I like the idea of improving the stalker i have tried them already in an anti submarine configuration and ended up scraping them. But frankly while i am limited to a total of 60 ships i dont see me ever building another one. If you want to see these used more then allow some kind of dock upgrade that allows for a higher total number of ships. and note i say ships not fleets
I will never build them..ever waste of time and resources.. I laugh at people when i hit their fleets that have stalkers. They take hours EACH to fix lmao...whatever I'll just keep sinking them
I will never build them..ever waste of time and resources.. I laugh at people when i hit their fleets that have stalkers. They take hours EACH to fix lmao...whatever I'll just keep sinking them
well woknok, I have 6 stalkers & after re-equipping mine with new specials I'll take U on anytime...wut sector? hope you're not same woknok who hit my base lmao. lvl-33 or 34
I am venom
Remove one of the armor points on the stalker. A submarine should be using stealth and positioning as their armor. Plus nobody wants a 20 hour repair time for 4 ships.
Add a 3rd special. This will allow engine, sonar and a weapon booster or thrusters to be placed on it.
its a sub, its under water, it should be slow....have you ever tried to run underwater?
Your logic is inherently flawed. Subs don't run. They are propelled by relentless turbines and (modern subs) are powered by nuclear reactors. Most nuclear submarines can maintain speeds of 35 knots (or since the game lists speeds in miles per hour, 29mph).
Stalkers can be a problem, especially if you come up against them in your unarmoured missile SW. The biggest problem with stalkers (and why I only ever built one and wondered why i bothered wasting the dock time and resource) is the repair time. Sure, they can still be useful, can still be a pain to unsuspecting FvF jockeys and quite good as base guards except for their one, huge, humungus, enourmous flaw. Repair times.
Why use them at all when one tough battle ties your dock up for nearly 4 hrs a boat? 20hrs to repair a fleet that's sunk. really? explain again how this makes stalkers any better than SW with SFB missiles for anything? Until you address this major flaw Kixeye, no-one is going to build them.
Thanks for all the feedback you provided on the topic. Your opinions have been compiled, filtered and passed on for the developers to read. At this point, the window to help shape the future of this feature has closed, so the thread is now closed as well.
well woknok, I have 6 stalkers & after re-equipping mine with new specials I'll take U on anytime...wut sector? hope you're not same woknok who hit my base lmao. lvl-33 or 34
I am venom
-:mad:
Add a 3rd special. This will allow engine, sonar and a weapon booster or thrusters to be placed on it.
Having 4 torps on the stalker = good.
Sectors visited: 130, 235, 182, 183, 239, 312, 396, 404, 108
edit: till you lower the repair time, not worth the trouble. Any idea how long it takes to rank up a fleet that takes 20 hrs to repair?
and if u want your Stalker subs to move faster throw engine 3 and thrusters 3 on it for even better turning
Your logic is inherently flawed. Subs don't run. They are propelled by relentless turbines and (modern subs) are powered by nuclear reactors. Most nuclear submarines can maintain speeds of 35 knots (or since the game lists speeds in miles per hour, 29mph).
+1 This is the best idea.
Sectors Visited: 500, 405, 332, 299, 477
"Only the dead have seen the end of war." -Plato
Why use them at all when one tough battle ties your dock up for nearly 4 hrs a boat? 20hrs to repair a fleet that's sunk. really? explain again how this makes stalkers any better than SW with SFB missiles for anything? Until you address this major flaw Kixeye, no-one is going to build them.