Stronger combat modules

BetaLord
BetaLord
Minor Nuisance
Joined Apr 2012 Posts: 159

I think its time to be able to upgrade our combat modules again maybe even our bridge too, at this point in the game bases can be killed with little repair or effort on the attractor side, and its not just that there is little base tech compared to ships tho I think that should be addressed. I think its the low max mass of the CM's, on a maxed out cm I think you should be able to put zyth 5 and still have room for a good shield.

One of the first to start, one of the last to quit.
ID 18982
  • Necromancer of Ashes
    Necromancer of Ashes
    Skilled Warrior
    Joined Jun 2016 Posts: 438

    I agree, we need new things to upgrade. Once all is upgraded. All is left is just refitting and ship making

  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    New base armor would be nice as well

    One of the first to start, one of the last to quit.
    ID 18982
  • SkyBuster
    SkyBuster
    Unicorn Overlord
    Joined Jul 2015 Posts: 2,973

    need higher mass on cms.

    can not even fit archer 3 and cap 3 on them. ridiculous.

    image
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    A bridge 6 modules 12 is long overdue... they need it bad.
    As for new armors well the base could use resistance armor... badly. Here is a idea for a upgrade to capactive plates.
    Crystallium plates: a very tough armor that withstands most weapons with ease. (EVENT)
    Tier 1: 4000 health | 700 mass (if to low or high give me your thoughts)
    Tier 2: 8500 health | 1350 mass
    Tier 3: 14000 health | 1900 mass (yes its less mass per armor as it gets better)

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    More mines would help too

    One of the first to start, one of the last to quit.
    ID 18982
  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    Hell they could even be more creative with it and put weapons on the shipyard or a weapon just for the bridge or drones on it.there are a lot of things they can do to help base defense

    One of the first to start, one of the last to quit.
    ID 18982
  • SkyBuster
    SkyBuster
    Unicorn Overlord
    Joined Jul 2015 Posts: 2,973

    arc 3*

    image
  • PhantomRanger
    PhantomRanger
    Minor Nuisance
    Joined Dec 2015 Posts: 266
    NewLord said:

    More mines would help too


    I support this
    +1
    image
  • CEvans0092
    CEvans0092
    Potential Threat
    Joined Dec 2015 Posts: 54
    I agree and love the idea of upgrading the CM' higher - Post this in future feedback so that the idea hopefully we can get this done.
    image
  • DirtyDuckofDoom
    DirtyDuckofDoom
    Minor Nuisance
    Joined Feb 2016 Posts: 292
    edited 8 Nov 2016, 1:29AM
    Hows about the ability to upgrade our cms to 11. Two turrets per module and the max mass is doubled. :)
    Photo
  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    Oh > @DirtyDuckofDoom said:

    Hows about the ability to upgrade our cms to 11. Two turrets per module and the max mass is doubled. :)

    That's would be crazy lol maybe on the bridge

    One of the first to start, one of the last to quit.
    ID 18982
  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    @CEvans0092 said:
    I agree and love the idea of upgrading the CM' higher - Post this in future feedback so that the idea hopefully we can get this done.

    I will as soon as I got on PC if there is not something like this already there

    One of the first to start, one of the last to quit.
    ID 18982
  • TheHolyAsdf RiPx2
    TheHolyAsdf RiPx2
    Potential Threat
    Joined Nov 2016 Posts: 74
    I actually hold the unpopular opinion that base defence is adequate for now. You can't be skulking in your base - you need to rely on your own fleets an your alliance's help to defend against base attacks. We should be rewarding the players who actually go out there and attack bases, rather than those who brick up and incite stagnancy in pvp activity. 
    image
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    @TheHolyAsdf said:
    I actually hold the unpopular opinion that base defence is adequate for now. You can't be skulking in your base - you need to rely on your own fleets an your alliance's help to defend against base attacks. We should be rewarding the players who actually go out there and attack bases, rather than those who brick up and incite stagnancy in pvp activity. 

    Um... bases arent adequate. Bases are suppose to be a challenge to beat since they usually yeild a lot of res and the ability to halt a players activities for a small period of time... bases especially at max level should take more than 1 fleet to defeat... its a base its suppose to be very powerful.

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • Necromancer of Ashes
    Necromancer of Ashes
    Skilled Warrior
    Joined Jun 2016 Posts: 438

    Maybe the schedule maintenance is for this

  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    I remember way back when it took at least 2 fleets to kill a base.

    One of the first to start, one of the last to quit.
    ID 18982
  • TheHolyAsdf RiPx2
    TheHolyAsdf RiPx2
    Potential Threat
    Joined Nov 2016 Posts: 74
    edited 8 Nov 2016, 2:20AM

    @TheHolyAsdf said:
    I actually hold the unpopular opinion that base defence is adequate for now. You can't be skulking in your base - you need to rely on your own fleets an your alliance's help to defend against base attacks. We should be rewarding the players who actually go out there and attack bases, rather than those who brick up and incite stagnancy in pvp activity. 

    Um... bases arent adequate. Bases are suppose to be a challenge to beat since they usually yeild a lot of res and the ability to halt a players activities for a small period of time... bases especially at max level should take more than 1 fleet to defeat... its a base its suppose to be very powerful.

    13x Vector III is a tough base - just spread them out a bit. 

    Resource payouts on bases aren't high, you are rewarded with more resources if you ignore the defences and focus on sniping vulnerable storages.
    Bases at max level should be perfectly possible to be destroyed in one hit if it's a strong fleet. The attacker needs to take the risk of fighting past all your alliance buddies, risk getting intercepted and destroyed on the way out. The only thing you really lose is some medals (if you even have any) and a handful of resources he probably doesn't even need. Even if your base is destroyed, it only takes a few hours to repair almost everything for free - basers with decoys or basers with blitz take some 15+ hours at the high level end.

    If you're really worried about attackers, I suggest piking some up destroyer guard fleets or join a more active and aggressively defensive alliance - or any alliance that has a low profile and isn't attacked often. 
    image
  • olaff.soderberg
    olaff.soderberg
    Potential Threat
    Joined Oct 2013 Posts: 32
    what about a real fleet to protect the base, when the use is online, only 4ship per fleet
  • BetaLord
    BetaLord
    Minor Nuisance
    Joined Apr 2012 Posts: 159

    @TheHolyAsdf said:
    I actually hold the unpopular opinion that base defence is adequate for now. You can't be skulking in your base - you need to rely on your own fleets an your alliance's help to defend against base attacks. We should be rewarding the players who actually go out there and attack bases, rather than those who brick up and incite stagnancy in pvp activity. 

    Um... bases arent adequate. Bases are suppose to be a challenge to beat since they usually yeild a lot of res and the ability to halt a players activities for a small period of time... bases especially at max level should take more than 1 fleet to defeat... its a base its suppose to be very powerful.

    13x Vector III is a tough base - just spread them out a bit. 

    Resource payouts on bases aren't high, you are rewarded with more resources if you ignore the defences and focus on sniping vulnerable storages.
    Bases at max level should be perfectly possible to be destroyed in one hit if it's a strong fleet. The attacker needs to take the risk of fighting past all your alliance buddies, risk getting intercepted and destroyed on the way out. The only thing you really lose is some medals (if you even have any) and a handful of resources he probably doesn't even need. Even if your base is destroyed, it only takes a few hours to repair almost everything for free - basers with decoys or basers with blitz take some 15+ hours at the high level end.

    If you're really worried about attackers, I suggest piking some up destroyer guard fleets or join a more active and aggressively defensive alliance - or any alliance that has a low profile and isn't attacked often. 
    i like people hiting my base so i dont use guards a lot, and using 13 vector sounds crazy and easy for snipers to 2 star but idk. but after all the ships got there mass buff i think its fair bases get one too. 
    One of the first to start, one of the last to quit.
    ID 18982
  • TheHolyAsdf RiPx2
    TheHolyAsdf RiPx2
    Potential Threat
    Joined Nov 2016 Posts: 74
    what about a real fleet to protect the base, when the use is online, only 4ship per fleet
    Only if you allow two players to attack a base cooperatively. Sure.
    image
  • TheHolyAsdf RiPx2
    TheHolyAsdf RiPx2
    Potential Threat
    Joined Nov 2016 Posts: 74
    BetaLord said:
    i like people hiting my base so i dont use guards a lot, and using 13 vector sounds crazy and easy for snipers to 2 star but idk. but after all the ships got there mass buff i think its fair bases get one too. 
    Vectors never miss and cannot be outranged by sniper fleets. They have more DPS than Gladius and AP. They don't need you to waste CMs on Arrestors.
    image
  • Worthington3
    Worthington3
    Strike-force Captain
    Joined May 2016 Posts: 713
    I actually hold the unpopular opinion that base defence is adequate for now. You can't be skulking in your base - you need to rely on your own fleets an your alliance's help to defend against base attacks. We should be rewarding the players who actually go out there and attack bases, rather than those who brick up and incite stagnancy in pvp activity. 
    Your Alliance does not 'help' with base defense. All they ensure is that somebody gets their revenge.

    Considering that a damaged module can't produce anything or upgrade itself no, I don't want my base constantly destroyed thanks.

    You want to PvP? Good for you, have at it. I don't.

    I'd wager the main reason people don't PvP has more to do with the ridiculous repair times on heavily-armored fleets.
    http://i.imgur.com/QYnxhWI.gif
  • TheHolyAsdf RiPx2
    TheHolyAsdf RiPx2
    Potential Threat
    Joined Nov 2016 Posts: 74
    edited 8 Nov 2016, 3:12AM
    Your Alliance does not 'help' with base defense. All they ensure is that somebody gets their revenge.

    Considering that a damaged module can't produce anything or upgrade itself no, I don't want my base constantly destroyed thanks.

    You want to PvP? Good for you, have at it. I don't.

    I'd wager the main reason people don't PvP has more to do with the ridiculous repair times on heavily-armored fleets.
    What do you mean by alliance does not "help" with base defence? Don't you go and help your allies if they're under attack?

    A damaged module can't produce anything, true, but most modules like your factory and labs take less than 30 minutes to repair. Not that this is a problem for you as your base isn't constantly destroyed anyway since bubbles make sure of that. Anyone truly wanting to hinder your research and ship builds would be specifically targeting those every moment or so and just ignore your defences.

    And yes, ridiculous repair times is why I argue base defences should remain unchanged. The attacker needs to risk his fleets, his escorts, fighting your alliance's buddies on his way in and out of your planet. He is making the risk. Even if he lands on your base, he is the one who suffers more repair time than your base. The attacker's risk vs reward against the defender is already lopsided in favour of the defender who has almost absolutely nothing to lose.

    Last thing I want to see is a bunch of cowards talking smack from behind their bases, it's already disgusting enough hearing them drone on from behind their bubbles. 


    image
  • Arbitrager123
    Arbitrager123
    Potential Threat
    Joined Sep 2015 Posts: 71

    Boost the dps of all turrets by 20%. Stronger bridges or CMs are an option, but the repair time needs to be taken into consideration too. The base does need to heal in a reasonable period of time.

  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    Personally i think bridge should have the battleships range modifier... its gun literally sits on top of a gigantic nuclear fusion reactor how the hell does that thing not act like a 5 year old who ate to much sugar.

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • Radiatedmilo
    Radiatedmilo
    Minor Nuisance
    Joined Nov 2014 Posts: 289

    Personally i think bridge should have the battleships range modifier... its gun literally sits on top of a gigantic nuclear fusion reactor how the hell does that thing not act like a 5 year old who ate to much sugar.

    u sir just made my day, and i agree in full with this statement, would also think that as more cm's get knocked out they mite u know have more power to redirect to other cm's n so forth XD
  • Ubertrainer
    Ubertrainer
    Strike-force Captain
    Joined Nov 2014 Posts: 721

    @TheHolyAsdf said:
    Worthington3 said:

    Your Alliance does not 'help' with base defense. All they ensure is that somebody gets their revenge.

    Considering that a damaged module can't produce anything or upgrade itself no, I don't want my base constantly destroyed thanks.

    You want to PvP? Good for you, have at it. I don't.

    I'd wager the main reason people don't PvP has more to do with the ridiculous repair times on heavily-armored fleets.

    What do you mean by alliance does not "help" with base defence? Don't you go and help your allies if they're under attack?

    A damaged module can't produce anything, true, but most modules like your factory and labs take less than 30 minutes to repair. Not that this is a problem for you as your base isn't constantly destroyed anyway since bubbles make sure of that. Anyone truly wanting to hinder your research and ship builds would be specifically targeting those every moment or so and just ignore your defences.

    And yes, ridiculous repair times is why I argue base defences should remain unchanged. The attacker needs to risk his fleets, his escorts, fighting your alliance's buddies on his way in and out of your planet. He is making the risk. Even if he lands on your base, he is the one who suffers more repair time than your base. The attacker's risk vs reward against the defender is already lopsided in favour of the defender who has almost absolutely nothing to lose.

    Last thing I want to see is a bunch of cowards talking smack from behind their bases, it's already disgusting enough hearing them drone on from behind their bubbles. 

    You seem to have hijacked the thread as a way of saying people who want stronger base defenses are cowards lol. That is not the point; Ships have had new classes, Mark upgrades, weapons, Armour. It's time to bring bases up to par is the point.

  • ArchElite
    ArchElite
    Minor Nuisance
    Joined Aug 2016 Posts: 169

    @TheHolyAsdf said:
    Worthington3 said:

    Your Alliance does not 'help' with base defense. All they ensure is that somebody gets their revenge.

    Considering that a damaged module can't produce anything or upgrade itself no, I don't want my base constantly destroyed thanks.

    You want to PvP? Good for you, have at it. I don't.

    I'd wager the main reason people don't PvP has more to do with the ridiculous repair times on heavily-armored fleets.

    What do you mean by alliance does not "help" with base defence? Don't you go and help your allies if they're under attack?

    A damaged module can't produce anything, true, but most modules like your factory and labs take less than 30 minutes to repair. Not that this is a problem for you as your base isn't constantly destroyed anyway since bubbles make sure of that. Anyone truly wanting to hinder your research and ship builds would be specifically targeting those every moment or so and just ignore your defences.

    And yes, ridiculous repair times is why I argue base defences should remain unchanged. The attacker needs to risk his fleets, his escorts, fighting your alliance's buddies on his way in and out of your planet. He is making the risk. Even if he lands on your base, he is the one who suffers more repair time than your base. The attacker's risk vs reward against the defender is already lopsided in favour of the defender who has almost absolutely nothing to lose.

    Last thing I want to see is a bunch of cowards talking smack from behind their bases, it's already disgusting enough hearing them drone on from behind their bubbles. 

    You seem to have hijacked the thread as a way of saying people who want stronger base defenses are cowards lol. That is not the point; Ships have had new classes, Mark upgrades, weapons, Armour. It's time to bring bases up to par is the point.

    don't forget that ships are becoming stronger and stronger. sooon they will wipe everything for almostnothing

    Because Illuminati

    http://i.imgur.com/80deZPv.png

  • Worthington3
    Worthington3
    Strike-force Captain
    Joined May 2016 Posts: 713
    A damaged module can't produce anything, true, but most modules like your factory and labs take less than 30 minutes to repair.

    I don't know what the hell you're using for armor .. mine are at least 2-3 hours. Only my Factory is unarmored, and even that is still 30-45 minutes.

    The attacker's risk vs reward against the defender is already lopsided in favour of the defender who has almost absolutely nothing to lose.

    Good. I like being that tough & chewy bit of meat that you choke on. After all, I didn't ask you to come attack me.

    Last thing I want to see is a bunch of cowards talking smack from behind their bases, it's already disgusting enough hearing them drone on from behind their bubbles. 

    This point I agree with you on. Which is why I almost never look at sector chat. Comm Warriors nullify the above point ^^
    http://i.imgur.com/QYnxhWI.gif
Sign In or Register to comment.