VC OP4 Base Design Version 1

Krazie243
Krazie243
Unicorn Overlord
Joined May 2010 Posts: 10,669
Now before I get into the juicy, this is obviously my first idea and not necessarily the best design. From having had some time to tinker I kinda like what is going on here, enough to post it publicly.

Things to keep in mind:
(1) I have 4 x L8 + 2 x L7 + 4 x L6 towers
(2) Weapons Lab is L7, Naval Lab and Tactical Lab is L6, Repair Yard is L7, Ship Factory is L6
(3) I have 4 x L6 + 2 x L5 storages for a total max storage of each res of 5.142 M

image

So as you can see the tower structure is fairly circular. With Polarons on the edges and Plasma Chargers in the middles and Gauss in between everything, the ring itself is a deadly circle to try and kill. But the Plasma Torp on top of the OP makes it all the more tougher. I have considered changing some of the Gauss for Plasma Torps, but at the moment I want to get things upgraded.

Even without the Plasma Torp I can't see Battleships standing any chance against this. There is way too much firepower for a ship that gets within range of all the guns on one side. So I can only imagine Destroyers doing any real damage by dodging 1-2 Gauss  while ranging the Plasma Chargers or Polarons one at a time. That said, such a process is expected to be slow and challenging. The Plasma Torp just adds to the difficulty.

For all the newbies to the game, you can see I haven't prioritized defense to my RGs at all. This is because they have negligible value compared to the OP and storages and the more you spread out the easier you are to kill. I have my labs in close but this is not necessary during the times at which I'm not using them because I have all the tech researched that I can. AM becomes valuable later so I may hid a few of them nearer to the ring and replace the labs that are not in use with them.

Some of you might wonder why the protection of the Repair Yard and Ship Factory. Truthfully I may be assigning too much protection of them at the moment. But higher level Repair Yards can take time to repair when damaged and it is my understanding that a broken Repair Yard cannot launch fleets. That would suck. And since I'm virtually always producing ships I like to keep the Ship Factory relatively safe.

Feedback is always welcome of course. We're only just beginning this game so there are likely to be other great ideas out there.
I don't play much anymore =(
  • baloneyjustice
    baloneyjustice
    Minor Nuisance
    Joined Feb 2013 Posts: 204

    Overall, I really like it and have already adopted a vary similure stratagy to my defence on OP3 level Base.   At the center of my base is the OP, which is turreted by a Gauss cannon.   Along the bottom edge I keep my storage just like you do. 

    Because most attacks take place at the bottom of the base where the attacker has range advantage I put a line of Gauss cannons, Polarons and Plasma Charger turrets that alternate so that a attacker cannot attack the bottom most section without engaging atleast 1 of each type of defense if they want to get close.  at the upper section just over the OP is another Polaron and Plasma turret, but once I hit OP 4 I will add more defense turrets to this section since the bottom section is fairly impenitrible at this level.

    Currently my R&D is mostly up to date so I put those on the outer ring of defence at the bottom of my base along with, the dock, and repair yard  that reside infront of my Gauss cannon,  They could be taken out at this level, but only take about 40 or so minnutes to repair so Im not at this point intrested in changing it.  As for antimatter storage, that I use to reach power to miners for asteriods. 

    I am also trying to fully upgrade, and armor all my units so that attacking any one units burns time off the clock when the real money is in hitting the OP and storage.  I do not have many recommondations at this point to what you should armor, or shield with.  I only been attacked twice at this point, and my attackers both agreed I had a fairly good base for my level.

    As far as shields go.. I think at this point is too hard to tell what will be good.  Most attackers will go with the Mass drivers, or Plasma Torpedoes to attack your base, because they want to out ranged your turrets.  The Mass driver does have and there is a slight weight advantage over Plasma torpedoes So I might keep that in mind when picking shields. 

    But I could see nimble attackers go for the weaker ranged (but stronger DPS) Gauss guns, Plasma battery, and Railguns to burn through bases.  This game's primary play mechanic is being able to manuver, so even if your in range slow firing turrnets, like the HEavy mass Drivers and Heavy Plasma Torpedo, it does not mean they can strike you.  (and thats why you only use a few of those to defend your base.) 

    This toss up between explosions and projectals leaves me to believe the best defence is to go with armor first if you can, and then shield turrents as you wish, but protect storage and other important builds with anti exposive shields since this dammage will bounce off one unit to the next dammaging lots of builds that are next to each other if you build stuff tightly like I do.  This still works in your favor even if you get attacked by projectial weapon since they burn though stuff so slowly and they only take on stuff one at a time.

    The farthest reaching energy weapon I see right now is the Polaron beam.  It at best has a range of 3500 +1750= 5250 on a destroyer...  The likelyhood your OP or storage will be attack by that is low, but the damage done by those if they are is extreamly high..  Only the most nimble of attackers will likely use those weapons and more then likey they will be attack along the outter ring of your defense to harrass your mining opperations...  This is useful to keep in mind because at level 7 Miners do get shields and being able to slow those rim job attacks is going to be detrimental to there attacks and make them less like to pay a second visit to you using that kind of fast and hard DPS. 

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    To be perfectly honest, that debate you mentioned between Plasma Torps and Mass Driver is not really a debate imo. Because of the nerf in range, Torps no long are a viable sniper tool. So while their AoE is something to fear, most people will die getting that weapon into range. So for now I'm guessing that Mass Driver is the only gun that will be used to sniper and that all other attacks will be blitz. So I'm picking shields that block projectiles more than anything.
    I don't play much anymore =(
  • baloneyjustice
    baloneyjustice
    Minor Nuisance
    Joined Feb 2013 Posts: 204

    That is not nessarily a bad answer if you think about it.. snipping is slow, and fairly easy if you know how to basicly play the game.  I think there are people that can get in closer to do more dammage with a plasma torpedo... but right now I have noticed that there is no real pattern to how weapons do dammage vs there weight, speed of the projectile, or even the actual DPS they put out.  So there might be another round of buff/nerfing in store once people start to understand how the basic princable of manuvering comes into play.

  • RagE-GOAT
    RagE-GOAT
    Minor Nuisance
    Joined Jul 2012 Posts: 209
    Any reason you still use gauss with the effectiveness of torps?

    That bottom most warehouse in range of a mass driver, yet out of torp range? It probably isn't, just curious.

    My theory on base design seems to be very different from everyone else it seems, never seen a base like mine. I guess time will tell if its any better or not haha.

    image
  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Well you do have a severe over reliance on Plasma Torps which are long overdue for a mega nerfing to allow base hits to be able to be done. Although I do sorta see all projectile based defenses kinda going out the door with the status quo. They should probably knock the DPS of Plasma Torps or something given their range and AoE. They are simply the one weapon to rule them all atm.

    Overall the concept of your base and mine is roughly the same - not allowing any one tower be easy to hit all by itself without fire coming from other directions. I see too many bases that have Plasma Chargers and Polarons where I can simply own them and only be in range of a Gauss at best. But your design can't be hit that easily. Nor mine really.

    Obviously I do intend to update my tower choices for the Gauss eventually. For the most part I've focused more on offense than defense since it is easy to claim far more res than you can lose if your base is flattened. But with the strength of my towers (average 2000+ armor) it takes a LONG while for snipers to get through them and touch the storages. And blitz fleets would be hit by nearly every gun in my base.
    I don't play much anymore =(
  • baloneyjustice
    baloneyjustice
    Minor Nuisance
    Joined Feb 2013 Posts: 204

    That is a vary currrious design..  I like how you force people to fight two turrets for one warehouse..  but Im right now debating if its better to have more then 2 warehouses..  It a full debate question on another thread.

     

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Oh well less storages is probably better. I had mine built long before that idea came up. I'm still deciding if I want to recycle that work...

    But Rage's base has room for it easy. Mine sorta does. I purposely did not build the 7th storage yet.
    I don't play much anymore =(
  • RagE-GOAT
    RagE-GOAT
    Minor Nuisance
    Joined Jul 2012 Posts: 209
    Yeah i could easily add 2 more storage without losing anything on defense, and with 3k armor each on the 2 that i have it isn't an easy task to drop one either.
  • baloneyjustice
    baloneyjustice
    Minor Nuisance
    Joined Feb 2013 Posts: 204

    Im really currious to see how a Heavy Photon Torepedo Nerf will turn out when it does come up...  and if one does come up, I like see a slight increase, on the Polarons or Plasma Charger turrets range so people would have to work on manuvering in and out of range of those types of turrets. 

    Other then that.. I Do wonder if Racons will ever be a viable base hitting option again.  but thats a post for another thread.

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    Rancors are always an option, especially for folk with only a few Polarons and Plasma Chargers and no Plasma Torps. My main base attack fleets are Rancors. Still seem to find a lot of dumb bases. But mostly the really good part about Rancors is the ability to arm them to the teeth with armor and shield so they can take a beating. But that is kinda why I want Broadswords - because I know they'll be bigger than Rancors.
    I don't play much anymore =(
  • RagE-GOAT
    RagE-GOAT
    Minor Nuisance
    Joined Jul 2012 Posts: 209
    Only 1 armor slot on a broadsword, so they still feel "light" to me. But being able to take several hits they are defiantly way tougher than a longbow that's for sure!
  • baloneyjustice
    baloneyjustice
    Minor Nuisance
    Joined Feb 2013 Posts: 204

    If a Rancor can't hit a base with Plasma torps armored up can it do so with a huge rear thruster?  if you can just speed away from a slow moving projectile like the HPT that only moves at 1000M that could make it a viable base hitter.

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    I don't recall if Rancors can outrun Plasma Torps as is, but the true problem is that even if the Torp misses it detonates AoE. But the troublesome part of a Rancor blitzing is that it fires from the side so you have to come in direct and get hit, or come in angled and only partially dodge but be able to turn and fire. Very frustrating dynamic.
    I don't play much anymore =(
  • baloneyjustice
    baloneyjustice
    Minor Nuisance
    Joined Feb 2013 Posts: 204

    Yea.. I can see that... having two diffrent kinds of AOE dammage that can come from a base is annoying..  (And while i do not know, I can see how how Heavy Plama torps are on the overpowered side) But I be intrested to know if Cruisers or battle ships do have a good option for circling the base, and speeding away from attacking at the edge of weapons range like I sugjested..  I think that every ship should have a good build for attacking bases, clearing Vega, and FvF.

  • Krazie243
    Krazie243
    Unicorn Overlord
    Joined May 2010 Posts: 10,669
    There is only one type of AoE last I checked - explosive. But projectiles tend to miss less then you drive right at them or angled only slightly. And now that they just changed all the ship shields so that you only are protected against one type it can really suck.
    I don't play much anymore =(
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