That's correct. Then the phase jump should be disabled if he applies any health upgrade. Sounds better? I think the benefits of 1 starbases outweights 2 starbases other than pure DPS and health. I am talking about a fully upgraded starbases with.... 2 Weapons. 3 Healths. 2 Hangers. 1 special ability. I believe it is more dynamic and response to more varied threats than two bases with 2 weapons and healths.
kwm1800
Yes.... This is very annoying bug.
If I remember correctly, in original beta of Sins that's what phase inhibitor did: preventing enemy from going deep into the your worlds. So it would be definitely possible. So you want like this..... Starbases : Stop advancing toward. Phase inhibitor : Slow retreating. Right?
@ Isildien Hmmm, then this game would be more turtling if we allow multiple starbases in same system. My suggestion on Vasari case is that we can hardcap the upgrade slots on each planet, so Vasari player only be able to mak
Oh snap, Advent starbase with bombing planet? XD. I have not noticed that (since I rarely play Advent) That's absurd as hell and should be replaced by other weapons then. Oh Wandomvandom, then we just can hardcap the number of starbases in same planet as two, and limit the total upgrade slots in the same planet as 8
My point is, EadTaes, we already have a unit with decent textures and render that can do same/similar job. Why starbases need to have that ability that another defense unit has? It only makes unnecessary role overlap and pretty much make the phase inhibitor unbuilt and unused. We already have TOO MANY units not being used, and you guys saying you want more units being not useful? And again EadTaes, starbase is not that powerful enough to be overpowered, and mult
I really do not think Starbases are super capital ship. First of all, in current state they are just way more expansive than capital ships (the cost of colony frigate, initial cost for base, upgrade costs for weapons and one hull/shield/armour upgrade outweights the capital ship with a supply upgrade) And you say there will be compliants with starbases no being able to move freely..... well that's my intention. Starbase should not have same mobility as normal ships. Or
It does not use 100% weapons. Wave cannons are located as 50% front and 50% rear, for example.
Simple updated.... comments on mine and added a link to my own thread for starbases.
Updated ones are marked as yellow. 1. Their weapon range is short, but increasing them would cause problems. It seems the easist way to fix the problme, but in reality it is not. It has some fatal flaws that cause imbalances if it happens. <
I thought you are just a troll, and was surprised by quality of this post. +1 Karma for ya.
Hi DeadlyShoe, I still remember you calling Necrons being fine in DoW forum. ;p So tell me, then what's the point of building starbases anyway if these are answer to block enemies' movement and range problem. So I just don't build starbases, and go for full hangers and laying some mines around them. Such a great idea for starbases, right? ;/ Edit: Oh, btw, Advent's mines cannot be used for blocking the movement. All you need is a s
Phase clocking is very late tech, and mines available relatively very early.
The simple solution to this is again, make them movable and Vasari having phase jump with certain limitations mentioned above. With their high-hp, longer range can cause some imbalance in certain situation (Have you ever heard about repulse?)
Vasari players can't spam scouts to counter LF. Advent and TEC ones can, but Vasari can't (not effective in terms of cost, unfortunately) And btw, this multi fleet, Carriers + LRFs are best things you can have and there is little counter to it. You notice that This combination basically counter EVERYTHING. Only thing can effectively counter this is BIGGER Carrier + LRFs or go for Heavy cruisers if he does not have enough bombers.
TEC and Advent ones should be movable. Vasari ones should be able to do phase jump. BUT. Then Vasari having multiple starbases in same planet may be overpowered (just to know all faction's starbase build limit is 1) So, I suggest that if you use a certain numbe
Yes, I have same problem as Vasari player. Even though it is turned off, my egg still auto-colonize the planets with three neutral siege frigates XD
Great idea.
It will take 30 sec for each free extractors appear.
We have enough of bug thread. Let's talk about balance thread. Here's some lists I want to pointed out. First of all, general balance suggestion. What's so good with new units if we can't use old units properly? I don't want a new half-baked cake. I want old fully-baked cake! So my stomach does not suffer! 1. About carrier too good and light Frigates too weak issues: https://forums.sinsofasola
Hmmm, I pre-ordered yestday night and have not received e-mail....
[quote who="Raknor" reply="5" id="1977759"] Get second cap as carrier ; it has wonderful repair cloud ability, the answer to Advent's shield regen. The answer to shields are phase missiles.[/quote] Woo yeah. Phase missiles are answer to shields. If I manage to make sure my ships survive. Without carrier's repair cloud, it seems quite difficult.
All factions have refineries.... Vasari has relatively early access to refinery.
Superchimp8, let me explain why light frigates fail at killing carriers. They die to LRFs, too quickly. Maybe a bunch of light frigates.... like 20~30 of them can kill three or four carriers, but then your entire light frigates wiould be melten by LRFs. Also, Light frigates are no
Get many carriers as you can. Get second cap as carrier ; it has wonderful repair cloud ability, the answer to Advent's shield regen. Get trade ports and focus on improving economy. If you had not researched forced labor, it is time to do that. And again, look for neutral resource extractors; your scouts can capture them, and it is Vasari's strength.