More on turrets...

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
1, 2, 3
posted on November 7th, 2009, 4:32 pm
In general, I think all the turrets are balanced quite well and accurately reflect each of the races abilities.

1. The borg turret could use a SLIGHT increase in defense.  I'm thinking 3-5 points.  They're destroyed a little too easy, for my tastes at least (maybe I'm just bad at being borg :-p  ) by Dominion and Feds.


The Borg Graviton Relay is the most well balanced turret. It is neither over or underpowered.

2. The Romulan turret is weak.  Maybe a little more offense, or a different weapon refit or something.  Maybe short range plasma bolts that weaken shields or have a slight chance to deactivate could be added to their arsenal?


I agree the Romulan turret could use some beefing up. Maybe a choice between disruptors or plasma torpedoes.

3. The Mayson turret:  Where to start with this....It IS over powered en mass.  However I don't think that's the problem.  I think its rate of fire is a little too high.  I think if this was reduced slightly, it would be much better.



The Federation definitely has the most choices for weapons platforms. The quantum torpedo turret is no more overpowered than the Dominion Perimeter, however, it is quite costly. But it may be reasonable to put a cap on it, lets say 15-20 platforms.

Personally, I'd like to see a photon torpedo turret as a cheaper more cost effective platform than the quantum turret and slighty more powerful than the pulse turret. The phaser turret could also use a slight increase in offense + defense.
posted on November 7th, 2009, 4:52 pm
USS Constellation wrote:
The Federation definitely has the most choices for weapons platforms. The quantum torpedo turret is no more overpowered than the Dominion Perimeter, however, it is quite costly. But it may be reasonable to put a cap on it, lets say 15-20 platforms.




Hmm bit too high, i think. I doubt the average user builds that many in a game to be honest. I think a limit of ten, that way theres more of need to place them strategically rather than turtling a base. Should solve the overpowered problems, as there would be a limit  :thumbsup:
posted on November 7th, 2009, 4:55 pm
Nah, Quantum Torp turrets aren't overpowered except on small maps in FFA's where players are allowed to turret walk. If you are aggressive, there is no way that these turrets can be as effective or as useful as normal vessels. I really don't think they need a limit.

On the other hand, the Perimeter is quite overpowered at the moment due to it's area of effect weaponry (AT charges) - but that should hopefully be toned down if I presume correctly that all AoE weapons will no longer have unlimited effects.
posted on November 7th, 2009, 5:15 pm
Though the DP is overpowerd, you still have to buy the upgrades and they're limited to three. Also keep in mind that they are good against small vessels, but shouldn't pose a problem for a large fleet w/support vessels. Anyway, you've gotta admit it's just like the Dominion to have some sharp fences posted to keep out those pesky feds and klingons. They aren't making it EZ.
posted on November 7th, 2009, 5:28 pm
Last edited by Dominus_Noctis on November 7th, 2009, 6:12 pm, edited 1 time in total.
DP? I don't understand  :sweatdrop:

The AT charges are overpowered, even in singlets because they can level entire bunched fleets for a very cheap cost (400/400). This is the same problem associated with the Sovereign's Engine Overload or the Griffin's Sensor Jammer for instance. Since most fleets are made up of overwhelming numbers of medium and small sized vessels and very few battleships, AT charges will decimate them in short order. I'm not sure what support vessels have to do with it, as AT charges are unavoidable and have a nice range. True, artillery can get in some bombardment value, but unlike any other turret system, these ones cannot be taken out at close range without pyrric losses or worse.
posted on November 7th, 2009, 5:40 pm
You remember the limit of 3, right? Their cap is only 1 higher than the Dreadnought...
posted on November 7th, 2009, 5:50 pm
A Dread is relatively easy to take care of: a Perimeter's AT charges are not. Usually I welcome my opponents to build Dreads, cuz that means I have less ships to worry about, and instead I am presented with one hulking slow target that is very expensive. If I destroy that, the game is pretty much won, because my opponent's economy will be crud. A Perimeter is neither very expensive (in fact it is extraordinarily cost effective) nor does it require you to stop building normal vessels. Again, I am not complaining about the station, I am merely discussing the AT charges.
posted on November 7th, 2009, 6:04 pm
Dominus_Noctis wrote:Nah, Quantum Torp turrets aren't overpowered except on small maps in FFA's where players are allowed to turret walk. If you are aggressive, there is no way that these turrets can be as effective or as useful as normal vessels. I really don't think they need a limit.

On the other hand, the Perimeter is quite overpowered at the moment due to it's area of effect weaponry (AT charges) - but that should hopefully be toned down if I presume correctly that all AoE weapons will no longer have unlimited effects.


I do agree about the AOE charges.  A perimeter being thrown down effectively ends the destroyer phase for an opponent as the charges simply murder destroyers.  Klingons have it especially hard as teching to anything strong enough to handle the perimeter puts a HUGE hiccup in their gameplay.  When I deal with perimeters I usually keep my Brels or KbeajQ's back until a half-dozen vorcha's can (hopefully) disable it's weapons permanently with a couple of polaron's.  Once the weapon systems are effectively dead the destroyers can move in - but that's only if the polaron's double up on the weapon systems.
posted on November 7th, 2009, 8:13 pm
I understand the argument that Romulans would rather have a lot of weaker turrets, but in my opinion they're a little too weak.  What if they could sort of share targeting data with nearby turrets (extending their range, basically)?
posted on November 7th, 2009, 8:36 pm
They're weaker, but also a lot cheaper.  3 romulan turrets ends up being about the same offense and cost of a Klingon turret.  So you can either bunch them up and make them powerful, or spread them around and cover more area.  Plus the cloaking generator gives them some extra life because you can't hit what you can't see. :blush:  Of course the enemy can use tachyon scan if they've researched it.

To be honest, I like the cheaper turret because Romulan ships are so much more expensive than other ships, so it's nice to have something of theirs be inexpensive.  Plus the Mijural turrets are pretty nice.
posted on November 12th, 2009, 9:36 pm
It's true that you need to subject your destroyers to be cannon fodder for the perimeters, but you can generally minimize the slaughter by using support ships. For example, with the Feds I use the Canerveral Class to spam sensor blackout and the Remoore Class for ECM and to greatly enhance the fire rate of my battleships and cruisers. However, it's not as easy as it sounds. If you don't have the right mix of ships you'll get creamed by the peremiter.
posted on November 12th, 2009, 10:18 pm
As I already mentioned, neither ECM nor Sensor Blackout will affect AT charges ;) .
posted on November 12th, 2009, 10:26 pm
Dominus_Noctis wrote:As I already mentioned, neither ECM nor Sensor Blackout will affect AT charges ;) .


Dammit!  I knew the federation was underpowered! >:(  They need a booooosssstt!!  Either that, or some kind of special that would drop the shields low enough for my cruisers and battleships to take the things down. And it needs to be a volley of something precise, so that it's effective. :whistling:
posted on November 12th, 2009, 10:29 pm
;)  :lol:
posted on November 13th, 2009, 12:01 am
:lol: I love it!
1, 2, 3
Reply

Who is online

Users browsing this forum: No registered users and 11 guests