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Replying to new Golan compliments


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a.fake.name

Posted 24 July 2014 - 05:10 PM

Aizen, the point of having the Golan's compliment include capitols is so you can put them wherever you want on the map once they show up, along with their compliments.

The thing with all those fighter defense frigates is they're only really useful in certain circumstances.
Shield penetration makes them pretty fucking useless, sure they may damage a few squadrons, but it only takes 1-3 squadrons (depending on the bomber and how upgraded it is) to kill all of those anti fighter frigates in a single pass.

Anti-fighter frigates are, to me, only semi useful in skirmish, where I can just sit them in the golan repair area or with a tug by an asteroid mine, and all they have to do is provide supporting fire until the repair buff of the tug/golan ceases to be enough to keep it from getting stomped by bombers.

In GC they are only useful to me in rare circumstances where my compliment is overwhelmed in a specefic area, and I want to just jump in something that will quickly do damage until the AI targets it.

Once the AI targets a lancer (fully upgraded) it doesn't live that long, since PR never heard of particle shielding.


johnchm.10

Posted 21 July 2014 - 06:46 PM

Question for the pr team. Are golan deployments going to be changed? To be more specific, the planets that build golan 3s are still building g3s, and all that?

Aizen Teppa

Posted 21 July 2014 - 04:36 PM

Hmm I would be strongly against deploying [call-in reinforcements button - not auto-deployed by station] capitals by Golans. By Colony yes, but not Golans. They should receive solely anti-fighter screen in form of Lancers, Tartans, Coronas, IPVs, CR-70/90s, Crusaders, heck even higher lvl CT Transports..  Stuff like that.

 

Colony (~łvl) should receive some anti-fighter capability (few dual/quad lasers, and combination of Power to Shields/MissileJamming/Point Defense). It will solve - in some way - at least need to camp whole fleet over Colony to defend against fighters when major-capital threats are somewhere else on the map.

 

As for Colony reinfocements fleet I would pick:

 

Rebel side: 1x MC80, 3x MC40s, 3x Nebulons

Empire: 1x Tector, 1x Venator, 5x Bayonets


a.fake.name

Posted 21 July 2014 - 02:53 PM

Perhaps, going Allaince mod way [call-in reinforcement], Golans should receive some IPV/Tartan/Lancer support deployable by each G-station on the map?

If possible I'd say tie the compliment to the space colony level, but have like you said each Golan (or each station better yet) have it's own capitol compliment.

Each Golan III on a world with a level 5 colony should get a few yard 3 or yard 4 ships,
The compliment could be something like this:
Rebels: 1MC-80 with 3 MC-40
Imps: 1 ISD-I 2 VSD-I

Scale down from there a bit for each space colony / golan level.

It'll add a decent extra punch to the defense, while not making it unbeatable.

If the attacker is quick, and attacks a single golan and it's compliment quickly enough the extra ships could be mitigated easily enough thru attrition, while at the same time if the compliments can be formed together, the world gets the potential for a massive extra number of ships for defense.

 

The other option is to add a fourth Golan, call it 'planetary defense fleet HQ' for now.
Give it the stats of a Golan III (or whatever the max golan size a world is capable of) and add a lot of small upgrades that cost a lot to it.
Each upgrade adds at least one snubcraft squadron, support ship, or capitol warship to the stations compliment.
This way, you can dump cash into a world and make it better defended.
And if the AI does this, we can actually get regular decent battles.
 


johnchm.10

Posted 20 July 2014 - 11:39 AM

If you want to call in capitals, all you need to do is alter the compliments again, although I think you might have to enter it in a particular way if you wish infinite ships, but only so that only a set number can be on the map. Feel free to confirm or deny that last one if you can

johnchm.10

Posted 20 July 2014 - 08:32 AM

i'm pretty sure the TR mod buffed their shield and hull stats, so that isn't that big of a deal. you are correct about the loadout however. if you wish to bring them back in, i would recommend the following armament configurations

1. anti fighter configuration. 2 Heavy Quad Lasers, 2 Medium Concussion Missile Launchers with a rate of fire of 1 Missile every 10 seconds per launcher.

2. anti-capital configuration. 2 Quadruple Medium Turbolasers, 2 Medium Proton Torpedo Launchers with a rate of fire of 1 Torpedo every 15 seconds per launcher

3. general purpose configuration. 1 Heavy Quad Laser, 1 Medium Quadruple Turbolaser, 1 Medium Concussion Missile Launcher again, 1 missile every 10 seconds. 1 Medium Proton Torpedo Launcher, again, 1 Torpedo every 15 seconds.

4. laser only configuration. 4 Heavy Quad Lasers

5. turbolaser only configuration. 4 Quadruple Medium Turbolasers.

6. repair facility configuration. 1 Quad Laser turret, and 1 Medium Concussion Missile Launcher with a rate of fire of 1 missile every 12 seconds. passive ability: repair

 

i'd also recommend that all configurations have the shields and hull strengths equivalent to ATR's at least.


Aizen Teppa

Posted 20 July 2014 - 08:12 AM

Perhaps, going Allaince mod way [call-in reinforcement], Golans should receive some IPV/Tartan/Lancer support deployable by each G-station on the map?


skie9173

Posted 19 July 2014 - 11:51 PM

Where would be the point in snubfighters if capitals can shrug off everything? If you bring cap ships into battle unescorted (compliments need to be better in this regard) or against technically superior fighters, well you deserve to have a draw or lose the battle.

Flip side that needs fixed badly, snub fighter should never be point and forget towards things like Lancers like they are right now. Well micro managed they should be able to take Lancers and the like down but then you are likely to lose forces elsewhere in the battle.

Basically, There needs to be better equilibrium, and it sounds like there will be in the next version. Sounds like damage for missles is reduced globally and with the new system there might w a degree of mitigation form shield absorption or armor? Though I thought someone mentioned most munitions are armor piercing so we will just have to see.

But we both digress, this is a staton topic...

a.fake.name

Posted 19 July 2014 - 10:33 PM

Why would you use MDU in space? There's the orbital satellite to build upon. If you want to make a starship that can build stuff on it like an MDU, well I just tried that a couple of days ago without success. Of course you're free to try.


They are pretty much the same thing.
The MDU is just a mobile unit that turns into a mobile build pad, the satellites are static build pads that turn into a repair satellite.

Well I suppose they turn into other stalites, but those others are fake tits on a zombie worthless at present.

As for the gun platforms, I've suggested previously that it'd make sense to replace the space build pads with something better for a while now.

But yeah, easiest method is just to add a few extra guns.
It's been done a shit ton for ships/stations on neutral worlds, so it's not exactly like it would be a huge imposition.

And the fact remains that as long as torpedoes penetrate shields, stations are worthless.

Where is the point in even HAVING capital ships when your snubcraft ignore their shields and blow them out of space before they can even hurt eachother.


Aizen Teppa

Posted 19 July 2014 - 02:31 PM

Would it be possible to build (with model done) Empress-class orbital stations on building pods? Let's face it: default laser canons/missiles launchers are pathetic. To kill one of those just need to cough.


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