Levelheaded

Levelheaded

Joined Member # 2990281
6 Posts 34 Replies 575 Reputation

[quote who="CreditSuisse" reply="20" id="2067055"]Right.... , which explains why in the beta 3 change log they did just that. The developers obviously see that Carriers are a big issue, Carrier are not useless if they can't rebuild their SC, but finally balanced. I cannot understand why People don't want Flak on Starbases, it very common sense, same goes for Capital Ships. [/quote] No. The Devs made it so that hostil

21 Replies 100,026 Views

[quote quoting="post"] This is an idea I had in the "What Entrenchment is Missing" thread [quote who="Unknown924"]What about an 'Improved Targeting Sensors' upgrade as the final level for weapon upgrades? It would let a starbase's basic weapon system target strikecraft as well as upgrade the range of all weapons on the starbase. The maximum target limit for some or all of the starbase's weapon banks could also be upgraded. It would b

1 Replies 21,775 Views

[quote who="Tridus" reply="17" id="2066166"]Quoting Levelheaded, reply 16why karma, the idea is bad and wrong. I don't suppose you'd care to give some more information, like WHY you think its bad and wrong? [/quote] Denying carriers rebuilding of strikecraft or impairing the efficiency in hostile grav wells will instantaniously make them completely useless. simple as that.

21 Replies 100,026 Views

Bad and wrong in too many ways. Aside from taking sway rather important things like "proper empire management" by circumventing all the limitations that are in place (aka giving up one thing for another). The Military variant can only be described as "lol, op" (yay, al lthe cool abilitys others shipos have to level up for and they cost a small fortune too) while the civil variant is activly destroying the strategy part of the game by relieving you from the "stre

3 Replies 3,142 Views

[quote who="DorianGray7" reply="15" id="2062967"]Quoting burnout1620, reply 13 Quoting DorianGray7, reply 6It 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. That does make the SB sound quite fallible, doesn't it? I, for one, think that SC should not rebuild when in any hostile-controll

21 Replies 100,026 Views

Advent get sick mitigation so stfu about their lack of srikecraft. This whole hardpoint upgrade idea is bull btw. Starbases should come with a half decent anti strikecraft weapon or ability (think kol fla khere, but bigger) equipped right from the start. Phase destabilisation is a powerfull ability.

21 Replies 100,026 Views

Well. In the tech setting that sins it is, beams are the only viable option for ground based defenses. Even today you can shoot Lasers into space. However to put enough energy into that beam to A.) Compensate for the losses along the way due to the atmosphere B.) Still have enough power in it to actualy do anything wortwhile the planeta would have to have a massive power generation - in the ludicous scale of things. </

42 Replies 29,059 Views

The AI is Dumb. For starters. Circle the sb with crusaders and illums and simply nail it. too much dps to be our regged and only a percentage of the fire hits the bases frontal arc. Keep the adjudicators to work down the missiles turrets. done deal. Vasari Defense grids suffer from a sucky repair bay and Turrets with a special ability that, while being nasty against single targets like caps, is fckn useless when an enemy fleet comes knocking. You might even have

12 Replies 5,060 Views

[quote who="MindsEye" reply="6" id="2055152"]Phase node is good for vasari. What is bad is in entrenchment the kostura creates a node at any planet it fires on. To me this is really unfair and there is no way to counter except leave your fleet on your back worlds. [/quote] See the reality here: having a bunch of cruisers at home isnt to omuch t oask and they can deal with invaders good enough when supportet by even basic planetary defenses. &

12 Replies 5,060 Views

The real trouble starts when the kostura gets going. but then again: If his fleet is away bashing your worlds you can go bash his since his fleet is.. well... away.

12 Replies 5,060 Views

[quote who="Haree78" reply="12" id="2053706"]Quoting Levelheaded, reply 11now, why is the opponent attacking you with 20 or 30 carriers? didn't you... like... yknow scout this shit before it... well.. arrived to twist your nipples? Im always hearing "this and that" but never the part where you ppl say "oh my, here i fucked up by not going over there to cripple that fleet over there because i never knew it was there because i never use scouts." While you make a very

17 Replies 5,622 Views

now, why is the opponent attacking you with 20 or 30 carriers? didn't you... like... yknow scout this shit before it... well.. arrived to twist your nipples? Im always hearing "this and that" but never the part where you ppl say "oh my, here i fucked up by not going over there to cripple that fleet over there because i never knew it was there because i never use scouts." 30 Enforcers will maul your starbase just as well, and they are cheaper. So it would be more

17 Replies 5,622 Views

wasnt there that technical limit that only permits 3 weapon types per ship? Anyway. Vasari and TEC hangars have ant ifighter abilitys. Use it. If you have your starbase alone somewhere: expect it to die. Because you left it alone. At least put 4-6 flak frigs or some carriers next to it.

17 Replies 5,622 Views