Seems to me bombers do just fine against structures. Why the need for a slow semi usefull redundent ship?
Give a bonus to bombers vs starbases and give us a usefull ship.
It is a waste of a ship, don't think I've built two in ten games. They could have just given siege ships a structure attack ability.
The AI seems to like them. They have a fleet of about 40 of them running around in my current game.
It's a good ship. Maybe if you'd use it you'd see it. Does 1250 damage from a very long range so it rips through structures in no time. This is especially true for heavily fortified planets without a big fleet present
The only thing that sucks about it is you have to select the target for each one.
Why do we need it? Because it should be the only ship in the whole game that out-ranges the insanely long weapon ranges of a starbase.
Why do we need it with the starbase ranges being as short or shorter than a standard turret, and a lot shorter than any LRM frigate?
We don't.
Can you guess how I'd make the torpedo cruisers useful?
Agreed, they aren't really necessary as things stand now in the beta.
The Advent equivalent on the other hand is insane since it has no limit to the number of structures it can target. Got a full set of tactical structures with new enhancements right up the 35 pt limit plus a nice starbase? A half dozen adjucators and its all gone.
If the point of Entrenchment is to beef up static defenses to the point where it takes a significant attack to overcome them so we don't need to use fleets for defensive duty as much why put in a ship than can blow up static defenses insanely well thus requiring ships to defend against them? Seems just a bit counterproductive.
@Annatar11
I have used em. There just seems to be alot of mico. 15 bomber squads can do it, maybe not as fast, but from way outside of range of a starbase or any planet base weapons. With no micro. I don't think they have a 12000 range do they? Cause thats what the tec starbase super suicide abliltiy is. Anyways beside the point. Orgov I think its a bs ship with limited useability, even when it gets balanced. Just what Sins needs a new seige ship thats it. A structure siege ship. Blah..... A Sub cap class ship or hell a destroyer class ship imho would have add alittle something to the fleet. We get the Orgov.....
Wouldn't it make sense then to offer ways of reducing the micro, rather than complaining about the idea behind the ship?
Like I said, it's a good ship - it is the micro that makes it cumbersome to use. IC just needs to make it so that when you select a bunch of Ogrovs and use the ability on a target, all of them use it instead of just 1. That would make ordering a bunch of Ogrovs nearly identical to ordering bombers: alt+click, hit q, click target. Another cool thing would be if a ship had no weapons but a targetable ability, right clicking would give it an ability use order instead of a move order, to eliminate hitting q.
If that was done, I doubt anyone would have much reason to dislike the ship
I'm not knocking the ability it has other than the bug u pointed out. It is a redundant ship. Add the ability to the krosov and also the seige for the advent. Give us for the tec and advent. Maybe a mine layer ship to make defense in neutral wells more viable. Same with the advent. The micro off the carriers is a pain now. For the advent, a ship to do the dirty work of laying the mines would work as well, but I think something new here.
If you gave the ability to the seiges which is what they are, they would be more useful and justify the high flt cap they eat up. Which is alot more cap than the Orgov. I don't think im alone when I open my research screen to see that ship I might make, I might not, because, I might need a few extra carriers to win space superiority. lol So give us something neat we wanna make.
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.
I agree that it'd be a better ship if it was the only thing that could attack a Starbase with impunity. But Carriers are immune. LRMs are immune to most of the weapons. It really doesn't bring anything necessary to the table right now.
Now if Starbase range is jacked up like almost everyone appears to want, THEN it would be better.
They are a bit nerfed at the moment, but I think that they could work
bombers also get to the target faster.
Wouldnt it be possible to make the Antistructure ships have weapons that only fire at structures? Strike craft can only be targeted by certain weapons, to my understanding, so that means it should be possible to only allow ogrovs and adjucators to attack strucutres and starbases. That would make it alot more convenient than than it presently is.
So I wasn't the only one who thought that the torpedo frigate was superficial...I mean, yeah it's really cool to have a ship with a bomb as big as it is, but when you have to stop managing the rest of your fleet in order to use it, it's become nothing more than eye candy. And to some people I'm sure it's not even that much.
So, here's yet another alternative to what could be done. What, you didn't think I wasn't going to add my own two cents, did you?
It's been mentioned by others that a simple upgrade to the siege frigate would do the job, since by the name alone you would expect such a ship to be a juggernaugt of nothing sort of crushing power to defenses and planetary targets. However, that's kind of taking away from the idea of an expansion, isn't it? New upgrades is all we get for $10? Pesonally, I'd feel ripped off. Also, Ironlore/Stardock has gone through the trouble of making a completely new model, textures, and icons. Should we really insist they throw all that work away?
In my opinion, no. It's a decent idea, it just needs a little tweaking, that's all.
As, again, other's before me have said a huge issue is that the ship does not target defenses from extreme range automatically. That right there sounds like an AI error and could probably be pretty easily fixed, once the source of the problem is found. The other part of many people's complaints, that it's usefulness just isn't critical enough to justify it, well that's a bit tricker. A super-long range, heavy-hitting ship would be a lot more useful, and feasable from an in-universe standpoint, if it could also bombard planets and snipe cap ships in addition to being a demolition-type vessel.
Before you all lynch me, let me say my piece. After that, if you're not convinced, well... have at.
In short, I'm proposing to turn the Orgov into, basically, a sniper. It's not so much a remaking as an expansion of it's original abilities. So, in effect, maybe there could be further research into the Orgev's targeting systems so that is can attack cap ships and planets. Though this really does elimate the need for the siege frigate, doesn't it?Oh well, I never use those things away. Dreadnaughts FTW.
And... that's my piece. Feel free to lynch me now. ^^;
I find the Ograv very usefull - I tend to include 4 or so in each of my battle groups and it helps to remvoe structures in a nice and fast fashion. I would like to see them add the ablity to make them attack cap ships. That missle is sure to remove the shields on most caps in 1 hit
My idea is to give Bombardment Cruisers (what I call 'em) a low-damage long-range weapon. If they have a "target painting laser" with the same range as their ability that does 1 or 2 damage then when given an attack command will automatically stop at max range and autocast their ability at the target. If you were unobservant and told them to attack a ship, they won't do enough damage to be worth turning on passive regeneration.
Problem solved? Problem solved.
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