Borg lack some depth
Post ideas and suggestions on new features or improvements here.
posted on July 10th, 2010, 11:50 pm
Faster, sure...but then you go straight through their defenses with the easily killed scubes.
Everything has a price, and making transwarp worth losing that many transmission slots costs some patience and planning.
Everything has a price, and making transwarp worth losing that many transmission slots costs some patience and planning.
posted on July 11th, 2010, 12:05 am


posted on July 18th, 2010, 3:21 pm
Dominus_Noctis wrote:And of course Transwarp has NO use whatsoever in helping you avoid losing those critically damaged units. Nope, no use AT ALL
the units are already fast... they have a better chance of surviving running away...
ANYWAYS lets talk about borg cloak detect.
there is the EM scube, yes it's good and all but it's not enough. (this is like old BoP, now klingons have missiles to see cloak)
How do you find the cloak scouts? what do you do if opponent just cloaks and sits in your fleet and you can't decloak it?? (yesyes you can use dode cloak detection)
or do you just wait to get diamond and nanites and hope that you can hit cloaking ship weapon systems?? (does nanites even work that way anymore?)
also why dode doesn't have the green ping instead of the blue ping to detect cloak?(to decloak romulan scout/tavara
posted on July 18th, 2010, 5:30 pm
Nanites was in fact designed to work that way for 3.1.3.
posted on July 18th, 2010, 10:25 pm
Dominus_Noctis wrote:Nanites was in fact designed to work that way for 3.1.3.
i thought nanite radius was reduced and slows enemy ship movement down?? not to ping and decloak ships that are cloaked? >.>;
posted on July 18th, 2010, 10:42 pm
I have to admit that I also find playing Borg became a bit boring. They feel very static and you can't do that much. For the different modules to be of real use there would have to be more ships. But you usually don't have that much ships so the effect of a certain module setting doesn't feel to be of great use. But that's just me.
posted on July 18th, 2010, 11:35 pm
Module combination isn't so static as people like to think - there are quite a few situations where it pays to choose different module combination, yet most people can't be bothered to test them, or they just want one specific 'style'. Take for instance 3x regen 1x prime spheres - people generally build these for all purposes without taking into consideration how a 2x prime 2x regen might work, etc 

posted on July 19th, 2010, 2:53 pm
That's a problem with Spheres, you need triple regen modules to get the regenerate ability which is extremely useful. With only two regen modules the prime modules become mostly worthless since their main point is to sustain regenerate for longer in battle.
I vary it up with Spheres, usually by putting a beam or torpedo module instead of a prime. Assimilators are quite fine as it pays off to vary their module configuration to match the situation, same for Scubes (tho Beam modules really suck on them), Pyramids, Diamonds, and Adaptors. Dodecahedrons aren't completely without depth but I don't often see anything without an intercept module unless it's a turret.
The main problem is Spheres are so awesome with Regenerate that Optimize Borg won't build much of anything else until a Cube or Diamond can be afforded. Assimilate Borg players too often keep producing Assimilators since Assimilate's Spheres aren't as appealing and the other good ships take lots of CC. Also the early game CC buildup takes too long to give access to a higher tier unit so Probe/Scube start and Early Assimilator are the only two common Borg starting strats.
I vary it up with Spheres, usually by putting a beam or torpedo module instead of a prime. Assimilators are quite fine as it pays off to vary their module configuration to match the situation, same for Scubes (tho Beam modules really suck on them), Pyramids, Diamonds, and Adaptors. Dodecahedrons aren't completely without depth but I don't often see anything without an intercept module unless it's a turret.
The main problem is Spheres are so awesome with Regenerate that Optimize Borg won't build much of anything else until a Cube or Diamond can be afforded. Assimilate Borg players too often keep producing Assimilators since Assimilate's Spheres aren't as appealing and the other good ships take lots of CC. Also the early game CC buildup takes too long to give access to a higher tier unit so Probe/Scube start and Early Assimilator are the only two common Borg starting strats.
posted on July 19th, 2010, 3:12 pm
borger wrote:Hi all,
I think after playing some borg games, that the borg could use some more depth.
This could be achieved by incorporating assimilated buildings, and thus alien tech.
1. give the dodeca the ability to move again, like a siege tank from SC
give a progress bar when transforming to station.
2. I think the instant upgrades, when buying, should be converted to progress driven upgrades, for all races
3. Incubation centers should use the recrew ability automatically, depending on tactical setting (when in zone of influence)
the crecrew should also be visible by recrew beam, maybe yellow.
a) for Assimilator avatar, the incubation centers should have the assimilation ability replaced with the autoassimilator beam, and it should be an upgrade, probably up to tier 3. This way, you'd achieve sort of "Zerg effect" in terms of assimilation, the incubation centers would serve as defensive building/tower and to spread influence.
This way it would possibly enable sort of tower strategy, the centers could be placed offensively,or to secure expansion.
Or give dodecahedrons the assimilator beam for stationary use.
b) for optimize avatar, the incubation center should also have the progress driven upgrade rather than instant one
Quote from: borger on Today at 12:06:43 PM
5) the adaptor module is pretty useless I think, so make it an upgrade to adapt alien tech.
To enable repair yard, any ship has to be assimilated.
I find it logiacal that if the borg assimilate a vessel, they'd gain access to the foreign tech. Borg should be very quickly gain alien tech. It would make the borg more interesting by more building vaiety.
Probably make the adaption module accessible for diamond. see 6,
a) Adaptors should be built in assimilated small shipyards, pyramids in assimilated enhanced ship yards.
borg should use assimilated buildings more, so only "the 5 platonic solids" should be built the borg way. ^^.
s
6. borg should have shield/adaptor modules possibly only for cubes and sphere or adaptors, pyramid and diamond depending on avatar. Once an enemy shipyard assimilated, the upgrade for unlock shield modules should be researchable then in repair yard.
I think thats an adaption strategy. maybe the shield module should also use adaptor feature, a terminal adapation module so to speak, incorporating alien tech
I recall borg use remodulating phase shields.
7. give the holding beams for stations the auto cast feature please
8. the transwarp ability should maybe given to the slow tactical cube, only if armor installed
9. Perhaps a bit smaller scaling for borg buildings
10. the transport crew ability should be replaced with yet another beam. the transport beam, maybe purple colored
11. make the scout cube a tetrahedron.
12. the borg should also have a experience/level up system,maybe called adaption level
so maybe enemy fire has a certain chance to be reflected back to the enemy, increasing with rank/adaption level
*copy of news post*
copy of news post? you mean to tell me that this suggestion isnt yours?
if it is then this goes further, the borg player cant have it all one way, the others are already in a pig sty when 2 cubes exist and several sphere tanks irrespective of how big the enemy fleet is, one diamond and nanites from the cubes with reg spheres up front and its game over as it is.
but as for the incubation center, it's a big enough threat as it is for the other ships and there is no need to change it into an uber-fortress and besides, each ship and station have their own uses otherwise whats the point?
the dode should remain the way it is, it's supposed to be a turret or there a lack of.
borg should not have shield tech and it would overpower them more then any race can stand let alone the reg ability.
posted on July 19th, 2010, 4:21 pm
Nebula_Class_Ftw wrote:That's a problem with Spheres, you need triple regen modules to get the regenerate ability which is extremely useful. With only two regen modules the prime modules become mostly worthless since their main point is to sustain regenerate for longer in battle
Gonna correct some points here.
I've never seen Prime modules add energy to the sphere. What they do is a severe boost in firepower, and blast the enemies's special energy out into the void.
Secondly, you get the Regenerate ability at 2 modules (which is why the Cube can't mount 2). 3 of them just makes it cheaper.
posted on July 19th, 2010, 5:01 pm
I have not played Borg recently. Though what I would like is maybe some unique passives that come up when you put together special combos. Here are some examples.
Class: Sphere
Passive: Energy Absorbers
Requires: 2+ Prime Modules, 1+ Regen Modules
Effect: Uses the drained energy from enemy ships to increase the regeneration rate my distributing more power to the regeneration modules.
Class: Sphere
Passive: Integrated Energy Distribution Networks
Requires: 2+ Prime Modules, 1+ Holding Beam module
Effect: Uses the drained energy from enemy ships to increase the effectiveness of the holding beam. Allowing a minor increase in transport rate while using the same energy.
Class: Assimilator
Passive: Trans Compatible Beam Emmiters
Requires: 2 Assim Modules, 1 Beam module
Effect: Uses the beam emmiters enabling a second assimilation beam to target another ship within dogfight range allowing the draining of crew on two ships using 30% more energy per second.
Class: Dodecahedron
Passive: Integrated Energy Network
Requires: 1 Viniculum Module, 1 Regen Module
Effect: Gradually borrows energy from nearby Borg ships that do not have modules that grant special abilities, using the energy to increase the regeneration rate of the Dodeca's health. Other Dodecahedrons or smaller chassis are unaffected because of lower amounts of energy flow among the ships.
These are just a few examples. I'm sure it would definitely give the Borg some more depth.
Class: Sphere
Passive: Energy Absorbers
Requires: 2+ Prime Modules, 1+ Regen Modules
Effect: Uses the drained energy from enemy ships to increase the regeneration rate my distributing more power to the regeneration modules.
Class: Sphere
Passive: Integrated Energy Distribution Networks
Requires: 2+ Prime Modules, 1+ Holding Beam module
Effect: Uses the drained energy from enemy ships to increase the effectiveness of the holding beam. Allowing a minor increase in transport rate while using the same energy.
Class: Assimilator
Passive: Trans Compatible Beam Emmiters
Requires: 2 Assim Modules, 1 Beam module
Effect: Uses the beam emmiters enabling a second assimilation beam to target another ship within dogfight range allowing the draining of crew on two ships using 30% more energy per second.
Class: Dodecahedron
Passive: Integrated Energy Network
Requires: 1 Viniculum Module, 1 Regen Module
Effect: Gradually borrows energy from nearby Borg ships that do not have modules that grant special abilities, using the energy to increase the regeneration rate of the Dodeca's health. Other Dodecahedrons or smaller chassis are unaffected because of lower amounts of energy flow among the ships.
These are just a few examples. I'm sure it would definitely give the Borg some more depth.

posted on July 19th, 2010, 6:35 pm
silent93 wrote:Gonna correct some points here.
I've never seen Prime modules add energy to the sphere. What they do is a severe boost in firepower, and blast the enemies's special energy out into the void.
Secondly, you get the Regenerate ability at 2 modules (which is why the Cube can't mount 2). 3 of them just makes it cheaper.
I thought the Prime module stole special energy? The guide said it "drains" special energy, I must have misunderstood that.
A part of the guide said that 3 regen modules allowed it to use regenerate, it didn't specifically say you needed more than 2, but it was worded in a way that implies 3 are necessary.
Two overly ambiguous statements in one unit analysis, I'll tell Dominus so he can word it better.
posted on July 23rd, 2010, 8:55 am
2 regeneration = regeneration skill cost 200 energy
3 regeneration - regeneration skill cost 100 energy
3 regeneration - regeneration skill cost 100 energy
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