Hyperspace Artillery = Too Powerfull

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on August 27th, 2009, 6:36 pm
Hmmm, if all Sabers were on the edge of the blast radius as you said, only a few should have gotten killed (those midway to the center), not all. They'd all need to be within the blast radius (near to the center) to all get one shotted. Likewise, the movement speed should have easily enabled you to retreat before getting murdered unless you tried to turn around, or didn't start moving until half way through the count.  :sweatdrop: There is no split damage for this weapon by the way, as it is a "special unit". This is the same as the BortaS (and also for some reason the Sovereign's Engine Overload) :) . Then again, this is why I always keep my Sabers split in 2-3 fleets.

The fact that the C-11's can power up the Hyperspace Artillery is a Bug in fact (it's supposed to be a unresettable timer)--I don't know why Optec hasn't commented on it yet though, as this has been brought up several times before  :sweatdrop:
posted on August 28th, 2009, 8:38 pm
For some reason the pating gets all screwed up when I try to move my ships durring a hyperspace countdown.
posted on August 28th, 2009, 8:51 pm
Energy Beacon will be removed, so no more "recharge the Hyperspace Artillery"

funnystuffpictures wrote:For some reason the pating gets all screwed up when I try to move my ships durring a hyperspace countdown.

Hmm, odd :(
posted on August 28th, 2009, 9:50 pm
ah okay so that was a mistake on my side. the artillery is ment to be affected by energy beacon. sorry for the wrong statement.

Energy Beacon will be redone with the next patch to solve some issues
posted on August 29th, 2009, 1:29 pm
Last edited by tom on August 29th, 2009, 3:02 pm, edited 1 time in total.
doms arty is fine imo. it is most certainty not OP. u have a huge counter + sound effect and after that it takes like half of galaxy's shields. if U fail to see it coming and bunch all ur ships together and let them sit in one place U pay the price. if U nerf it to a point when even miners can get out of blast range whats to point of having it at all.

one game galefury used arty on my klingons. we had a good laugh as a fleet of vor'chas took two shots straight in their faces. i was forced to repair them, that hurt my feelings :lol:. i took 3 bortas, decloaked on top of his fleet and used ion storm. now that ability killed a few battleships. i guess nobody did that to U :)
posted on August 29th, 2009, 2:04 pm
  aye, the bortas's ion storm is a more powerful weapon, nearly killed my fleet of dominion battleships. but both dominion arty and ion storm can be countered if you play carefully. tom is right, if you bunch your ships and don't pay attention, you pay the price.
posted on August 30th, 2009, 3:42 am
Like I said my opponent liked to ram  :( And I was risner with a bunch of sabers. and the only thing I could do was make hit and run attacks and when he used the arty the pathing got allscrewed up on my and boom! all my ships, every one is gone. And yes my sabers were allready moving as you allways half to do that in order to not be rammed.
posted on September 16th, 2009, 2:07 pm
I am curious as to if it could still be balanced if the Hyper Artillery could get a short range poleron beam so it is not defenseless entirely.

Plus I was wondering if the ship could also rank up. If so than maybe these can be the given bonuses for it:

Rank 5: A short range poleron beam is gifted.
Veteran: A repulsion wave is granted allowing you to 'push' ships away, can be fired once every 40 seconds.
posted on September 16th, 2009, 2:15 pm
Last edited by Tyler on September 16th, 2009, 2:19 pm, edited 1 time in total.
1337_64M3R wrote:I am curious as to if it could still be balanced if the Hyper Artillery could get a short range poleron beam so it is not defenseless entirely.

I woudn't count on it. If they hated the idea of a Steamrunner being able to protect itself, I seriously doubt the Hyperspace Artillery will be any different.
posted on September 16th, 2009, 2:23 pm
We can put a slow recharge, decrease energy rate, and even make the shield weaker. But I do not think the Dominion, nor anyone would be dumb enough to build a ship where it can't defend itself to well.

In one of my mods the Federation has artillery and explosive weapons entirely removed (for the sake of realism). Mods should have a balance, and should play along the canon universe.
posted on September 16th, 2009, 2:41 pm
1337_64M3R wrote:We can put a slow recharge, decrease energy rate, and even make the shield weaker. But I do not think the Dominion, nor anyone would be dumb enough to build a ship where it can't defend itself to well.

The problem is people say 'Game before Canon' (unless it's their idea). Their logic is that an artillery ship with dead escorts would be dead itself, ignoring the fact that the power of the attacker isn't important, the damage caused by the escorts before death is what matters.

Logic that 'no one would build a ship that cannot defend itself' is also meaningless. Basically, no-one wants their enemy to have artillery ships that can protect themselves.
posted on September 16th, 2009, 3:59 pm
Tyler wrote:The problem is people say 'Game before Canon' (unless it's their idea). Their logic is that an artillery ship with dead escorts would be dead itself, ignoring the fact that the power of the attacker isn't important, the damage caused by the escorts before death is what matters.

Logic that 'no one would build a ship that cannot defend itself' is also meaningless. Basically, no-one wants their enemy to have artillery ships that can protect themselves.


It's understandable to not outfit an Artillery piece with extensive "assault" type weapons because this changes it's role and defeats the purpose. However, using a 'real world' artillery implementation even our Modern self propelled artillery (M109) is equipped with a .50 Caliber machine gun or at the very least a M240 or M249 because well... you just never know.
posted on September 16th, 2009, 4:20 pm
Exactly. An artillery unit doesn't need to take a T-80 head on, but it may need to keep a platoon of soldiers with their heads on the mud while it runs away or support comes to the rescue.

May be a gun like the Venture or something like that?
posted on September 16th, 2009, 4:26 pm
A single small Phaser is not 'extensive "assault" type weapons'... mainly the reason my Steamrunner has a shorter range version of the Newton's Phaser (that it loses when the Tricobalt Tri-loader is active).
posted on September 16th, 2009, 4:39 pm
Tyler wrote:A single small Phaser is not 'extensive "assault" type weapons'... mainly the reason my Steamrunner has a shorter range version of the Newton's Phaser (that it loses when the Tricobalt Tri-loader is active).


I thought this thread was regarding the dominion hyperspace artillery?
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