So as VR you can have like ten titans we will just call em starbases. Just one of these players ruins a game. Cool. Same old story from the original sins. Game balance issues.
Jumping starbases. I get the Vassari are a mobile space race but who at IC thought giving Orky jump capability was a good idea?
i think its a nice idea, maybe we just need an upgrade for the starbase which gives the ability to jump. If you build that it takes some fleetpoints.
yea, like 150.
Wouldn't the simple solution .... it has to be built in the well.....?
I'm not a fan of the fleet point option.
I like the upgrade idea. Since there are 9 upgrade options already, this would need to add on to one that's currently available. Maybe it should be a second level of "Phase Stabilizer Arrays?" They're both phase technologies, so I think it makes some amount of sense. With this in place, the starbase would be forced to be 2 levels less of a beast in exchange for the mobility. This could be a somewhat balanced trade.
Its should cost fleet supply as well (only jumping orkys), otherwise eco players could still spam 10 of these around the map.
I still dislike the fleet supply idea - and I rarely ever play Vasari.
Imho if is is the third upgrade for phase stabilisation, the problem is gone. It is still going to be powerful but probably not op anymore.
The real problem is that currently the jumping starbase has something arround 10000 shields, 20000 hull, 35 armor and firepower rivaling a high level ragnarov. With 3 upgrades point available less, it is either going to be far less durable or far less deadly in its firepower.
As stated time and again taking away one offensive/defensive upgrade from the Orkulus does literally nothing to reduce its effectiveness when you can spam them anyways. You lose about 20% offensive/defensive power. This is nothing.
The devs should just admit it is OP and make it so a constructor has to build it in the planetary well.
Like every other race...
I'd suggested at the very start have a jumping Orky enter the grav well with mass disorientation in effect and it's shields and hitpoints reduced....but no-ooooo.
I am curious as to how they are going to solve the problem. That may be the reason why the current balance patch is taking so long.
I was wondering what the OP was talking about and decided to try Vasari Rebels out. DAMN. Those things took on 5 caps in 3 separate planets at the same time while I had 3 more at 3 other planets wiping everything.
I never paid enough attention to know this faction could do this. Awesome stuff. Yeah, tho, WAY overpowered.
I saw my 10 year old daughter outside today playing Rock, Scissors, Paper with her friends. She kept winning everytime by saying "Vasari Rebels"... Now I finally know what she was talking about.
HI first post.
Considering how it's a star base why not have a debuff after a jump?
Give it like a 60 second recharge time on its engines and shields, and a 120 second charge on its weapons, giving a defender time to react and for bombers time to close the distance?
ROFL. That is the funniest thing I have ever read on here. You deserve a medal. I'd send you cookies if you could vid your daughter actually doing that and post it up to Youtube. It would be priceless.
As to a fix, a great place to start would just be to blow the shields/armor/hull down of any Orky just jumping into a system.
I'm, confused why this is so complicated to get.
Simple Solution for Jumping Orky
If goal for jumpy is mad defense: Require friendly Jump Telemetry to go to system
If goal is Late game Kill power: Make Phase stabilizer module required to jump, then only jump 'real' phase lanes; making it dangerous but unable to deep strike into enemy territory (unlike real fleet ships)
Solution for more than one Orky in a single grav well: Allow it, but give the disabled Orky no shields and a timer before the systems 'reboot' after the 2 in one grav well issue is cleared, and the shields still have to rebuild at normal charge rate on reboot (this penalizes the player for doing it and should prevent the OMG 5 Orkys ready to kick my hind end in one grav well)
Additionally if a reboot timer is setup on the more than one in grav well the timer can be adjusted based on number in well, say for example 1 min per star-base, a stack of 5 bases would take 5 minutes to boot the next base after the problem is resolved. (or better some exponential multiplier)
Lots of long-ish posts I'm too lazy to read, so sorry if this has been covered:
How about a debuff that automatically applies to a vasari starbase after it jumps. Like -50% Fire-Rate/Damage and maybe armor for 300 seconds and have it take the destabilization damage another starbase gives any starbase that jumps out of its grav well. -30% HP and Shields I think.
Not those numbers exactly but it's something to work off of. That way you can't set up a new SB to jump in and own right after your last one got killed.
Its actually more balanced than i gave it credit for. Or more so than it use to be.
They are trying.
I think they should change the underlying research for this tech.
Instead of unlocking phase jump capacity for all starbases instantly, it should work like other starbase upgrades: and actually require upgrade slots.
Perhaps requiring a 10k credit investment and two or three upgrade slots would be appropriate?
I do like the idea of making it a second level of phase stabilizer arrays.
-Twi
I kind of like jumping starbase, dont nerf em. Buff em. Since orkies have to spend 7 upgrades on weapons/defense its not OP. Just use bombers on them if you dont like them.
The jumping orky tech could give 'em a permanent 20% penalty across the board. hull,armor,weapon damage,AM regen, shields... to reflect that it must be made lighter to jump, and needs energy for the jump.
The problem is that they consume zero fleet supply, which means zero permanent tax.
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