I like that starbase-planetary shield idea instead of a massive range increase. It would better suit its defensive role, and decrease its offensive capability. If it had a huge range increase, you could just warp in a constructor, build it in a enemy grav well, then sit back with a fleet as it ganks half of the other guy's stuff.
Lord_Gylukios
Don't you get it? That's the best counter for mines right now! That they're incredibly annoying to build! And not even to micro, they're annoying to your eardrums! Right now, the only way to prevent you from building 500 mines across a grav well is that you're going to have to hear the completion noise 500 times, all while you're trying to concentrate on other things! But in all seriousness, that has to be pretty annoying. Of course, there is the already built-in solution of t
If the starbases could phase jump, they'd turn into gigantic assault platfroms of doom. Yes, I think there is a problem with the bases not applying weapon upgrades, but I think the Vasari one should be weaker, because it can move around. That, and I think the weapon ranges on the bases are a little weak as of now, but it's not that big of a problem. And yes, yes, yes to those suggested mine changes.
Oh no, i don't think it's just you. All the mines seem too powerful vs the AI's ability to deal with them. In my opinion, the problem with the mines isn't the power of them, it's their target priority to the ships, and the kooky detection system. Unless this is a bug, whenever my scouts detect the mines, the mine becomes targetable for a second, then becomes untargetable again, and switches back and forth. This screwed with my attack order on the mines, as the ships switched t