sure at the start the turrets and mines help but once u start getting more and more cap ships and a titan they become next to usless and just fold like paper, perosnally i think there should be an upgrade for later in game which lets you make them better so they can actually deffend somthing, espcially the loyalist tec as there all about deffense
/agree
Well they are cheap and extremely quick to make,there are quiet a few researches that upgrade the gauss guns even give them rockets and such,but u cant really expect them to be effective vs a titan unless you have like 30 of them all firing at it,there more of a quick fix vs rebels/pirates maybe scouts that are exploding your buildings with sabotage.I would like it to have a much bigger range increase so it can fire further but there are also hanger defenses that are pretty damn nice,and star bases,2 for each gravity well if you are loyalist,paired with hangers and maybe a repair station or two they make a very solid defense for a choke point vs cap ships and titan,and hangers if micro ed can take out the enemy long range rocket artillery ships firing on your fort making enemy retreat.Works vs Ai nicely,but a real player would probably just go around your defenses anyways.
For TEC Loyalist 2 fully loaded bases sitting in a mine filed with Guass Cannons fully upgraded and hangers is actually good enough to hold a pretty large fleet with a Titan at bay, usually long enough for you to send your titan in and will certainly cause a lot of damage.
For the Advent - a base with Disorientation, meteor strike and laser cannons aligned in a triangle(to expand weapons damage) with a hanger near them to increase shields is also very effective defense. Add in homing mines which are very hard to sweep and you you have a decent damage field set up for incoming fleets. If you have 1 or 2 antimatter spheres near the base it will be able to fire disorientation rapidly enough to literally freeze the enemy while your defenses whittle them down. Obviously the best defenses stance would be on a Desert planet since they tend to have max defensive slots. But give it a try.
Late game if the enemy is moving with it's entire fleet allocation at 1 planet there is nothing you can do to stop the steam roll other then meet their fleet with your, but to me that is how it should be. IF the enemy makes this type of push and loses though, you are in a great position to pretty much end them. So it's a give and take deal.
Turrets are just to delay the enemy, the real defense is in the hangars. But those are useless against large fleets too. If you want to defend a world, you need a combat-specced starbase, but mostly defenses exist to give you time to send your fleet to deal with the enemy.
One thing to remeber: order fighters to take out siege frigates and bombers to take out anti-structure cruisers first. That gives you more time to send reinforcements.
The only true defense is a fleet. All defensive buildings are just to stall the enemy. This even goes for starbases. The whole point of them is to give the player and his fleet time to react and get there.
That aside, I find especially Advent defenses (both fraktions) extremely potent thanks to strong shield restore and culture buffs. Small guarding fleets that restore shields can prolong their defensive value tenfold. TEC defenses are more prone to die in battle, but are generally better in fending off bomber spam and quicker to replace than Advent ones (especially if you tend to lose a few constructors in battle, as the TEC construction speed bonus is not dependant on the number of available constructors). And I just love Vasari turrets, disable passive regen ftw.
"Fixed fortifications are a monument to the stupidity of man" -- General George S. Patton
Unfortunately the devs have a way to spoil a good defense party. The anti-matter sphere in diplomacy only recharges capital ships and I'm guessing its the same in rebellion.
Edit:
https://www.sinsofasolarempire.wikia.com/wiki/Antimatter_Recharger
No way.... I will have to check on Rebellion tonight than. They even added a repair function for the Advent Rebels and I am pretty sure it works on Stations. If it doesn't work anymore than they need to PUT IT BACK.
The whole point of a defensive choke point is that the enemy should know it will either need to use a large fleet to sweep it, or expect to take major loses, I am saddened
I don't see a problem with this. If it's the end game and I've spent tons of time leveling up my capital ships and/or titan then I really don't want to be slowed down by defenses. Why delay the inevitable and drag out the game even longer? Defenses are pretty good at holding off a pair of capital ships and many frigates for a while. They work great against pirates in particular. Starbases do an excellent job too. If the enemy has half a dozen capital ships level 4+ and a titan I absolutely don't expect my defenses to stand a chance against them. If I'm the one doing the attacking I don't want to have to retreat because there are some annoying mines or fixed defenses in the way. I like this the way it is.
I would like to see mines removed from the game.
The shield repair works on stations. The antimatter refuel ONLY WORKS ON SHIPS. However it is a great way to buff a small frigate fleet that uses repair and shield refuels. Again, ships are the best defense and static defenses only support them.
The only improvement to defences I am hoping for is longer range TEC defences. It's possible for a fleet to sit off to the side of a TEC gravity well and destroy structures at a very long distance. Sure, bombers can help resolve this situation, though it would be nice to see a new type of defensive weapon that is able to hit at longer distances but take up more tactical slots than a conventional turret.
The range thing has always been an issue, and I've always hated mines too... but otherwise this is just how it is. Defenses need to fall by the wayside at some point, otherwise it'd become impossible to attack (and the game is about attacking in the end).
They're not useless though. They support a defensive fleet significantly and help a fleet defend against a larger attacking force. They just can't stop things by themselves in the end.
ok i just saw an example while playing, the pirate deffense, they dont research or anything (althought i kinda recon they should so they become more annoying through out the game) anyway, there turrets hit u for 45 damage each the best i can get to is 29 (not including missle or laser but it still dosent equal, it comes close but not) umm im surposed to be the fortification expert and these pirates are better then me
Pirate turrets got a buff earlier in the Beta, probably to keep them a threat for low level Titans.
Fixed fortifications have an offensive purpose: they are intended to make your opponent send more forces at them to overwhelm them, thus distracting his attention and resources from the place where you want to attack. That's what Napoleon did at Austerlitz fortifying the Santon, infact.
you can also use them to funnel the enemy into a soft point so you can fight where you want to.
"Every castle needs a weak point" - Kanbe Shimada, Seven Samurai (film)
But, yes. The game needs to end at some point so eventually, ships need to blow each other up. I should note that the turret does have a good long range upgrade, but I can't remember how far it shoots.
Yep. Super weapons ruin it.
10%farther than the regular shot. Select the turret, hold down ALT (to show the turret's normal range), then hover your mouse over the special attack button in the turrets command menu. This way you can see both of them at once.
Defences should be useless in the end game otherwise the sodding game will never end. Any decent fleet should steamroll static defences or breeze right by them. They are there to slow an enemy and support a fleet not stop a titan backed enemy fleet.
I always thought that a lot of the strategy of the game was in how many fleets you had and where you decided to put them. So I wouldn't want defenses to be able to hold off a fleet for long, it's more about building enough defenses to keep the planet intact until the nearest fleet can get there.
What I would like to see is for the auto-build function to remember the locations of manually placed structures and re-use those locations first. So if I've placed 4 turrets to cover a specific area and lose 3 of them, I just hit the build turret button 3 times at the end of the battle. This would be a huge help, because after I've successfully held a planet it's time to re-position my fleets and attack, not stick around placing structures.
The only thing that can withhold later in the game is the 4 starbases in the Sun gravity well. And even then against two fleets and two titans it was a near thing.
The real problem I think for any defenses later in the game, sans mines, is the need for a limit on frigates. There is nothing, and I mean NOTHING, that can stand up to 200+ cobalts or illuminators in one group. Most maxed out starbases last a paltry 30 seconds against that number. Fleet size is one thing but you should never be able to build that mny of anything.
I really think starbases need a buff. Their original position as "king of the gravity well", due to size and armaments has really eroded, thanks to the addition of Titans. But I'd also like for turtling to become a viable strategy (definitely not happening anytime soon)... counterable, but viable.
Anyway~ I agree that defenses should only hold off an enemy fleet to a point, otherwise they'd just be overpowered, but I also think they should hold on longer than they currently do against Titan backed fleets. Even the Loyalists and their two starbase upgrade only hold off a fleet boasting a Titan barely long enough for the defending player to funnel in reinforcements. The other faction's starbases simply get crushed too fast, regardless of the credits invested in their static defenses, for them to send any sort of defense fleet. I mean, static defenses are supposed to help support a defending empire's planets, not roll over and feed their capships/titans lots of exp. before help can arrive.
So if starbases, being the end-all-be-all of static defenses, get an overall upgrade to their durability, then maybe late game strategy would be a bit enriched.
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