Is there some way to set up your base to make it prep proof? Meaning if they destroy a couple turrets it would put the base past 25% and still be able to put up a fight if they went full in?
I'm thinking about getting rid of all the mines since they don't give much and people can just shot past them so they can't even shield the turrets. Getting rid of the mines should bring the total hp of the base down making each turret a higher percent of the DP
"Anger dwells only in the bosom of fools." ~Albert Einstein
"You have enemies? Good. That means you've stood up for something, sometime in your life." ~Winston Churchill
"The supreme art of war is to subdue the enemy without fighting." ~Sun Tzu
"I intend to live forever. So far, so good." ~Steven Wright
~Leader of Oldest Active Alliance, RTTC~
For applications and general details visit our main page.
Author of the Most Extensive Frigate Textbook Around
"Anger dwells only in the bosom of fools." ~Albert Einstein
"You have enemies? Good. That means you've stood up for something, sometime in your life." ~Winston Churchill
"The supreme art of war is to subdue the enemy without fighting." ~Sun Tzu
"I intend to live forever. So far, so good." ~Steven Wright
~Leader of Oldest Active Alliance, RTTC~
For applications and general details visit our main page.
Author of the Most Extensive Frigate Textbook Around
"Anger dwells only in the bosom of fools." ~Albert Einstein
"You have enemies? Good. That means you've stood up for something, sometime in your life." ~Winston Churchill
"The supreme art of war is to subdue the enemy without fighting." ~Sun Tzu
"I intend to live forever. So far, so good." ~Steven Wright
~Leader of Oldest Active Alliance, RTTC~
For applications and general details visit our main page.
Author of the Most Extensive Frigate Textbook Around
Spend all your minerals if you can
By the time you can build Talons, Res should not be an issue. Spend it or lose it to bigger fish- my 2 cents.
Sector 200 Closed Beta and later Forcibly Relocated to Sector 13100
Fixed.
Don't like me? Good, because I don't like me either... o.0 wha-?
"Anger dwells only in the bosom of fools." ~Albert Einstein
"You have enemies? Good. That means you've stood up for something, sometime in your life." ~Winston Churchill
"The supreme art of war is to subdue the enemy without fighting." ~Sun Tzu
"I intend to live forever. So far, so good." ~Steven Wright
~Leader of Oldest Active Alliance, RTTC~
For applications and general details visit our main page.
Author of the Most Extensive Frigate Textbook Around
Good question. If they can attack when you're not there, you should be able to repair when you're not there, otherwise, the bubble time is wasted.
I already put it in the wishlist. Go there and comment on it.
Now that my level is high enough. I noticed that it's impossible to fit max shield, armor and plasma chargers on one combat mod. What is the best late game setup for combat modules?
Plasma torpedoes, heavy gauss gun 5, plasma chargers and beam lasers 5. Don't even try mass drivers or polarons. Polarons don't deal much damage and mass drivers have a way larger blind spot than gauss gun just by increasing the maximum range by 500m.
How are you fitting plasma torp 5 on combat mods? A lvl 5 plasma torp weighs 4690... more than a combat mod can even hold.
Yep you can't fit Plasma 5 on anything but the Bridge, but its not a good idea to put long range guns on Bridge anyways so you need to aim for Plasma 4 for the best sniper protection.
You obvious can't have max armor, shield and heavy plasma chargers all on one combat mod either so what you do prioritize to get the max dps?
Gauss and Beams, close to the bridge.
Yes you can't have both, the DPS is more important, though you need to balance it to have some armor and shields as well, it works like that in order of importance
DPS>Armor>Shield for base defense
If you put too much DPS, the module will die in a few blows and will have low armor of course, which will make them count too little % of the base health, which will make the base too prep-able.
If you put too much Armor you will have weak DPS, the modules will be hard to kill but with low DPS it wont kill anything, so the attacker will eventually get your important buildings
If you put too much Shield, you will have weak DPS and armor as well, it will make the base too prep-able and wont kill much with weak DPS, it will be tough to destroy the module with one type of damage but the other 2 types of damage will destroy it with no much trouble.
So you need to find a balancement on a module setup, but always see the order DPS>Armor>Shield
Is there some way to set up your base to make it prep proof? Meaning if they destroy a couple turrets it would put the base past 25% and still be able to put up a fight if they went full in?
I'm thinking about getting rid of all the mines since they don't give much and people can just shot past them so they can't even shield the turrets.
Recycle miners is a good idea to make it more prep proof, also don't waste your time putting armor on buildings like Ship Bay, Labs, Factory.
No armor on storages can help for making the base prep proof but it will be much easier to kill, so if you don't want armor on storages then equip the best shield you can have, more recommended Shockwave Shields.
Having decent armor on modules is what mostly helps making it prep proof.
Not entirely true, i have seen Mass Drivers work in bases as a fail safe. In other words people were so worried about torps and PB they overlooked the max level driver and when it hit, shields were basically non-existent. Flawless prep and attack was the only way to properly hit the base, and even then 1 ship out of that fleet is limping while the attack is going on.