Star Trek Armada 2: Turret Opperations :S

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
1, 2, 3, 4
posted on September 23rd, 2009, 4:28 am
Ok, for the last couple of days I have been playing with someone who has led me to realize something. Turrets are a bit unbalanced. I of course, at this moment talking about the early game ones for Dominion and Rommulan Mirural.

    For Rommulan: All an opponent has to do is go to go to your expansion, right when the con ship comes out of the starbase and build a turret. By the time you get 1 brel done, your opponent could have a turret 50% completed at your expansion if you are on a small map. Then they, oddly enough, start minning your moons and their own tripping their amount of income than yours! And the turret will kill my brel in 2-3 shots!

    For Dominion: all they have to do is use all their expansion constructors to build a 2 turret before they build their minning and then keep on building turrets. Then they just tech up and build perimeters. This is realy effective agaisnt rommulans and klingons. Perimeters are way over powered. They can instantly destroy almost any fleet of early game ships (Bops, Reins, Generexs, lahevels, Griffins, sabers, ect...) with their Special Charge weopon which only costs 490 dil for the station, and 300 for the Charge upgrade. Also they can build 3 of them witch realy sucks if we are on a map with only 1-2 passages through.

  Ok for later game we have the Federation Torpedo Turret (Mayson). The Federation Torpeo Turret can easily take out just about anything. If you have a Borg tactical cube and 5 turrets, the turrets will win. All you have to do is tech up very quickly and spam turrets and warpins. After enough turrets. you can build an offensive fleet and not have to worry about defense.

I hope that for the next patch the turrets will be reevaluated. I am not saying that I am against spamming turrets, but just that they should be evauted in cost, strength, defensive. I propose you make turrets for romms and dominion have a longer build time so they cant just end the game without giving you much chance! Later, you should be able to research turret construction time reductio. Anyway, feel free to reply with any thoughts or suggestion.
posted on September 23rd, 2009, 5:45 am
Quick thing.  Tac-Cube is good against Dominion turrets and stations, because it's highly resistant to beam weapons.  For taking down Mayson's Torp turrets with just one ship though, go for what I like to call the 'Assault Cube'.

1 Beam
3 Torp
1 Regen
1 Tactical Armor

It doesn't get the armor graphic, but it hits harder than the tac-cube due to a higher offense, and it's ability to split beam-fire lets it quickly reduce enemy fleet sizes.  Extremely valuable against the Torp-heavy feds and Klingons.  Back it up with a Prime Alpha sphere (1 regen, 3 Prime) to remove those turrets wretched special weapon from the equation, or a Diamond configured expressly for using it's special on the Sphere, and you should punch through the turrets quickly enough.

Better, mind you, to use more than a single ship so that they don't get to focus-fire.

As for the Romulan turret...don't use B'rel to fight turrets.  Be flexible.  Your Starbase and your shipyard can both build K'bea'Q for a reason.  It's tougher than the B'rel, and that's what you need for early turret-sweeping.  That'll also give you a chance to rank the thing up.  Veteran K'bea'Q are royal pains to kill.
posted on September 23rd, 2009, 11:05 am
we were watching the development of turrets closely, but at the moment i think we found the right mix between usability and "inbalanceness", but i will take a second look at them :) are there more people concerning about turrets?
posted on September 23rd, 2009, 12:11 pm
Last edited by DOCa Cola on September 23rd, 2009, 12:17 pm, edited 1 time in total.
personally i am not concerned. several reasons i think they should not be:
- you cannot get offensive with turrets
- there are several weapons that allow to take them out without them being able to fire on you
- you can avoid turrets by flying around them or quickly flying past them as they cannot follow you
- turrets are not that cheap for that they are not mobile
- you can also build turrets
- turrets are not meant to be taken down that easily.
- turrets cannot gain xp
- they take away the xp that your fleet could have gained
i only build a few turrets per game though (1-2 at most), i prefer mobile fleets as defense - but it should be noted that i do not participate in online games often
posted on September 23rd, 2009, 1:32 pm
As a matter of fact Doca, believe it or not, you can get offenseive with turrets. Several times he went to my only expansion and built a turret before I could get 1 BOP or rein completed. Not only did he have enough resources to build turrets, but now he had enough to build a fleet too.

silent93 wrote:Quick thing.  Tac-Cube is good against Dominion turrets and stations, because it's highly resistant to beam weapons.  For taking down Mayson's Torp turrets with just one ship though, go for what I like to call the 'Assault Cube'.

1 Beam
3 Torp
1 Regen
1 Tactical Armor

It doesn't get the armor graphic, but it hits harder than the tac-cube due to a higher offense, and it's ability to split beam-fire lets it quickly reduce enemy fleet sizes.  Extremely valuable against the Torp-heavy feds and Klingons.  Back it up with a Prime Alpha sphere (1 regen, 3 Prime) to remove those turrets wretched special weapon from the equation, or a Diamond configured expressly for using it's special on the Sphere, and you should punch through the turrets quickly enough.

Better, mind you, to use more than a single ship so that they don't get to focus-fire.

As for the Romulan turret...don't use B'rel to fight turrets.  Be flexible.  Your Starbase and your shipyard can both build K'bea'Q for a reason.  It's tougher than the B'rel, and that's what you need for early turret-sweeping.  That'll also give you a chance to rank the thing up.  Veteran K'bea'Q are royal pains to kill.


Yes you are very right, but in order to get a tac cube you have to be Borg :P. But the federation torpedo turrets could easily destroy any cube.
posted on September 23rd, 2009, 1:35 pm
funnystuffpictures wrote:Yes you are very right, but in order to get a tac cube you have to be Borg :P. But the federation torpedo turrets could easily destroy any cube.

A few smaller ships should be able to draw it's fire long enough to take out Torpedo Turrets.
posted on September 23rd, 2009, 1:44 pm
funnystuffpictures wrote:As a matter of fact Doca, believe it or not, you can get offenseive with turrets. Several times he went to my only expansion and built a turret before I could get 1 BOP or rein completed. Not only did he have enough resources to build turrets, but now he had enough to build a fleet too.

i believe you, i just listed my thoughts about the turrets. actually we have already made some drastic changes to the turrets in the upcoming patch :D
posted on September 23rd, 2009, 9:29 pm
Tyler wrote:A few smaller ships should be able to draw it's fire long enough to take out Torpedo Turrets.


yes but you forget micromanagement skill and also the Fed turret special can meke your fleet and turrets more effective agaisnt a ship with that scan they perform
DOCa Cola wrote:i believe you, i just listed my thoughts about the turrets. actually we have already made some drastic changes to the turrets in the upcoming patch :D


oh ok. I am glad things are gonna change. I just wish that people would be encouraged to build ships instead turrets.
posted on September 23rd, 2009, 9:35 pm
funnystuffpictures wrote:yes but you forget micromanagement skill and also the Fed turret special can meke your fleet and turrets more effective agaisnt a ship with that scan they perform

How do you micromanage with a Turret that is set to ignore your chosen target in favor of something random?
posted on September 23rd, 2009, 10:05 pm
You can target with turrets
posted on September 23rd, 2009, 10:12 pm
Only with luck, the Torpedo Turret attacks anything in range rather than what you tell it to.
posted on September 24th, 2009, 9:34 am
in the next patch, turrets (and stations in geleral) will always chose their targets automatically and ignore given attack orders
posted on September 24th, 2009, 9:52 am
Speaking of Stations, why do they make a strange noise when you click them? Most of them have crew, and should answer like a ship does. Happens that way in just about every game, series and movie they are hailed in.
posted on September 24th, 2009, 10:05 am
good question, it always has been this way in armada and we continue that 'tradition' ;)
posted on September 24th, 2009, 1:13 pm
Personally here is my opinion... early game ships should have a build time reduction to solve this. Plus I believe that the Quantum turret is out of balance and should in fact have its defensive value reduced because it is to durable and you have little hopes of taking it down unless you have one or more of these vessels...

- Klingon Artillery ship
- Breen Battleship (SPW already researched)
- Dom Hyper Artillery
- S-7 Defender Battlecruiser
- Serkas Romulan Artillery Ship
- Descent Class Federation Defensive Dreadnought
- Steamrunner Class Federation Artillery
- Tactical cube (2 armor, 3 torp, 1 beam)
- Assimilator (2 Torp + 1 regen)
- Sphere Prime (3 Prime, 1 Torp)
- Adaptor (2 Fed Adapt Pods)
1, 2, 3, 4
Reply

Who is online

Users browsing this forum: No registered users and 7 guests