Combat Modules - Do they need upgrading?

Zero Calling
Zero Calling
Incursion Leader
Joined Jul 2013 Posts: 1,149
edited 13 Jun 2018, 3:16PM
It's been a long time since upgrades for the Combat Module have been released...

So, do you think that these modules need fresh upgrades(i.e. More Turret Slots)?

(If you have no comment, don't vote.)
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Combat Modules - Do they need upgrading? 40 votes

Yes, they do.
87%
EQUINOX 600Cyrus Leungdanielroberts1976Zero CallingFat ChickensRyantheRedKristo58treecatsFreedomCobradudu1337RaptureAkaDinoshyva primeMaster of WarringMecherGominGZSexy FoxyMantisTobogganMDLee Van CleefErsha66ragnos83 35 votes
No, they don't.
12%
horst.horstmann.7543Collin LeungDoooM4Ugreedypigminiwss 5 votes
  • Sequestor
    Sequestor
    Incursion Leader
    Joined Aug 2013 Posts: 1,125
    It's not just a matter of combat modules or a new armor and other equipment. Only a miracle can help. Kix promised to keep bases competitive and up to date before the altairian season began, but we all know the facts...
  • Ersha66
    Ersha66
    Minor Nuisance
    Joined Mar 2016 Posts: 270
    Yes, they do.
    combat module would be interesting if they gain a range and armor health modifier , 3%range and 10% health per level.
  • Zero Calling
    Zero Calling
    Incursion Leader
    Joined Jul 2013 Posts: 1,149
    Yes, they do.
    Ersha66 said:
    combat module would be interesting if they gain a range and armor health modifier , 3%range and 10% health per level.
    I was thinking double turrets :tongue:
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  • Ersha66
    Ersha66
    Minor Nuisance
    Joined Mar 2016 Posts: 270
    Yes, they do.
    damage is useless if it cannot reach the target, if 4-5 cms can see the same target instead, they can fire in unison and is better than a lone cms with double turret.
  • Zero Calling
    Zero Calling
    Incursion Leader
    Joined Jul 2013 Posts: 1,149
    Yes, they do.
    Ersha66 said:
    damage is useless if it cannot reach the target, if 4-5 cms can see the same target instead, they can fire in unison and is better than a lone cms with double turret.
    It would also be better if we could control our base operations (like targeting :tongue:)
    Zᴇʀᴏ Cᴀʟʟɪɴɢ ɪs ɴᴏ ᴍᴏʀᴇ. Sᴇᴇ ʏᴏᴜ ɪɴ VEGA Cᴏɴғʟɪᴄᴛ!

  • Ersha66
    Ersha66
    Minor Nuisance
    Joined Mar 2016 Posts: 270
    edited 13 Jun 2018, 6:32PM
    Yes, they do.
    Willyster said:
    Ersha66 said:
    damage is useless if it cannot reach the target, if 4-5 cms can see the same target instead, they can fire in unison and is better than a lone cms with double turret.
    It would also be better if we could control our base operations (like targeting :tongue:)
    Would be even better if we could deploy a sentry fleet in our base against our attackers, like altarians are doing now. imagine putting your libs behind cms to screw your aggressors.
  • Zero Calling
    Zero Calling
    Incursion Leader
    Joined Jul 2013 Posts: 1,149
    Yes, they do.
    Ersha66 said:
    Willyster said:
    Ersha66 said:
    damage is useless if it cannot reach the target, if 4-5 cms can see the same target instead, they can fire in unison and is better than a lone cms with double turret.
    It would also be better if we could control our base operations (like targeting :tongue:)
    Would be even better if we could deploy a sentry fleet in our base against our attackers, like altarians are doing now.
    Fleets that are guarding base engage with base combat maybe? xD
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  • Ersha66
    Ersha66
    Minor Nuisance
    Joined Mar 2016 Posts: 270
    Yes, they do.
    nope that would be unbalanced and against the meta of sieging: Aggressor should have always numbers on their side. Would be balanced if we could deploy a fleet that cannot go over base level or must be 5 levels low, in that way you cannot overwhelm your aggressor but just support your defense. And in that way we can even deploy our lower tier stuff.
  • John the Savage
    John the Savage
    Strike-force Captain
    Joined Nov 2016 Posts: 956
    Yes, they do.
    If you ask me, the entire way bases are being handled is **** backwards.

    It takes literal YEARS to fully develop a base into "end game" territory, with fully upgraded modules, all the best available tech, etc.  It should be a juggernaut that requires some real effort to take down.  Multiple fleets should burn on one base.

    Instead, what we have is a system where one fleet of <insert newest season of coined fleets> can take down MULTIPLE "end game" bases before having to head home.

    Add that to the fact that the fleet bay and fleet manager get locked down during a base attack, so even if the player is online there is no way to augment base defenses (something that a player who is actually at the controls SHOULD be able to do), not to mention that base tech lingers at least a full 6 months behind ship tech... you can see how lopsided the thinking is regarding the current base balance.

    Kix clearly wants bases to be like houses of paper cards, which take an enormous investment to build, but any schmo can casually walk up and knock over.

    I think it should be the other way around, but meh... this game is pretty much done due to the idiotic decisions of the company anyway.
  • MantisTobogganMD
    MantisTobogganMD
    Minor Nuisance
    Joined Sep 2015 Posts: 182
    Yes, they do.

    @Stormer-M said:
    If you ask me, the entire way bases are being handled is **** backwards.

    It takes literal YEARS to fully develop a base into "end game" territory, with fully upgraded modules, all the best available tech, etc.  It should be a juggernaut that requires some real effort to take down.  Multiple fleets should burn on one base.

    Instead, what we have is a system where one fleet of can take down MULTIPLE "end game" bases before having to head home.

    Add that to the fact that the fleet bay and fleet manager get locked down during a base attack, so even if the player is online there is no way to augment base defenses (something that a player who is actually at the controls SHOULD be able to do), not to mention that base tech lingers at least a full 6 months behind ship tech... you can see how lopsided the thinking is regarding the current base balance.

    Kix clearly wants bases to be like houses of paper cards, which take an enormous investment to build, but any schmo can casually walk up and knock over.

    I think it should be the other way around, but meh... this game is pretty much done due to the idiotic decisions of the company anyway.

    Correction- it doesn’t take one fleet to demolish an end game base, it takes one ship. Look at even MKI Sovereigns and Inquisitors. I’ve seen a single Sovereign MKI 3 Star a base in the high 70s. Absolutely ridiculous.

  • Kristo58
    Kristo58
    Minor Nuisance
    Joined Dec 2013 Posts: 119
    Yes, they do.
    more higher damage weapon ...............
    ID 6520574    Sagittarius
  • Master of Warring
    Master of Warring
    Unicorn Overlord
    Joined Nov 2014 Posts: 3,838
    Yes, they do.
    no comment
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  • dudu1337
    dudu1337
    Greenhorn
    Joined Jul 2014 Posts: 3
    Yes, they do.
    Bases should only be taken down in one hit by the best basers, The currect tech is more than 6 months behind. The bases should have the SAME level of tech, armor and weapons of the fleets that we fly. Maybe even a full season dedicated to base upgrades would be welcome. So many players are discouraged and leave the game because they cant protect their hard earned resources anymore.
  • MantisTobogganMD
    MantisTobogganMD
    Minor Nuisance
    Joined Sep 2015 Posts: 182
    Yes, they do.
    dudu1337 said:
    Bases should only be taken down in one hit by the best basers, The currect tech is more than 6 months behind. The bases should have the SAME level of tech, armor and weapons of the fleets that we fly. Maybe even a full season dedicated to base upgrades would be welcome. So many players are discouraged and leave the game because they cant protect their hard earned resources anymore.
    While a base oriented season would be really nice, that just wouldn't bring in as much money for Kixeye. FvF has and always will be the focus of the game, FvB in higher levels typically doesn't lead to the base owner coining repairs, just the aggressor. In PvP, coiners will both coin their fleets, leading to twice the revenue. An excellent idea but sadly will never happen.
  • Ersha66
    Ersha66
    Minor Nuisance
    Joined Mar 2016 Posts: 270
    Yes, they do.
    dudu1337 said:
    Bases should only be taken down in one hit by the best basers, The currect tech is more than 6 months behind. The bases should have the SAME level of tech, armor and weapons of the fleets that we fly. Maybe even a full season dedicated to base upgrades would be welcome. So many players are discouraged and leave the game because they cant protect their hard earned resources anymore.
    While a base oriented season would be really nice, that just wouldn't bring in as much money for Kixeye. FvF has and always will be the focus of the game, FvB in higher levels typically doesn't lead to the base owner coining repairs, just the aggressor. In PvP, coiners will both coin their fleets, leading to twice the revenue. An excellent idea but sadly will never happen.
    You are wrong cause you dont consider actual bubble timers and repair times of factory, if one players targets you and keeps on basing you every focking day and often, he can delay upgrades and ship building not by days but weeks or even months, it's not a matter of coin but a matter to have no more your genitalia weared out.
  • Struan Robertson
    Struan Robertson
    Strike-force Captain
    Joined Feb 2018 Posts: 709
    Yes, they do.
    This is why bases need an overhaul


  • Zero Calling
    Zero Calling
    Incursion Leader
    Joined Jul 2013 Posts: 1,149
    Yes, they do.


    Submitted for thread closure.
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This discussion has been closed.