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 ease. That being said, I think that starbases need to have some sort of torpedo countermeasure upgrade. Not something that would render torpedos useless, but something that would give a SB a prayer if a player was spamming torpedo ships. Maybe a 1/4 or 1/3 damage reduction from torpedos.
2. I think SBs need anti-fighter capability, similar to the upgrade on the defensive emplacements. If a SB is going to be the pinnacle of defensive structures, they should be able to have flak turrets installed.
3. Starbases need the ability to inhibit phase jumps. This would increase their strategic value in uncolonizable systems tenfold.
I have one other thought on defensive emplacements. Given their available upgrades, I feel that a more modular approach would be a better way to go. In other words, give every turret a fixed number of hardpoints, and allow the player to choose how many and what type of weapon system he would like to install. All the reasearch requirements would stay the same, but at the same time you could essentially make three different types of turrets depending on need. At this point in time I feel that the platforms are a "do everything ok but nothing great" type of structure.
Thats all for now! Thanks for reading!
This assumes the Starbase is sitting in the middle of nowhere by itself, without any hangar upgrades and without any hangar structures (2 of which now have anti-strikecraft capability).
If the above was the case, then it's quite fantastic because you deserve to lose your starbase.
I don't even play MP, and carriers are my least liked unit.
So, again, where's that good reason?
And an Advent starbase can have 20 fighter squads all by itself. 20 fighter squads > 20 bomber squads. This is the one race that doesn't have direct anti-fighter abilities/weapons on their hangars.
None of these reasons are thought out enough to merit the "Starbases need flak" statements.
Thanks for the clarificaiton Annatar, I remember that you can do it, but have never tried since I have always been preoccupied with the unwelcoming party.
I can understand your frustration Dorian and I agree that SB's can be pestered by strike craft and I have had it happen to me. In learning from my misfortune, I no longer keep the immobile SB's away from the planet. I stick it in the middle my defense turrets and hangar bays. I always have a PJI in my gravity wells so that if a fleet tries to bypass my SB and planet it will take some time (unless they have researched certain late game techs). But I also try to have a small fleet or two hanging around for defense and to assist the SB's.
In my play, my starbases are meant to keep people from taking my planets. Not to destroy fleets that decide to try and bypass me. If the try to bypass one planet then, I will need to bring a main assualt fleet back from the front line to engage and corral them near a starbase. In nuetral spaces, I try to put it near one of my phase lanes and hope to take some of the ships out before they jump. Not to mention that having a SB in a gravity well will take all their anti-matter and do 30% damage when the ships jump out again. So even if they happen to bypass the SB completely, you are still hurting ALL of them.
It really comes down to a style of play and how we interpret the use of the SB. I have to agree with Annatar, there is no "need", but it would be nice addition if FLAK was an option. There are many ways to counter the carrier spam. They are mostly with the hangar bays. Every single race has an anti SC tech (with perhaps the Advent?? haven't played them yet and don't know). The Vasari has a "fly paper" or "tractor beam" ability that draws them in and keeps them from being able to do anything. TEC has FLAK cannons. It is a matter of keeping the hangar bays really really close to the SB so that their defensive abilities can cover the SB and then spawning a couple of light frigs/anti SC ships to either herd the carriers into defense platforms or the SB or scare the carriers off.
And just for the record, I only spam carriers when I play Vasari and only because they don't have a dedicated anti structure unit for the Starbases. I hate spamming but it is a strategy that some will use. Just know how to counter it.
If you don't play Multiplayer, your opinion is completely worthless.
Don't bother posting.
Worry about your own posting there, buddy.
Keep it friendly guys.
I agree, a flak option is needed though, it would make a nice upgrade option.
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 be very expensive and might require research to unlock.
That isn't a bad idea at all Unknown... so long as SB's prioritized frigates/cruisers/cap ships when in range, and only went for SC when they are all that's around (who wants to waste good shot on a tiny fighter... especially if we keep a minimal chance to hit of maybe 25%) this idea could really work. It would prevent the irritating and absurd use of carriers to dust off a SB from far-away and would look damned awesom (just think of a massive fleet of SC closing on one of those stations and all banks filling the sky with hafhazard fly-swatting munitions!). I think you may just have come across an adequate solution.. because so long as the carriers are supported by a real fleet to occupy SB fire, and the chance to hit is still nice and low, this doesn't come near nerfing the SC -- but goes a long way to making SB's more capable of resisting carrier spam.
I think the way to go about it would be the suggested late-tier upgrade (maybe 6 in defensive tree, which is pretty sparse anyways?), of maybe two levels (10% chance to hit, 25%?)* of upgrade... but make it passive; the last thing we need right now is fewer upgrade slots available to starbases! In my opinion this would be half a solution, with an increase to 10-slotted starbases (through a final-lvl tech upgrade) the other half of it.. so that power-house starbases don't have to choose between weapons/SC/abilities quite so much.
Hopefully most can agree with this as a compromise.. I know lots don't want flak on SB's for a variety of reasons, and I don't really feel comfortable with that idea either. This one should fix the problem of simple spamming without really nerfing SC's combined-fleet effectiveness. Let's hear some thoughts, hopefully Unknown924 has found the silver bullet!
*all values should be kept in mind only as a ball-park of course, and would need to be balanced properly.
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, because I want an enemy fleet to be 30% damaged and out of antimatter when I bring my fleet or defences to bear on him. Not toly that, but if you put 2 or more SB's ahead of your main colonies, and the enemy chooses to ignore them, the damage effects will be cumulative (right?). That is the main reason I asked for phase jump disruption initially.
That being said, I personally find SB's in planet grav wells of little importance, except at maybe a research or production hub planet, so I am speaking from the perspective of a player who deploys his SB's where he cannot build other defences.
MAYBE, maybe SB's could come with a constructor ship, tactical slots, and a small radius to build rudimentary defensive structures. That would be acceptable, but I like the idea of an upgrade better myself.
I don't think the flak turrets are absolutely necessary. maybe a nice addition, but I'd not have it too drastic, maybe half of what tec hangars get.
aside from that:
1) small fleet of carriers is relative. I mean, if your starbase is maxed out on hangars, then you have 14 squads (or 20 for advent). you'd probably want to staff them with fighters, because defensively they are just better at killing whatever threats the starbase cannot kill itself. so, let's say you have 14 fighters. well, you are aware that it takes quite a bit of force to overcome this, are you? I mean you'd need probably a good 10 fighters squads to occupy the defensive squads and then a bunch of bombers that attack the base itself, say another 10 squads. that's 20 squads or 10 carriers. not such a small fleet after all I'd say.
2) you have to study your enemy and adapt to him. if he spams carriers then forget about the weapons upgrades and go for hangars. if you are in a neutral well, adapt to the circumstances. that's why we have the option in the first place to have something different and make you think what you do different in that situation. uncolonisable well means no hangar support? fine, then if you're worried about carriers, make sure you get hangar upgrades.
and at long last, don't isolate your view of the thing. the harder it gets to destroy a sb solo, the even harder it will be to destroy one supported by fleet.
oh, and if you are really so worried about carriers, consider leaving a detachment of light frigs and flak frigs over there. won't cost you the world and should greatly help your little fortress of doom.
I agree with most of what you say here, Shadowhal, except this one key bit about adaptability. IMO it doesn't work this way simply because fleets are adaptable, but SB's aren't. Because they are fixed, and there is presently no way to rework their upgrades, one is unfortunately stuck in the awkward position of choosing between a SB that is skilled against carriers, skilled against frigates/cruisers/capships, or really mediocre against both. The SB should be more formidable than that -- at least in my opinion. Once an enemy scouts out your SB and determines its weakness, as surely it must possess, it is simply a matter of dispatching a specifically-tailored fleet to deal with it... making the expenditure of all those thousands of credits, crystal, and metal for nothing.
One more thing.. A lot of people suggest that if people are afraid of starbases being knocked-off by SC, for instance, they 'simply leave behind some flak'. I really don't agree with this solution, because as much as it does work, it works very poorly. I like to build defences so that I don't need to leave behind fleets at every one of my bases. Sure, garrisons are sometimes necessary at particularly threatened worlds, but I think that with sufficient investment a defence should be able to hold its own against most fleets for at least a while... at present defences don't work without immediate fleet support, even against mid-sized fleets. Leaving behinda few flak frigs to sit by a starbase seems a strange emulation of what the game is missing: flak protection of defensive installations. If these are such advanced, innovative and millitarized civilizations, why can't they figure out that instead of fixing flak ships in place beside their defensive structures they could just BUILD a defensive structure that performs the same function without needlessly taking up fleet capacity?
Maybe I am wrong, but at present I just feel like the SB is barely, but irritatingly, incomplete.
Yeah, and Vasari/TEC Starbases can't have 20. you're also assuming that carrier group has no fighters of its own, which is pretty silly. I've built groups like that before and tried it, the Starbase doesn't stand a chance. It's more effective then using Adjudicators, and the Carriers have the advantage of also being effective against EVERYTHING.
You're also ignoring places where you don't have other structures, like a Star. The Starbase should be able to defend itself adequately against things that aren't its hard counter, and it really can't do that against Carriers unless you spend a ton of upgrade points (and even then, its not adequate for anything but a small Carrier group).
As always, it seems you have a problem with tactics, and want them removed from the game. If a unit needs an adjustment, by all means lets talk about it and thrash the issue out. But let's not ever remove tactics from the game, nor tactical possibilities.
See my posts here: https://forums.sinsofasolarempire.com/?aid=339787
Yes I agree, allthough I have been attacked by fleets consisting of 2 to 3 times that many. It was a good thing I had a few hanger bays and deffence turrets in the vasinity. Gave me the time needed to get a fleet there, I don't think it would have survived if I had'nt. Probably still would have been able to bring my SB down, if they hadn't retreated. I wouldn't have lost the GW though, and thier fleet would have been creamed. This to me is what makes a game intersting.
I agree, in fact I would argue that it would be good if you were able to scuttle upgrades and not the whole SB. just for that bit extra adaptability.
This statment makes alot of sense to me. Late game when fleet research is maxed and fleet capacity is maxed, and in good close games fleets are of a similar strength (or even if you have the upper hand with your capitals expience), having Sb's even stronger in deffence will just lead to most games ending in stailmate.
Tridus, you can place FOUR SBs in a star's grav well. That means that if you place them all together, with hangar upgrades, you have a fighter fleet to rival a carrier group's SC complement. Not to mention that if you're TEC, you can have a repair and ship building upgrade so you can crank out some flak for your defense. Advent get more fighters to deal with this, and as Vasari your SBs move. Do you ever see where the enemy warps in? Good. Place your SBs there and smile as his precious carriers are blown to smithereens as they try to escape.
Btw, an uncappable site should NEVER be a defensive stronghold. It is either always defended by a fleet (easy for TEC and Vasari, one with ship building the other with phase stabilizers), or in the backwaters to take down scouts or provide trade income. You should never leave a single starbase in a wormhole's grav-well without a fleet nearby. Heck, build a SB on both sides, and as TEC you can have the "safe" one with ship-building and repair for retreating forces, while the one on the hostile side has self-destruct! The enemy tries to follow through, only to have half their forces blown to bits, and to face another SB that has just healed the retreating fleet.
Point is, SBs should have two weaknesses. The hard counter is undeniably the new torpedo cruisers, or their counter-part. The soft would be bombers and, to a limited extent, capital ships. The latter should ALWAYS be dealt with by way of a fleet. And while bombers can be a pain to take down sometimes, realize that in order to do significant damage with them to a SB, the enemy needs a large number of carriers. With those same resources you can build up just fighters, as well as too much flak for him to counter with BOMBERS. If you are paying attention, the bombers will be mince-meat after one pass--if that--and the enemy has now wasted so much resources and fleet cap that he won't have enough fleet left to counter your behemoth that's about to knock on his front-door.
Castles were easily cut off from supply lines. In fact, they were often starved to surrender. So why shouldn't SBs be any different? Just as a castle needed a fielded army to push the invaders back, so too must a SB require the aid of a fleet to hold the territory. Otherwise its just a fancy toy that the enemy is just waiting to blow up.
So to sum it up, the only reason FLAK should be included is for those times when you build a starbase in a Star or non-colonizable wells?
hmm... Interesting.
Now don't get me wrong I still think the weapons range on SB should be expanded so that it covers more of the well, but that is another story for another time.
Actually, that's why flak should not be included. Those uncappable areas will be the most contested, since the only way to secure any sort of a foothold in those regions is by way of SBs and a large fleet. Therefore, flak would not be needed...if the player had a balanced fleet consisting of both fighters and flak.
As for the range increase, I wouldn't be opposed to it, but only so it would cover at most 33% of the well.
Uh, why is only those that play multiplayer important? Considering only a fraction of the gaming community actually plays multiplayer... I would actually say their opinions would be worth less (not worthless) if you weighed them like a majority vote type deal.
He doesn't want you to adversly affect his experience ebcause you don't understand the delicate balance of the game that coems from two thinking players locked in a struggle where small advantage can lead to victory. With such a thin margin, any change, even small one, can through stuff out of whack. Previously complaints by single players has already caused grave changes to the game that impacted multiplayer adversly.
While I don't agree with the tone or the manner in which he expressed his opinion, I do support his sentiment. A single player perspective will always be clouded. If you had the AI programmed to use 60% light frigates in his fleet, then after about a month there would be 2 possible complaints on this board from single players. 1) Buff light frigates, in cases the AI fared poorly witht his tactic and it was too easy to kill it 2)Nerf light frigates, in case the AI proved to be very successful with such a fleet. And neither complaint would take into the acount the fact that if you were facing a player, they would naturally compensate for the success or failure that comes with using a fleet made up mostly of light frigates. There could be no problem with light frigates at all, it could just be the case of AI adapting bad strategy, or a very good one.
If you think that this is not true, then I will tell you not only is it true, but it has actually happened with siege frigates. They were nerfed to hell because the AI used them very extensively, and they were very effective. But a player would not have hte same level of success, because none in MP complained about the siege frigate.
This cuts both ways, you know. Multiplayers focusing on quick matches on small maps have a pronounced tendency to come up with ideas that are detrimental to people not playing multiplayer or playing on medium, large, or huge maps, whenever they perceive imbalances in whatever is their current predominant playstyle.
Balancing the game to cater to only one playstyle, whatever it might be, is usually a really, really, bad idea for any game save one that is already dedicated to exactly one playstyle.
I can assure you that the "Only MP counts because small changes affect us the greatest" crowd, like the "Only SP counts because we are the most" crowd (to take the usually most vocal posters of the "only the views of people like me are important" type, though this really goes for all those types), are the players who are absolutely easiest to ignore by a developer when making changes, since they completely miss the point by not seeing the big picture and, as a result, tend to come up with remarkably short-sighted solutions.
No. They have less. But their hangar defenses have anti-fighter abilities and weapons, so just build a few around your starbases?
Honestly, by the time you have enough carriers that their bombers knock out a starbase with repair bays and surrounding hangars, the amount of money you sunk into that carrier fleet outstrips the amount of money you sunk into the starbase.
So will a multiplayer. This is far from an "SP vs MP" issue, though. Everyone's just saying "Starbases need flak!" without presenting a single, solid, defendable line of reasoning for it. That's exactly the kind of changes we don't need. I can say all capitals need flak too, because they can get one-shotted by a swarm of bombers late game, and flak frigates aren't enough to stop them before that happens. How does this statement have any real merit, though? The same goes for the Starbase flak argument.
I do play SP on occassion, thou I tend to play vs UNFAIR AI on 4x speed. Only way I can find the game vs AI not trivial. Though I must confess I'm new to Entrenchment, it seems a bit slower paced, and since I'm learning I use 2x speed.
Ah, interesting. Change one aspect of the game for one group, you enrage the other group. Quite a problem.
Let's say caps were allowed to have flak. Would the flak target only fighters? If not, how much dps would it add to each capital? Flak frigates themselves are only effective against fighters, and have trouble taking down bombers. Does the same remain true for these flak turrets? Would a turret or two really help if you're being swarmed with tons of bombers/fighters that you can't fight off in any other way?
Also, I never get a good response from those that want carriers nerfed... what happens to lrfs? Like a member said before when I asked this question, it would go back to the way it was, pure lrf spam. If they are nerfed, the nerf needs to be small, very, very small, or we'll just trade one spam for another. It all depends on how they're nerfed, I suppose.
Funny thing is that there is no solid reason for having flaks, nor solid reason for NOT having flaks as well.
It is all about "I want flak!" and "I don't want flak!" which both have no base of argument.
Finally, Annatar, you need to be civil and learn some basic manner for communication. To be honest, your writing style and use of similes are the worst I've ever seen. I completely understand Dorian's reactions to your post, becase I would behave same if I were him.
....You just want nasty fighting and teasing, but that's not good for you and other people here in long run.
I suggest you to listen my saying.
Hmph, I must of missed Annatar telling Dorian to basically STFU... There is nothing uncivil about Annatar's writing style. Dorian on the other hand;
Now, who exactly needs to be civil?
I don't know. Keep the caps the way they are... There ARE flak frigates in the game. Some people claim that they are a good counter. You just need enough of them and SCs don't matter anymore. IMO, they are a bit too weak and need to get a higher damage output. But that's just me...
However, who am I to speak. My opinion is worthless, too as I am not into multiplayer matches...
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