required resources into a starbase and its position is permantly fixed, it should be the "be all end all" of defensive emplacements. It should by no means be invulnerable though. Consider how much a fully upgraded SB costs , and know that there is 75% of a planets grav we
Hey all, I've finally been able to sit down and put some hours into Entrenchment, and would like to share my thoughts on where it could improve. I'll start with starbases. I like everything about them and feel that they have been well implemented. I do find them lacking in what I would consider a few key upgrades... 1. Torpedo crusiers have one purpose IMO... anti-starbase ships. There is no other structure in the game that LRMs or HC couldn't handle with relative
In that case, the bug is that I was still able to reasearch wormhole travel i guess :)
Been a while since I've been around so I looked through the recent posts and didn't see anything so here goes: 1. I was playing the Ancient Gifts map as TEC and my ships were all able to use wormholes before the reasearch was finished. 2. This is very minor: In the fleet supply area, if you hover the mouse over your available fleet supply, and you have any ships queued up, the supply that those ships require is not correctly represented.
That is: Assume capital ships are cannon fodder. Sorry.
Capital ships IMO are right where they should be. In a diverse and properly managed fleet, they will not be the primary target of any human player unless that ships abilities are turning the tides of a battle. Think about it this way: assume ships are cannon fodder, how many LRM frigates worth of damage would they soak up before they are destroyed? Armor and HP wise these things are the best bang for the buck. Also, I think an effort was made on the part of the devs to ma
Back on topic, I'm glad that amount of xp SC give was reduced. Otherwise, looks good but I may be in the minority who thinks that flak may need to be little closer to its 1.05 strength to compensate for the overall increase in the number of SC now. As things stand, one Kol (or Adv/Vas equivalent) is worth about 10 flak frigates.