My Beta FeedBack with pictures.

Ok being able to play Entrenchment Ill start posting about it what needs fixing/balancing.

 

1) MINES

Need I say more? You realy need a limit to how many mines you can put into a single gravwell. Also anty mine technolodies nees to come some.

 

2) STARBAES


Builds to fast: Im my game i was StarBase assaulting, send one base to many planets deploying them and researching before the enemy could respond. Also did it with my fleet Garding it. From what i saw you can not deploy a starbase if you already have one of your own there. But if the enemi has one you can still go right ahead and deploy yours. Wich to me would make sense that you be able to deploy your bases only if their is no enemi base first.

Can be avoided: Can easyly be avoided and by passing making them totaly useless in stoping the enemy from going strait to your back worlds. The fix if the codding allows would be to code that enemy ships can not phase to any gravwell that you own from the location of your starbase. Scount whne having the jump immune upgrade should ignore this.

Their weak: They dont have enought firepower nor enought tanking power gettign rig of one is a peice of cake.

Here my see my puny fleet WTF pwn a fully upgraded starbase. So underpowered yes.

 

Next are just bugs i spoted:

Like the trade upgrade on the TEC starbase:

I am prety sure that<S not suposed to happen

 

Or the lvl2 resupply haviing no range:

And the bug generation:

Thats it for now but i will post more

 

25,742 views 32 replies
Reply #1 Top

more mines please.

 

Also see my post for idea for mines.

 

also, nice pics

Reply #2 Top



Like the trade upgrade on the TEC starbase:



I am prety sure that<S not suposed to happen


 

Hahaha, priceless quote!  :D

Reply #3 Top

And just think, if you were Advent or Vasari, you can mine a gravwell like that for FREE! ^_^

(quicker, too)

Reply #4 Top

I don't agree - you should have as many mines as you can afford place 

Reply #5 Top

Quoting DarkSide73, reply 4
I don't agree - you should have as many mines as you can afford place 
Did you fail to read my post where I said two-out-of-three races place mines for FREE, or have you yet to play the game enough to get completely fed up with trying to clean up a few thousand mines every time you enter a gravwell?

Reply #6 Top

Maybe they should make a new cap with a lvl 6 ability called "auto-detonate mines" that wipes out all mines in a range. ;)  Of course, still dealing mine damage to dumb ships that are in the way. lol

Reply #7 Top

No mine limit = stalemate.  My last opponent put 1000+ mines at the point where you jump in.  Not only can you not see a thing, in the grav-well or the Icon-bar on the left, but just jumping into a well can damage/destroy many ships.  If he has carriers on the opposite side, good luck. . . . .

 

Reply #8 Top

Should the expansion have been called Sins of a Solar Empire: Stalemate? B)

Reply #9 Top

Quoting Exterm123, reply 8
Should the expansion have been called Sins of a Solar Empire: Stalemate?

Probably so. And if you like my line so much then give me some Karma you cheapo XD .

 

OK STARBASE ONLY COMMENTS PROS and CONS:

The starbase isnt big enought. When i saw the videos they looked HUGE, when i pplayed it looked so small. With Starbases BIGGER IS BETTER.

The Raloz Heavy Contructor shoudl also be BIGGER and should be produced at the CAPITAL SHIP YARDS.

STARBASE should be more EXPENSIVE and more powerfull. Also if it's powerfull and expensive the 1st one should maybe be free but that is to be determined after everything else about them has been fixed.

 

Weapons Systems: This upgrade works well and as intended. But one side note the starbase is anly capable of shotting at one target even thou on the oposite side they are otehr targets teh base could also shoot at. So it need to be able to shoot at as many enemies as it can.

 

Structural Integrety: This upgrade also worrks fine an as intended: How ever the base is very weak even when fully upgraded. IT could use some more HP. But what ti needs most is more hull and sheild regeneration rate. Rigth now the rates are so low that very small fleet have no trouble outdamaging the repair rate.

 

Hanger capasaty: This upgrade also works as intended but its completly useless. They are 3 lvl to purchases and it only give out 2 strike craft. It should give out atleast 4 or Idealy 5 strike craft per lvl. Easy to fix.

 

Trade Facilaties: Works fine as intended, how ever it is underpowered. 0.8 credits at lvl 1 and onyl 1.5 at lvl 2. Would recomend 2.5 at lvl1 and 5 at lvl2 or have the rates increase by 0.25 at lvl1 and 0.5 at lvl2 per trade port you have in the same gravwell.

 

Auxiliary Gouvernment: Abilaty does not work, enemy still able to bomb planet and destroy it and you lose control. I dunno how exactly this was supposed to work but simply making the planet invulnerable while a starbase in orbit has this upgrade is the simplet fix IMHO.

 

Construction Bays: Seems to be working appropriately. But Graficaly it migth have to issue sicne the orange sparks from construction see to be misplaced and are aiming away from the base instead fo towards the ship being built.

 

Docking BOOMS: Great abilaty i find it very usefull. The bad point is that at lvl2 the abilaty has no range. But that is easy to fix. For the moment does not seem to be overpowered but more testign will be need when lvl2 is fixed.

 

Safety overide Protocole: Lvl1 does 4000 dmg, Lvl2 Does 8000 dmg. Thsi might be overpowered and the worst part is that when you research this abilati is come online as autocasted which is VERY VERY BAD. I'll have balancing ideas for this abilaty when i think of them soem more. But right now it make a big boom instanly.

 

 

In General the starbase are way to cheap to get, and also much to weak 1 cap 20 or so longrange frigates and a few repair ships can easyly solo a full upgrade base. Wich means topedo ships arent needed and are overkill againts a base.

 

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Reply #10 Top

I agree with much of what you said.

 

  1. I think mines should use of tactical slots. Every 10 mines = 1 tactical slot.
  2. Agree. Starbases should take much much longer to build and cost more (should cost about what a capital ship costs).

 

Reply #11 Top

1. fully agree. Mines are quite obviously broken.

2. I don't fully agree. Slightly longer build time would be good but not too much. The game is already fairly slow as is. increased cost I disagree with. The original starbase is quite basic. There isn't a lot to it especially for 2000 credits. It can't move, it's range is tiny, it doesn't have any kind of fighter defense and provides no resource bonuses. After it is fully upgraded though to 8/8 slots, it is hella expensives! If these things cost anymore they won't be worth it.

 

Setting up starbases in friendly territory should be easy.

Specializing them should be more difficult.

Reply #12 Top

hey this also makes carrier spam possible all u do is build 2 carriers 1 of each type of squadron then jump into an enemy grav well and wait when they send LF after you deploy the mines. i just used this tactic to destroy a vasari SB }:) without losing any carriers. thats just a little sad :thumbsdown:

Reply #13 Top

Also I'll post my idea for making starbases block enemies.

Me the way to fix going around starbases is to make it so that hostile forces are not able to jump towards Friendly planets if you have a starbase present. But that they can jump to any uncontroled or that they or they allies ownd.

So Blue owner of planet E can jump to A.

He can retreat back to E if he wants.

But he can no go from A to B and C.

HE can jump to D and then to B.

From be he can also jump back to A, but cannot jump back to B after.

So in the end C is the only planet that Blue cannot jump to without killing reds Starbase at A

 

Now if the game codding will allow this i do not know. But it would be the best way to do it.

Oh and scouts with jump interference immune research should ignore this and be able to jump everywere anytime.

Reply #14 Top

I agree that mines should take tactical slots.

More powerful starbase with more HP and shields. Also cost more to build ie more than a capital ship and takes more time to build. And finally give it way more range... Seriously lots of range

The heavy constructor for starbases should be built at the capital shipyard.

Cost for hanger bay on starbase needs to be way cheaper and give like 4-8 fighter squads. Price should really depend on squadron size but still cheaper than it is right now.

Just saying this again exploring asteroid planets to find artifacts or bonuses, should only require 1 not 2 explorations to find since they are smaller than planets and two they give less logicistic, tactical and development slots. But planets still should take 2 explorations to fully explore the planet ie way bigger.

On the defence tech tree the first one to boost rate of fire for turrets is currently 3 levels and give 15% rate of fire bonus total... make it only 2 level and still give the 15% ROF bonus. It just seems like a waste of resources to make it 3 levels.

 

 

Reply #15 Top

I don't think starbases should prevent jumping. I do think their range should be greatly increased so at least your not going to get through a gravwell without taking some serious damage if you choose to bypass it. This is more apparent when you plant a starbase in a non-colonizable territory like a junk graveyard, gas giant, or sun. Because of the short range, they are almost useless without adding the hanger upgrades and even then they are a big expensive hanger. I could cover 1-2 phase lane entry points at most that are positioned close together with a single base and even then, the spot where fleets jump in varies.. always in the spot where I am not covered it seems.

 

The other thing I've noticed too is they fall very easily to the starbase killer cruisers. I know that is their purpose but I had 4 TEC cruisers with 10 cobalts scrap a vasari starbase with 2 losses in what seemed like a matter of minutes.  It could also have been that the AI did not have any Hitpoint upgrades on it but still, seemed rather weak.

Reply #16 Top

Just for a info A brand new starbase couldnt kill 1 scout that came and passed next to it and jumped out. Of course it didnt have any weapon upgrade but a scout can pass by it no problem. Not a fleet wont even get scrash. A fully upgrade starbase has trouble takkign out the sheild on 1 cap. Ass i posted at the top of my tread.

 

As well the whole point of gettign starbases was to prevent the enemy from sliping by and going into your back worlds. They were suposed to draw battle fronts. By allowing ship to bypass it makes the irrelevent and not even worth getting. Except for the insane self destruc abilaty of the tec base that can whipe out wholes fleet of unnumerable number instantly. I had 5 unfair AIs attaking me hitting my starbase, 16 caps, 750+ frigates and cruisers and i destroyed them all instant by self destructing the base. :D

Reply #17 Top

Quoting EadTaes, reply 16
I had 5 unfair AIs attaking me hitting my starbase, 16 caps, 750+ frigates and cruisers and i destroyed them all instant by self destructing the base.

Priceless :-D

Reply #18 Top

STARBASE should be more EXPENSIVE and more powerfull. Also if it's powerfull and expensive the 1st one should maybe be free but that is to be determined after everything else about them has been fixed.

 

actualy, i disagree with this one, it shuld be cheap, but take ages to build.

 

Literaly, 10+ minutes.

 

And much much more powerful than it is now.

 

All fortifications take time to build. And only point building fortification is because its cheaper than fleet to preform the task of defending. In this case it is not.

 

Make the Hull cheap, long building project. That you need to defend before move on.

Then allow to upgrade it with EXPENSIVE yet powerful upgrades that will add the final cost and  whoop ass to it.

 

Starbases also need phase inhibitor built in.

Reply #19 Top

Not just any phase inhibitor I covered that point in reply 13 wich is very important and crusial. As for more expensive i think you might be right there. In fact the hangers should be cheaper as well. As so a bunch of other defenses.

Reply #20 Top

I never thought of it, but I totally agree with the heavy constructor being built from a capital ship factory. Awesome idea.

I also agree with the cheap, but very slow to build basic starbase hull which is then rather weak until it's upgraded with expensive but not so slow upgrades.

I'd hate to disagree with The Frog, and luckily I don't, but while it's all well and good to make TEC mines take tactical slots (they bloody well should!), they aren't really the problem, since theirs, at least, already take 1000cr for ten mines. What would be done to alleviate the totally free, and totally out-of-hand, Advent and Vasari spam, as well? (I say this as a devout Advent player! )

I like betas. I get to give opinions that otherwise nobody would care the least about, and I can pretend they care! ^_^

Reply #21 Top

agree on all points

starbases should take longer to build,  so be much,  not to say  much more powerfull (atleast if u dont want angry people sending e-mails about the statement "a starbase for every race able to take on attacking fleets"   yeah well..  sure it can... but it shouldnt u add that it LOSES???!!

more powerfull starbases range, damage health.. more expensive to... it should be considerd a defensive superweaopon,  not some low-ish 2e option to a capital ship

 

less mines... plz   i think pic #1 explains all of it,    and to all modders out there,  plz don't make a map with infinite mines afterwards.....:-"

 

im happy about the starbase size tough  i admit it looks tiny on pic #3  but its next to a gas giant,  compare to extractors instead

 

tip of the iceberg...  autocast abilities should be off,  doesnt matter wich one, it should plainly be off,   abilities like ion bolt,  phase out hull,   they all consume antimatter,  and i realy.. REALLY lost alot of games cuase my enemy had a level 7 cap ship, wich i WOULD have been able to destroy at level 5.. if not for dumb ion bolt to immediatly autotarget a light frigate with 2 health points left after picking the ability  instead of the capital ship with 300 life remaining and 4 seconds of phase jupm charge to go (i dont think i have to add it would be dead if ion bolt worked the way i planned it to... without autocast), and i should ad.. again  that this happens ALOT to me, not once,  not twice.. u got it... ALOT

Reply #22 Top

Quoting EadTaes, reply 19
Not just any phase inhibitor I covered that point in reply 13 wich is very important and crusial. As for more expensive i think you might be right there. In fact the hangers should be cheaper as well. As so a bunch of other defenses.

 

i got whole thread going on starbase onmy own as well.

Reply #23 Top

wow, the posting is all over the place, makes it quite hard to follow.

the one thing I'd like to add and which I have not said already is an agreement with Rheed_V on the mine issue. tactical slots won't take an effect, because they only apply to your own wells and technically only for tec. but for tec, mine spamming is possible, but - due to the cost involved - much less attractive.

so here's what I suggested b4, add a cost to the other races' ships' mine laying abilities. shouldn't be much of a technical issue, since phase gates also demand a cost for their RA ability. it can be a bit cheaper than the tec version, since the player obviously spent resources to get the ship to do it in the first place, but 1) getting them for free (or rahter just for am which regenerates for free) and 2) having no limits to their number just makes them a balance problem.

otherwise, general agreement with EadTaes long post on the SB and its various modules.

Reply #24 Top

Okay I've been workign out ways to clear mines and this is what seem to work best for all races. My picture doesnt fully represent it correctly but with a little imagination you should be able to do it.

 

What you need IDEALLY:

5 Battleships sicne their on the front lines.

3 or 4 2nd like caps, This is normaly the dreadnogh.

10 or so scouts

And you need 2nd line filler so that your scouts get spread troughout the with of your fleet.

 

Then you just need to formation move your fleet and youll start sweeping mine feilds a hell of a lot faster. But it is still SLOW especialy whent he enemy has over 800 mines.

Reply #25 Top

all you need is small fleets of flaks and scouts for minesweeping

you dont need a whole mainline battlefleet

 

Here my see my puny fleet WTF pwn a fully upgraded starbase. So underpowered yes.

6 high level capital ships is not a 'puny fleet' under any definition... i'm not sure why you'd want a starbase that took more to kill...