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Darklust
Joined: Mon Feb 21, 2011 8:20 am Posts: 154
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As it seems right now base combat is all about turtling... I suppose it'll take some time to iron out, but aside from 1 legion that has more energy than god to use, for the most part it doesn't even pay to fight above a lvl 3 base.. even as low as 4 has the potential to turtle up and take 20 million energy to beat down...
Fixers: each fixer should increase repair rate by +5% not 10%.. means with 70 ability points and 9 fixers a base can basically repair to full 17 times, and if they have 100k hull and figure 9500 defense, it still takes tons of energy and encourages wiping out baby legion's bases
Remote Intrusion (Lowers the attack of the current 3 top base damagers by 90%. Lasts 2 hours.) Costs 3 Ability Points: For 3 ability points that could be put towards a complete fix of your base, this ability should have a 10-30 minute time limit and be non-cageable.. As it is now, if you're hit by this, you can just use a containment cage and negate the effects (very silly).
As for the 2 traps (Inverse energy vortex and krionite minefield): I dont have any suggestions, they're just useless... inverse is sorta useful if you switched it from a trap to an ability with a cooldown time of 8 hours, and it increased the bases attack by like 10-20% of the top damagers attack... then increased that ability to 3 points per usage (could really hurt attackers if you have one really overpowered person on your base and a bunch of little bottom feeders nipping away at his heals)... The minefield... still useless unless you increase it to 5 uses instead of just one.. Just random ideas..
_________________ Outcast- "I actually happen to agree with Darklust, who I usually happen to find insane"
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Mon Aug 08, 2011 5:23 am |
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Kharr
Joined: Sun Apr 10, 2011 7:06 pm Posts: 150
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I would have to agree dark, It is pretty much impossible to take out a base that has been established unless you buy GP (which for most of us who are not high rolling #$*# is a bit hard to do), or use all of your energy cubes and what not which most of us probably have maybe 15 to 20 of those laying around so you would be Forced to pretty much use your stock pile of the past 4 months worth over 1 base fight.
the biggest problem right now is if your not level 600+ your base damage is pretty insignificant. For most legions, their ships might do 20 to 30 a pop on a base. I am level 280 I hit on a base the other day for pretty much 4 hours almost non stop waiting for repairs and only got to about 13k in dmg. I may not have the best guns but at a buffed 4k attack 4 hours worth of hitting shouldnt be 13k dmg. A lot of these bases have 200k hull and close to 100k in defense in most cases. 13k dmg to 200k is pretty minor considering there are other players hitting the base too. When you then throw into the factor that a base with max fixers can repair 20 times 13k dmg in 4 hours is nothing even if u took 50 online legion mates who do about 13k dmg in 4 hours of constant hitting that is 650k worth of dmg. or 3 heals in about 4 hours. with a share time of only 8 hours that makes them repair 6 times or so just with their points alone not including the base repair button. That is just the damage aspect.
If you look at the energy required to take out one of these guys, 5 energy a hit again at about an average of lets say 25 dmg. it would take 40k energy in total to take out a base with 200k hull, ONCE..... I do not know how much the average energy is but I have about 1.2k for a full bar. and for a lot of people they might not have too much more than that. so then you take the realistic factor of maybe getting 10 to 15 people hitting on a base doing probably 10k in dmg and probably have about 2k-3k just to give some benefit that my energy might be on the low side, if 15 people had 2k energy it would take everyone a FULL bar to not kill the base. once again factor in the fact people can repair 20 times and we now have people having to credit card fight or use stocks of energy cubes and realistically probably still run out of energy.
It would be nice to see the base system balance out to where it is not pro #$*# or credit card warriors. It would also be nice to see the base system be a bit more fair for people that cant put out 50k in dmg. Yes the base bonus for it being alive X days is nice but the way the system is at the moment is just hardly worth any attempts at unless its a push over base for 90% of the legions out there.
Repairs should cost more or you get less base AP, and getting a 100% repair for having 10 fixers at 20 repairs is just down right over kill for most of us not willing to spend GP till a base is dead like *cough* #$*#.
Sorry if the math is off something I was doing off the top of my head but those numbers and averages seem about right to me from my game experience of what I have been reading what most other people have been doing dmg wise.
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Mon Aug 08, 2011 6:02 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Yeah, I've suggested before that the repair amount should be 5% per person instead of 10%, and that the Emergency Repair should cost more points. It seems like you should be able to have a drawn-out fight with a Base, but my Legion tries to kill them as fast as possible so we don't need to keep sinking energy into it, especially with the low experience rate.
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Mon Aug 08, 2011 6:06 am |
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Kharr
Joined: Sun Apr 10, 2011 7:06 pm Posts: 150
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it would be nice to kill off a base fast, we managed to do that the other night, caught their repair guy sleeping on a blitz but if there is a guy on who can repair might as well wait for him to go to sleep or give up.
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Mon Aug 08, 2011 6:09 am |
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XtremeEvolution
Joined: Wed Jan 12, 2011 7:18 pm Posts: 118
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I agree the bases I think they may be even put a cap on how many times you can repair with AP. Most bases rank 4 and over aren't worth the wasted red badges. If defended well they can survive an 8 hour lock. I know lower legions only way they get badges is by sending larger legions battle links to help down even rank 3 bases. Smaller/lower ranked legions don't even have a damage cap. I bet every leader can say they downed a rank 2-3 base on their own. Smaller legion bases are being hunted to the point they Defender bonus is pointless to them. I have seen 4 legions (full and higher ranked) gang up on rank 4 bases to spend alot of energy on well defended base. Unless you hunt lower rank bases. Only draw back is # badges you get but if you plan hitting base every chance you can all still get badges with more effort. Here where things "turtled" as stated above, cause people don't want to drop ALOT of red badges scanning for the right base for your legion. They want the new Mk3 Dominons. Now were higher ranked traps SUCK we used to laugh at walls of traps we would thru up to protect from higher ranks. Now we're higher ranked and we're hitting traps almost every ship we cross. Makes getting red badges more scarce. Since lower ranked bases are ones suffering I almost think there should be a better damage cap for higher ranks to hit lower ranked bases. I feel bad low ranked bases only get few thousand base production if done correctly. Spread evenly to all in legion makes hourly look good. 0% defender bonus makes them benefiting from resources to help them rank up be a big legion themselves. I really think bases should be more balanced on caps like it is ship to ship no rank 50 wants to hit a rank 4 base with 20k atk. I burnt thru countless shield restores and repair nanos. Im sure alot of you have. I seen ALOT more of them being traded now. I still love the bases though but i think damage caps should be considered.
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Sun Aug 14, 2011 8:02 am |
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