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 :)
posted on September 24th, 2009, 1:18 pm
So you want the Torpedo Turret to be made useless as a Defense station? Turrets are supposed to outlast ships while having good weapons... Any other way and they wouldn't be much use.
posted on September 24th, 2009, 1:24 pm
No... I'm saying just deduct a couple of points... because if a Fed enemy has more than 3 quantum turrets in one place you'll never make it through early game and even sometimes late game. You'd lose 2-3 battleships before you take down its shields! 

posted on September 24th, 2009, 1:30 pm
Last edited by Tyler on September 24th, 2009, 1:32 pm, edited 1 time in total.
They are not supposed to be easy to beat, so they already work. They are already balanced by splitting their firepower evenly among the targets, so unless they are attacked by only 1 ship, they are already weakened.
If they have 3 in one place, have every ship in the battle take them out one by one (using specials).
If they have 3 in one place, have every ship in the battle take them out one by one (using specials).
posted on September 24th, 2009, 3:01 pm
Or use ships with artillery range. No turret gets that far, so you can destroy them with total impunity. Unless the player sends ships to help the turrets.
That makes all factions, except Klingon with Martok Avatar, able to blow up turrets without losses.
That makes all factions, except Klingon with Martok Avatar, able to blow up turrets without losses.
posted on September 24th, 2009, 3:10 pm
Well, the Torpedo Platform can easily rival any Artillery vessel for range. It still suffers the 'weapons split between multiple targets' and 'hit something random, not what you tell it too' that prevents effective micromanaging, though.
posted on September 24th, 2009, 3:27 pm
1337_64M3R wrote: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)
You just answered your own question...
Dont forget that for the Fed turrets its costs a burning hole in your pocket to just make a few, to make 5 your also spending around 100 supply, which you also have to re purchase dearly.
Turrets are just fine as they are, all the ships you listed above are good for conjunction use, turrets are most dangerous if you send in smaller numbers, the same reason that after the last patch destroyers are put into larger packs to lessen the effect of plasma coil.
posted on September 24th, 2009, 3:30 pm
There is a "sweet spot" in all static defenses where they target you, but don't (or can't) shoot. While you have a ship in that "sweet spot" and the defense's interest centered on it, other ships can get close with moderate impunity and blow the offending defense to bits. Even starbases fall for this one.
It doesn't work always, and if any of the approaching ships causes the defense to re-target, you are screwed. I usually do it with either two Tavaras or two Dreads.
It doesn't work always, and if any of the approaching ships causes the defense to re-target, you are screwed. I usually do it with either two Tavaras or two Dreads.
posted on September 24th, 2009, 3:58 pm
Could we maybe increase the price then? 

posted on September 24th, 2009, 6:12 pm
I'm going to reiterate that Tactical Armor Modules on a cube are not -nearly- as good against federation turrets as you people keep making them out to be. The primary trait of them (percentage damage reduction) only applies to beam weapons. Not pulse, not torpedo. Ditch the second armor module and load in that regen module, and it becomes much easier to break Fed stuff.
As for the cost of the turrets, and their durability for Mayson's torp turrets?
In order to build torp Turrets, you must have the Eraudi yard constructed. It's nearly the last thing in your tech tree. Each one costs MORE than a battleship, and unsupported, is less effective.
They are fine.
As for the cost of the turrets, and their durability for Mayson's torp turrets?
In order to build torp Turrets, you must have the Eraudi yard constructed. It's nearly the last thing in your tech tree. Each one costs MORE than a battleship, and unsupported, is less effective.
They are fine.
posted on September 24th, 2009, 6:28 pm
Most turrets are expensive or not that powerful.
The Romulan turrets can get a discount on the base price IF you, at early game, spend 40 supplies and tie one shipyard for the duration of the research. So, usually, your first built turrets as Romulan are more expensive than those built later.
The Romulan turrets can get a discount on the base price IF you, at early game, spend 40 supplies and tie one shipyard for the duration of the research. So, usually, your first built turrets as Romulan are more expensive than those built later.
posted on September 24th, 2009, 7:10 pm
DarthThanatos wrote:Or use ships with artillery range. No turret gets that far, so you can destroy them with total impunity. Unless the player sends ships to help the turrets.
That makes all factions, except Klingon with Martok Avatar, able to blow up turrets without losses.
martok can do that, too, well with only a few losses:
in early-game su'sa with last ditch can cill a turret pretty easily, and in lategame when he ha a bunch of them, just build some Lu'spets, and see them wrecking havoc on the turrets without even TOUCHING the shields^^
posted on September 24th, 2009, 9:07 pm
I think turrets are really just fine. Maybe Funnystuff will agree with me after the results of a game we had yesterday, I'm not sure. However, turrets are immovable, have a limitation for grouping. They also can't be everywhere a fleet can. Although sometimes it is possible to build a turret right next to someone's mining, the opportunity for this sort of strategy is extremely low and limited to very small maps. 

posted on September 24th, 2009, 10:31 pm
DarthThanatos wrote:Or use ships with artillery range. No turret gets that far, so you can destroy them with total impunity. Unless the player sends ships to help the turrets.
That makes all factions, except Klingon with Martok Avatar, able to blow up turrets without losses.
That wont realy work as that the Torpedo turrets say they are long range but for some reason can take out stuff that is artillery.

Dominus_Noctis wrote:I think turrets are really just fine. Maybe Funnystuff will agree with me after the results of a game we had yesterday, I'm not sure. However, turrets are immovable, have a limitation for grouping. They also can't be everywhere a fleet can. Although sometimes it is possible to build a turret right next to someone's mining, the opportunity for this sort of strategy is extremely low and limited to very small maps.
Hmm... Actualy my turrets did quite well against you. I took down a fleet of soveriens, and a fleet of akiras, and another of intrepids/ canaverals. Allthough there were a few tac cubes from another player that took some of your fleet, but the turrets did take down over 10 sovs and the rest.
posted on September 24th, 2009, 10:36 pm
funnystuffpictures wrote:That wont realy work as that the Torpedo turrets say they are long range but for some reason can take out stuff that is artillery.
That's because the Torpedo Platform has Artillery range, as the tooltip says.
posted on September 24th, 2009, 10:42 pm
Last edited by Dominus_Noctis on September 24th, 2009, 10:46 pm, edited 1 time in total.
Maybe I should make a correction then Funnystuff
. You took down a fleet of almost all unshielded Sovereigns (until they regained shields sometime later), a fleet of unshielded Akiras and Intrepids, and I didn't use Canaverals at all during any of that battle (until I had 2 veteran Sovereigns I wanted to keep alive and retreating) to make a point of how brutal that force could be 
Likewise, I could have kept building up and crushed you without even exiting the nebula (just send in scouts and bombard from within the nebula and thus take no damage), but I needed to go quickly and it was more fun to rush everything in from all directions anyway
. The Tac Cubes definitely took down a large portion of my unshielded ships as they were passing in, and the Perimeters did the rest to my Akiras.
However, now, think about your main base? Did any of it survive? The Very First Map is good for turtling in the center area, but your turrets didn't do very much against my fleet when I moved against your base and first expansion (again, didn't use Blackout). Instead, you had a very small fleet, that killed 1 of 2 Starbases and a single shipyard... and that's it. Before assaulting your nicely shielded area in the center, I had many fleets and had taken negligible losses (less than 10 vessels all together, out of about 5-6 full fleets).
Mayson torpedo turrets are artillery range. Check out the stats in game
EDIT: I was too slow, sorry Tyler


Likewise, I could have kept building up and crushed you without even exiting the nebula (just send in scouts and bombard from within the nebula and thus take no damage), but I needed to go quickly and it was more fun to rush everything in from all directions anyway

However, now, think about your main base? Did any of it survive? The Very First Map is good for turtling in the center area, but your turrets didn't do very much against my fleet when I moved against your base and first expansion (again, didn't use Blackout). Instead, you had a very small fleet, that killed 1 of 2 Starbases and a single shipyard... and that's it. Before assaulting your nicely shielded area in the center, I had many fleets and had taken negligible losses (less than 10 vessels all together, out of about 5-6 full fleets).
Mayson torpedo turrets are artillery range. Check out the stats in game

EDIT: I was too slow, sorry Tyler

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