Possible Entrenchment exploit

I was just thinking - what are the developers going to do about the tactic of Ogonev spamming (the new missile cruisers).  Then someone could simply take out a starbase or loads of facilities by launching from max range before the forces there can react.

 

Could you do is so that each missile fired is an object that can be destroyed before reaching its target?  That would make it possible to defeat this tactic.

 

If you've already thought of this, you guys are truly brilliant.

57,943 views 34 replies
Reply #1 Top

Maybe they should'nt have anything that can kill a Starbase alone. From what I understand a starbase will cost 5x that of a cap ship. So maybe double that, around ten caps (and assisting fleet) whould be needed to destroy a Starbase.

  If you need the Starbase killer the super slow/shootable torpedo is a good idea( w/ a min range, half a grav well?). One/Two max per side?

Reply #2 Top

If they made the torpedoes count as a suicide fighter (strike craft) then anti fighter weapons would be able to shoot it down, along with other fighters (Wing Commander style)

That way too one would have to prepare a torpedo strike, and just after phasing in would be the most leathal period for a torpedo boat force, as they would be launching off a cloud of prebuilt torps rather than one or two at a time.

Just some thoughts.

Reply #3 Top

Why whuld anyone build a starbase in first plase?

 

I mean, for the price of that, you get like assload of illuminators.

 

For the half of the same price, you get half the assload of illuminators that you can use to frack up the enemy saving up the assload for starbase.

 

Get the drift?

 

For the starbases to be viable in Big boys multiplayer games, they need to be cheap and upgradable, so you can build the hull for cheap, and upgrade wepon systems/defence systems and other shizzle as you roll.

 

 

Reply #4 Top

Quoting Cpt_Siddy, reply 3
Why whuld anyone build a starbase in first plase?

 

I mean, for the price of that, you get like assload of illuminators.

 

For the half of the same price, you get half the assload of illuminators that you can use to frack up the enemy saving up the assload for starbase.

 

Get the drift?

 

For the starbases to be viable in Big boys multiplayer games, they need to be cheap and upgradable, so you can build the hull for cheap, and upgrade wepon systems/defence systems and other shizzle as you roll.

 

 
Maybe first one free? Like caps.

Reply #5 Top

First one free could work pretty well.  Or maybe make the structure cheap and the upgrades you can add on increase the cost, so you can slowly spend on the starbase.

If you lose it early on, it wouldn't be as much of a loss then.

Reply #6 Top

Could you do is so that each missile fired is an object that can be destroyed before reaching its target? That would make it possible to defeat this tactic.

But then the starbase could just shoot the missile down. I think this torpedo ship has to fire usual missiles which can crack a starbase pretty fast (mayby 10-20 shots). You would have to station a small intercept force near the starbase, or place the starbase so that it can attack ships at the gravwells edge.

Anyway, there will be lots of cool tactics :-)

Reply #7 Top

If they don't take fleet capacity they would be fine for endgame when you've got so many resources and maxed fleet.

 

But by that time the game is already decided unless you're playing a 100 planet map.

Reply #8 Top

Maybe they are planning to restructure the strenght of the frigs? Just like some of the mods out there that weaken them. 

Right now (un-modded) Caps. are useless, just cause like 20 L.frigs can take them out alone.

Reply #9 Top

I'm shocked, shocked that if you spend 6000 credits on frigates you can destroy 3000 credits of capital ship.

Reply #10 Top

Quoting posativ, reply 6

But then the starbase could just shoot the missile down. I think this torpedo ship has to fire usual missiles which can crack a starbase pretty fast (mayby 10-20 shots). You would have to station a small intercept force near the starbase, or place the starbase so that it can attack ships at the gravwells edge.

Um, if I remember correctly, it was stated that Starbases can fire anywhere with a planets well...or was it the upgrades to the defense turrets???  The whole point was to stop fleets from moving around the set up defenses of a well to the other side of the planet and be able to effectively kill the planet while escaping the defenses of the planet at the same time.  Hence the whole notion of Entrenchment being a huge DEFENSIVE expansion.  This will also allow for your fleet to focus more on being OFFENSIVE and not having to run back to the planet being attacked to defend.

Is everyone ready to dig into their defensive positions and do some major damage???

Reply #11 Top

Quoting TheSpydyr, reply 10

Quoting posativ, reply 6
But then the starbase could just shoot the missile down. I think this torpedo ship has to fire usual missiles which can crack a starbase pretty fast (mayby 10-20 shots). You would have to station a small intercept force near the starbase, or place the starbase so that it can attack ships at the gravwells edge.

Um, if I remember correctly, it was stated that Starbases can fire anywhere with a planets well...or was it the upgrades to the defense turrets???  The whole point was to stop fleets from moving around the set up defenses of a well to the other side of the planet and be able to effectively kill the planet while escaping the defenses of the planet at the same time.  Hence the whole notion of Entrenchment being a huge DEFENSIVE expansion.  This will also allow for your fleet to focus more on being OFFENSIVE and not having to run back to the planet being attacked to defend.

Is everyone ready to dig into their defensive positions and do some major damage???
Can you say Starbase surrounded by 3-4 repair bays and ~20 turrets? I WILL NEVER LOSE A PLANET AGAIN! MUAHAHAHA!

BTW, thats not an exploit... thats a tactic. I assume anti-starbase ships will be proportionally as expensive as starbases themselves making the "Ogarev Zerg Rush" a rare tactic

 

Reply #12 Top

FRIGATE ZERG RUSH IS THE STANDARD FARE ANYWAYS IN SINS MULTIPLAYER. tHAT'S WHY i DON'T GO ONLINE ANYMORE.

Reply #13 Top

Quoting Arthromitor, reply 2
If they made the torpedoes count as a suicide fighter (strike craft) then anti fighter weapons would be able to shoot it down, along with other fighters (Wing Commander style)

That way too one would have to prepare a torpedo strike, and just after phasing in would be the most leathal period for a torpedo boat force, as they would be launching off a cloud of prebuilt torps rather than one or two at a time.

Just some thoughts.

The whole point of the starbase is that it is powerful. A fleet of Illuminators probably won't be able to take the same amount of damage as a fully upgraded Starbase, with repair bays, CSPs, mines, and gauss defense platforms. In fact, if your smart and use the starbase as the main hitter and build loads of fighters and bombers, then the Illuminators won't take out the base, and of course, your forgetting that a 5 kilometer battle station can absorb hits that would destroy heavy cruisers without even feeling it. It can be armored as heavily as the defender needs, and your forgetting the shields a ship that large will mount.

 

Reply #14 Top

Quoting mja5000, reply 13

The whole point of the starbase is that it is powerful. A fleet of Illuminators probably won't be able to take the same amount of damage as a fully upgraded Starbase, with repair bays, CSPs, mines, and gauss defense platforms. In fact, if your smart and use the starbase as the main hitter and build loads of fighters and bombers, then the Illuminators won't take out the base, and of course, your forgetting that a 5 kilometer battle station can absorb hits that would destroy heavy cruisers without even feeling it. It can be armored as heavily as the defender needs, and your forgetting the shields a ship that large will mount.

All very good points to remember.  The main focus behind the Starbases is to allow a player to set up a focused defensive position (hopefully in a nice chokepoint), where all of their planets and other goodies are protected and then said player can concentrate on just using his fleet to launch his own offensive.  Hence, the need to have these cost so much.  A player should not be able to have more than 1 or 2 at a time...then the game would become too skewed.

The interesting thing is...who will be able to get one built in a well that you enemy owns, where you are planning to attack.  If you can get a builder in the well and keep it protected long enough to build the Starbase and then launch your offensive against that planet...hhhmmmm...then you can use the same Starbase as a defensive unit once you own the planet.  Getting some very interesting thoughts going on over here.

Reply #15 Top

what will force me to fight you silly starbase and not just zoom trought you "choke point"

with assload of carriers and other shizzle to go after your eco?

 

Because if you had enought time to build starbas, i prolly got advent battleball by then, pawning your planets wile you haul your starbase araund...

 

and dont say that phase jump inhibitors whuld stop me, thous things die in one pass from 15 bomber squads...

 

 

And no, starbase wont dish as much damage as illus on same money. Period.

Reply #16 Top

lol, it's not a replacement for a fleet, it is an augmentation. Right now there is not enough strategic defense in the game. The game boils quickly down to amassing a single large fleet and going on a rampage. I kind of got bored of that during the first command and conquer with mass tank rush battles. Honestly I think fleet size caps should be reduced drastically, too many ships turns a strategy game into a game of attrition and zerg rushes.

Reply #17 Top

Quoting derenek, reply 16
lol, it's not a replacement for a fleet, it is an augmentation. Right now there is not enough strategic defense in the game. The game boils quickly down to amassing a single large fleet and going on a rampage. I kind of got bored of that during the first command and conquer with mass tank rush battles. Honestly I think fleet size caps should be reduced drastically, too many ships turns a strategy game into a game of attrition and zerg rushes.

My favorite battles are the small one's, two caps and ten frigates taking on the set to hard neutral planets.....to many ships and it seems unreal. Space battles should be all about distance and moves.

Reply #18 Top

hy whuld anyone build a starbase in first plase?



I mean, for the price of that, you get like assload of illuminators.



For the half of the same price, you get half the assload of illuminators that you can use to frack up the enemy saving up the assload for starbase.

Starbases will be able to do MANY more things illuminators. starbases will act as fortresses, super carriers, factories and economic centres. Illuminators vant do ANY of those things and they arent even overpowered any more.

 

 

what will force me to fight you silly starbase and not just zoom trought you "choke point"

with assload of carriers and other shizzle to go after your eco?

 

You wont be able to do that. The Starbase will have an EXTREMELY long range with an EXTREMELY powerful attack. It will be able to hold off an entire fleet, apparantly. Your carriers will die so fast, youl miss it if you blink.

Reply #19 Top

Why whuld anyone build a starbase in first plase?



I mean, for the price of that, you get like assload of illuminators.



For the half of the same price, you get half the assload of illuminators that you can use to frack up the enemy saving up the assload for starbase.
with assload of carriers and other shizzle to go after your eco?



Because if you had enought time to build starbas, i prolly got advent battleball by then, pawning your planets wile you haul your starbase araund...

Is this English?

anyway, why do people want to ruin the game? i just kick people that spam rush. the point of this game is to last hours, not finish in 30 min. go play starcraft.

My favorite battles are the small one's, two caps and ten frigates taking on the set to hard neutral planets.....to many ships and it seems unreal. Space battles should be all about distance and moves.

Idk, big battles are pretty sweet when they are balanced. not 40 carriers vs 40 carriers. gay

Reply #20 Top

yeah. lower the fleet cap and the devs should ive us modders a way to limit the number of friendly ships allowed into a gravity well (i.e. block the phase lane in until those ships leave), this way we can keep zerg rush from ever happening.

Reply #21 Top

well you can lower the fleet cap easy enough, why limit friendlies from entering your grav wells?

Reply #22 Top

it helps balance out any battle. That way the strategy used is fleet design and coordination rather than sheer numbers.

Reply #23 Top

How do you know the Starbase won't have a PJI built into it, or as an upgrade?

 

Reply #24 Top

Quoting derenek, reply 20
yeah. lower the fleet cap and the devs should ive us modders a way to limit the number of friendly ships allowed into a gravity well (i.e. block the phase lane in until those ships leave), this way we can keep zerg rush from ever happening.

 

because it makes it a game of atrition instead of a game of minds.

Reply #25 Top

it is not a stand alone fix, ships must also be heavily rebalanced. I am hoping for a greater amount of tactical depth, such as HW has accomplished, but still keep sin's awesome aspects on the empire side