I'm a Little Turtle, short and stout.

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 May 21st, 2010, 7:13 pm
So just destroy the miners and get out ;) . You don't need to kill the turrets, and they can't chase you. :)
posted on May 21st, 2010, 7:14 pm
if they buy 3 phasers at every expansion thats a lot of ships they cant build. they wouldnt be able to expand as fast as u if they needed to build 3 phasers at EACH. allowing u to expand faster. having more resources. if you let your opponent take more expansions than u at a slower speed than u, then u deserve to lose lol.

EDIT: ninjad by the mastah
posted on May 21st, 2010, 7:59 pm
Don't get me wrong ...

  I'm not suggesting that you should try and go into combat against the 3 phaser turrets .... but c'mon ... especially against 3 Mayson phaser turrets you're gonna lose more ships of your own than are worth killing a few miners.

  Not trying to make a big issue over it.  Just saying that those three turrets can effectively make raiding more costly than it's worth.  They're much easier to put up than the Klingon Turrets and far more damaging/sturdy than the Dominion/Romulan Turrets.  A Perimeter is different story but those are considerably harder to get up and running.

    Anway .... watch that super long 1 v 1 with Ray and I. 3 Mayson Phaser turrets were not hard for me to place, did enormous damage throughout the game ... granted Ray made major mistakes by staying within range and fighting the defending ships instead of killing the miners and getting out. 

  Just something to thikn about :).  I'd still like to see the ablative armor removed from the phaser turrets.  Ease of build and powerful weapons are a good combo, excellent defense is not necessarily a good addition to that.  The other turrets have weakness's :).
posted on May 21st, 2010, 8:13 pm
Also another idea for Romulan turrets...

REFITABLE TURRETS!  :woot:
posted on May 21st, 2010, 8:16 pm
Federation do that, Romulans have an alternate firing mode.
posted on May 21st, 2010, 8:17 pm
AlternateEnd wrote:Also another idea for Romulan turrets...

REFITABLE TURRETS!  :woot:



Haha. Nah. This is my dream of the perfect turret system:

Ok. For Roms I will go into deatail:

1: Roms: Increase values/cost of Rom turrets. They don't need to be in the range of the Trasmitter to work. Dont take away the Transmitter. Keep it. Increase its range to med-long. If a turret is placed in the range of the Transmitter, the rate of fire of the turret is increased, thus firing more shots.

2: Feds have more turret types.

3: Klingons have ONE UBER TURRET

4: Borg have Dodes. Each with special tasks.

5: Dom can upgarde thier turrets (but it is costly).

Opinions?
posted on May 21st, 2010, 8:22 pm
There are plenty of ways to beat the turrets.  Hell, even the AI will fly right past the turrets to kill all your miners unless you have enough turrets built to kill them before they get there.

I'm a big fan of heavy static defenses (it allows me to focus all my attention on operating my primary fleet) so I test out a lot of turret configs.  

I find that for the Klingons, it's generally best to ignore building their turrets.  Supply cost on them is pretty hefty, and wasting supplies is a deadly mistake as Klingons.  

As Dominion, I find that spewing turrets like there's no tomorrow is a valid tactic, as their turrets are cheap enough that there's little reason NOT to build a huge number of them.  It's not like supply will stop you if you have even 'okay' ketracel mining going on.  Perimeters, on the other hand, aren't always worth it.  Nice to have one at your main base, however, to shore up your Cloning Facility.

As Borg...that's tough.  Need them for detection work, but other than that, a couple 3 beam 1 regen spheres will usually be more than enough to hold back raiders.  Or a few Auto-assimilating Assimilators (with the Boarding special) to build a defense fleet out of the raiders themselves.

As Feds, it depends heavily on avatar.  As Risner, the only turrets worth building are sensor stations and torpedo turrets.  And the 911 dilithium price tag is usually better spent on almost 2 akira or a defiant or a sovereign.  As Mayson, however. a mix of all 3 combat turrets is definately worth it, as they all hit like trucks, with differing rates of fire and range.  Given that Mayson's bread and butter are turrets, science vessels, and excel-IIs, if you're playing purely to his strengths, you need the turrets to provide some beef for your fragile antares yard ships.

As Romulan...um...build ships.  You can actually feel safer with a Serkas swarm on your expansion than romulan turrets, and that's pretty sad.  Especially since the Serkas will probably blow up your miners and each other in the process of trying to defend.  But at least they're gonna take some of the enemy with them.

I've been trying to find a use for the rommie turrets, I really have.  But in the end, only the generator gets use from me, and frequent at that.  I'll cloak a fleet, move it to the generator to max it's energy again, and then move it out.  I keep one next to my rally points to recharge newly repaired ships.

Just recently, I flew a defiant (1 rank up) to a romulan expansion, blew up the generator, and then just sat there, waiting for the turrets to decloak.  The stupid things ran out of juice before they dropped that ONE ship's shields.  Even with the time spent shooting at the generator, and repelling a couple shrike.  Those turrets are, frankly, pathetic.
posted on May 22nd, 2010, 12:01 am
Hi all.

Concerning the underpowered Romulan turrets, what if they were further linked into your special station choice:

Intelligence Center - Turrets gain experience as how ships do (stats boosts and new weapons).  Or (if possible) ships destroyed by turrets pass experience to the Center, the stats and weapons of all turrets are affected by the Center's rank, the higher the rank the more powerful the turrets are.  The turrets max. stats should still come in a little lower than the other races to maintain the current balance.

Cloaking Generator  - Turrets are as they are now (auto-cloaking) but you can upgrade their offense/defense for a cost (similar to the Dominion Perimeter).  The max. stats should be less than the Intel. Center turrets for balancing.
posted on May 22nd, 2010, 4:25 am
Welcome to the forums I like the idea of special station being tied to the turrets however as the turrets are unmanned i dont think they should rank up however it would be interesting to see if anyone else has any ideas on this :)   
posted on May 22nd, 2010, 7:55 am
I can actually see a way to do that, I think.

All turrets in range of a singularity station are 'on the network'.  Being on the network causes them to share rank with the Intel center.  If the intel center is destroyed, they revert to unleveled form (no longer connected to the advanced analysis computers that contain everyone's blueprints (and thus just where to shoot them.)

If you build a new intel center, and level it, it's just like before, the turrets having the same rank as the Intel center.
posted on May 22nd, 2010, 9:04 am
Cheers for the welcome Dircome.

I like that idea Silent.  This would also promote regular use of the Intel. Center's abilities in order to make the turrets a deterrent to cruisers and battleships.
posted on May 24th, 2010, 7:17 am
Another simple fix would be to up the Romulan turret's attack and give it artillery range.
posted on May 24th, 2010, 7:18 am
So made the Disrutor Turret into a Quantum Durret/un-refitted Perimeter clone?
posted on May 24th, 2010, 8:25 am
Tyler wrote:So made the Disrutor Turret into a Quantum Durret/un-refitted Perimeter clone?


I think that the very long range and average attack would compensate for its fragile nature without making it strong enough to hide behind for any length of time, making it nothing like what you're describing.  Of course, this is only theoretical, but it strikes me as simple and elegant.
posted on May 24th, 2010, 9:26 am
translation: turtling isnt a problem, aslong there is nothing like the tech3 artillery from supreme commander is ingame (to those who dont know it: its like the hyperspace artillery, just with smaller blast radius, no warning and multiple buildable)
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