Singularity Station and romulan defenses

Post ideas and suggestions on new features or improvements here.
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posted on September 8th, 2010, 8:05 pm
While in online play defensive structures are rare and the resources invested in them are often put to better use in vessels.

In Instant Action with unlimited resources they are a cornerstone due to the spamming of units by the AI.
This brings forward a weakness of in the current Romulan system where the defence turrets are powered by a singularity station.

These singularity stations are often first targeted leaving the turrets without power.
I'm hoping the suggestions below will give the Romulan turrets a 2nd life while maintaining balance.

Instead of letting the singularity station charge the weapon systems on the turret, why not let it charge the shields and special energy. Special energy would be needed for the stationary cloak on the turrets.

This way a turret can still function without a singularity station, but would be more vulnerable because the shields will not (or very slowly) recharge without a station.

To reduce the vulnerability of the singularity station, perhaps it can be equipped with a stationary cloak to be used for 10-15 seconds.

Ideas/thoughts?
posted on September 8th, 2010, 8:11 pm
i think the romulan turrets are strong enough seeing as they can cloak.

the ai wont decloak your units so the turrets are half invicible.

if u build a wall of these turrets so the enemy cant get in range of the generator then they will probably just sit there taking fire.

you can also use support gens to recharge the shields of the generator if any enemies get in range. plus the generator also gives the support gens more energy for shield recharge lol. its an infinite cycle of evil.

and the special of the turret recharges shields  too :D
posted on September 8th, 2010, 8:18 pm
The Transmitter is dead in space for a while after doing it, though. That part has a risk, at least.
posted on September 8th, 2010, 8:20 pm
Andre27 wrote:While in online play defensive structures are rare and the resources invested in them are often put to better use in vessels.

In Instant Action with unlimited resources they are a cornerstone due to the spamming of units by the AI.
This brings forward a weakness of in the current Romulan system where the defence turrets are powered by a singularity station.

These singularity stations are often first targeted leaving the turrets without power.
I'm hoping the suggestions below will give the Romulan turrets a 2nd life while maintaining balance.

Instead of letting the singularity station charge the weapon systems on the turret, why not let it charge the shields and special energy. Special energy would be needed for the stationary cloak on the turrets.

This way a turret can still function without a singularity station, but would be more vulnerable because the shields will not (or very slowly) recharge without a station.

To reduce the vulnerability of the singularity station, perhaps it can be equipped with a stationary cloak to be used for 10-15 seconds.

Ideas/thoughts?



I only agree with you,romulan turrets are weakest in game,when you set them to artillery range they poor DPS is even weaker.Make them stronger or independent from Singularity Gen
posted on September 8th, 2010, 8:22 pm
romulan turrets arent weak, they are late game turret systems. dont expect 1 turret to win u any battles like it does with feds. expect a bunch of them cloaked with arty range to help.

prefine components at the yards is for this.

also fleetops isnt designed for ia its designed for online multiplayer, when turrets matter less. but pumping money into a romulan turret zone can cement your hold on an area. with a perimeter it can be disabled by some specials. and thats a massive chunk of your defences down at once.

the rom turrets in numbers all need to go separately.
posted on September 8th, 2010, 8:53 pm
I think the singualrity station was one of the worst additions to fleetops and i HOPE that i wont see it in the next patch, it makes the already weak romulan turrents even more useless, i mean the turrents already cost a fortune compared to other races , do less damage AND you need to get batteries for them for christ sake.
posted on September 8th, 2010, 8:58 pm
Thankfully, the station will likely stay in that role. It gives the cheap Romulan turrets a unique approach.

What is the range of the transmitter; the circle you get from hovering over the icon or the pulse from the station itself? They're both different sizes.
posted on September 8th, 2010, 9:00 pm
Last edited by Anonymous on September 8th, 2010, 9:04 pm, edited 1 time in total.
Tyler wrote:What is the range of the transmitter; the circle you get from hovering over the icon or the pulse from the station itself? They're both different sizes.


look for a little orange wave from the station.

i put an image in the screenie thread where i made the range clearer.

EDIT: here we go
Star Trek Armada II: Fleet Operations - Awesome Screenies! Official Screenshot thread!

i built a wall heading away from the generator. its a generous range. especially if u make a wall at max range, the enemy will be blocked from getting close to the generator, even if the turrets are cloaked.
posted on September 8th, 2010, 9:03 pm
The pulse shows the proper range? Because moving the mouse over the icon on the transmitter only covers around half the distence.
posted on September 8th, 2010, 9:04 pm
Tyler wrote:The pulse shows the proper range? Because moving the mouse over the icon on the transmitter only covers around half the distence.

Ah, I'd report that bug then  :sweatdrop:
posted on September 8th, 2010, 9:10 pm
the range is larger than the icon range.

but that is true with many things. like the perimeter too.

the actual range is that orange thing, which is nice.
posted on September 8th, 2010, 9:13 pm
That means I can cut down on the number I build. I always went with the smaller one to be safe.
posted on September 8th, 2010, 9:18 pm
Tyler wrote:That means I can cut down on the number I build. I always went with the smaller one to be safe.


yup. 1 generator can supply a surprising number of turrets. and the range is quite good so a wall of turrets can keep enemy ships out of range by physics blocking them.

if u make 2 generators just within special weapons range of each other, then u can instantly recharge the shields of 1, using the other.

or if playing against the ai u can use shield regen, the ai wont complain, it already cheats :lol:

the worst thing is that the generator in return gives the gen support more energy to shield regen it.

i can imagine the outrage if this happened online.

also the ai wont cloak detect your turrets, so they will receive fire indefinitely.
posted on September 8th, 2010, 9:59 pm
Myles wrote:the worst thing is that the generator in return gives the gen support more energy to shield regen it.

i can imagine the outrage if this happened online.


Not enough to make any appreciably difference :)
posted on September 8th, 2010, 10:17 pm
Romulan Turrets are just plain sad, when I see someone build them, I immediately know that person has little online experience.

Myles wrote:romulan turrets arent weak, they are late game turret systems. dont expect 1 turret to win u any battles like it does with feds. expect a bunch of them cloaked with arty range to help.


Late-game? The effectiveness of turrets goes down as the size of a fleet goes up. By the time lategame has come around, you'll need a hell of a lot of turrets to keep anything defended.

The problem with using them cloaked is that the singularity gen won't be cloaked unless a cloaking gen is also built (very very rare, seen it three times online.) Then the fleet just hits the singularity gen and the turrets are almost completely useless. In late game, the enemy will have the numbers to just waltz up to your singularity gen (since turrets just hit the nearest ship, they'll spread out fire horribly) and annihilate it.

If you're using Rom turrets as a late-game turret system, you probably are wasting resources you could've spent on that second Tavara, or you've got enuff dil to make the turrets worth it, in which case you should've just got another yard. Singularity gens are useful next to repair yards so they can recharge those awesome warbird specials.
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