EadTaes EadTaes

My Beta FeedBack with pictures.

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

 

25,745 views 32 replies
Reply #26 Top

I did have 6 high lvl caps but the total DPS is puny compared to online MP fleet. In adition the starbase wasnt damned to scrap the sheild of my KOL wich was not reciving any support fromt he otehr ships. Only it own abilaties. If it would have taken my KOL into hull or for me to pull it back then it would have been powerfull enought for me.

 

Edit: Ok after relaodignt hsi game only the KOL is high lvl, the other caps are lvl 4.

Reply #27 Top

Things I agree with:

-Constructor should build from capital ship factory.
-Constructor should take more supply (20 or higher-honestly 50 sounds about right to me).
-Constructor should take longer to build.
-Mines need some kind of limit, whether it's a cap per gravity well, decay, etc.
-Starbases need more attack range.
-Starbases need more shield/hull regeneration.
-Starbases need more weapons.
-Starbases need more defense.
-Most (not all) starbase upgrades should be cheaper.
-Starbases need more squadrons (both default and with each upgrade).
-Starbases should take longer to build.

Things I don't agree with:

-Idea of starbases blocking movement to other friendly planets.

Other things that I don't see mentioned:

-You shouldn't be able to construct a starbase at a planet that you do not own.
-If not the above, at a minimum you shouldn't be able to construct a starbase in an enemy gravity well.

Reply #28 Top

I think the idea of making initial star bases relatively cheap is counter intuitive.  I mean, the things are huge(well, I think they should be still larger, dwarfing capships, and second only to the planet).  They should be a high development cost in credits, high in metal, and med-high in crystal.  This would prevent any spamming until the late game.  You would likely only be able to construct a handful at key points.  Also, constructing them should be slow, so they need to be protected by an escort fleet.  Upgrades, on the other hand, are modular in nature and should be researched and installed fairly quickly, for an average(tier 3-5 tech)cost.  They should be able to be removed, with a fairly long timer so that a trade and support starbase can't be instantly retrofitted into a tank starbase whenever it gets attacked.

I like the idea of the constructor(which should be a unique ship for all races, and much bigger) being built at the cap ship factory.

TEC mines should be reduced in cost, not use a tactical slot, and have  cap of, say, 200 per grav well.  In addition to that, every 45-50 or so mines should have an impact on trade/refineries, due to the increased navigational hazards.  So maxing out your mines would seriously hamper trade, while placely some strategically would have little to no effect.  Planets without trade ports or refineries(unlikely) would be unaffected but still have a cap on the total number of mines

Vasari and Advent mine ships should have a set number of mines each can lay(possibly increasing with research).  The ship would then be able to lay more until the originals were destroyed.  So, if you want to spam mines, you must use the majority of your fleet supply to build a lot of ships that are easily countered.  And, the ship woould be useless if the enemy manged to bypass the minefield.

Reply #29 Top

I found and experienced a Bug with resorces. Not sure how it started since at the start of the game if i didnt have enought money it would tell me so but at one point i could build and research and sell resorces into the negative from as much as I wanted.

But for some details of how the bug behaved and worked.

If I had 1000 credits and the research needed 1200 credits i would be set to -1200 credits.

Some times even if you had tons of credits mroe then the research you were conducting and you clicked multyple reaserch to fast it would charge you double or triple for the research and at one point take all your cash and send ya negative.

You could build ship into the negative zoon without holding back.

Same for stuctures.

I could sell as much metal and crystal as i wished for, same for buying.

Why did this bug start start and when I do not know more testing is needed.

 

 

Also in the same game i noticed that althout human players could not upgrade their starbase the AI could.

Reply #30 Top

I like massmines, but i think the should not expode if allies/own (ships and structures) are around them. So the enemy can be sure that no mines kill him if he is on close combat. Maybe an option to deactivate mines near own ships/structures by passing by....

 

An i think we need an minesweaperclass ship. like the scout, but with an autocast option to seek and destroy mines.

 

Or a ship with "hackingabilities". This ship will hack into all mines inside the gravitywell over time (maybe 2-5 mins needed) and will activate the selfdestruct from the mines.

 

I think mines arent overpowered. Antimines are just to underpowered

Reply #31 Top

Quoting VRaptor117, reply 3

TEC mines should be reduced in cost, not use a tactical slot, and have  cap of, say, 200 per grav well.  In addition to that, every 45-50 or so mines should have an impact on trade/refineries, due to the increased navigational hazards.  So maxing out your mines would seriously hamper trade, while placely some strategically would have little to no effect.  Planets without trade ports or refineries(unlikely) would be unaffected but still have a cap on the total number of mines

Mines would never be a navigational hazard for friendly ships, ever.  IFF would prevent that.  I really don't think they should have an impact on friendly trade or refinery ships.  The mine cap needs to be high enough that you can build effective barriers in a system.  200 is not going to be enough, especially with the horribly inneffecient "blob of mines" patterns that the TEC uses.

Quoting VRaptor117, reply 3

Vasari and Advent mine ships should have a set number of mines each can lay(possibly increasing with research).  The ship would then be able to lay more until the originals were destroyed.  So, if you want to spam mines, you must use the majority of your fleet supply to build a lot of ships that are easily countered.  And, the ship woould be useless if the enemy manged to bypass the minefield.

Don't think I like this idea either, as it would make Vasari and Advent mines probably less useful than TEC mines.  Mine caps are probably in order for all factions, but I think the Vasari and Advent issues are going to be tougher to solve.  I'm still trying to experiment with them, so I don't have any real ideas yet.  I think it's going to take at least a few weeks of playtesting and tweaking to get mines balanced for all sides.

Reply #32 Top

Aslo i noticed (thsi problem is presetn in 1.12) That the Dunov's magnatise abilaty does not interup channeling abilaties as it should.