Base power

  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    SSQUID said:
    another thread bites the dust
    good job tards
    TY, but to be fair we don't need more base power atm ;)
  • BattlePirate_BlackShark
    BattlePirate_BlackShark
    Master Tactician
    Joined Sep 2011 Posts: 2,257
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The idea from the basepower was, to restrict the turrets with them, so you couldnt use the next generation turretweaponss on lower level turrets.
    A base with level 9 turrets shouldnt get problems with basepower, if you put on tier 7 turretweapons on all turretslots.
    BUT we HAVE a powerproblem, if we do that.
    So something is wrong...probably the tier 7 turretweapons need to much power.
    And every new OP upgrade WILL give you more basepower.

    The "strategy" is: To chose your tier 7 turretsets...you cant have 6 tier 7 turretsets (48 turretweapons)...only 3. So chose wisely.
    Everything else isnt a strategy...its a unneccessary limitation.
    BlackShark        Born in Sector 429

    Decoding Pirateslangword "F.A.R.M." = Foolish Amateur Reaches Midgame
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The idea from the basepower was, to restrict the turrets with them, so you couldnt use the next generation turretweaponss on lower level turrets.
    A base with level 9 turrets shouldnt get problems with basepower, if you put on tier 7 turretweapons on all turretslots.
    BUT we HAVE a powerproblem, if we do that.
    So something is wrong...probably the tier 7 turretweapons need to much power.
    And every new OP upgrade WILL give you more basepower.

    The "strategy" is: To chose your tier 7 turretsets...you cant have 6 tier 7 turretsets (48 turretweapons)...only 3. So chose wisely.
    Everything else isnt a strategy...its a unneccessary limitation.
    I am not sure where folks get power problems from?

    I have ALL turrets, all max, all limited weapons, and no problem with base power
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    Javs and plogs are both accuracy based that can and do track a moving entity that's why a fast but low evade ship takes nearly every shot while a slow but high evade ship can cause them to miss a ton of their shots fired.

    Pass through has only been the way to deal with them because as soon as the defenders get a way to do damage they introduce new things that make it so the defender is now only doing minimum damage again.

    With conquerors having free built in tactical resistances in addition to being able to equip more on top of that it is next to impossible to slow down enemy ships, walls portal gates don't do much in the way of slowing down an attacker either, and no t7 turrets don't melt t7 hulls not if the t7 hulls are properly built at least and given that you can be at over 1 mill deflection to 5 of the damage types and just under 1 mill for the 6th damage type there is no turret in game that can do more than minimum damage to the hulls.
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    edited 17 Oct 2018, 12:31AM
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    Javs and plogs are both accuracy based that can and do track a moving entity that's why a fast but low evade ship takes nearly every shot while a slow but high evade ship can cause them to miss a ton of their shots fired.

    Pass through has only been the way to deal with them because as soon as the defenders get a way to do damage they introduce new things that make it so the defender is now only doing minimum damage again.

    With conquerors having free built in tactical resistances in addition to being able to equip more on top of that it is next to impossible to slow down enemy ships, walls portal gates don't do much in the way of slowing down an attacker either, and no t7 turrets don't melt t7 hulls not if the t7 hulls are properly built at least and given that you can be at over 1 mill deflection to 5 of the damage types and just under 1 mill for the 6th damage type there is no turret in game that can do more than minimum damage to the hulls.
    Why are you deflecting away from your original premise - that more base power is needed?
    Instead, you now want to debate specific attributes of different weapons?
    It's really quite simple - Explain how players stop these fleets?
    Are you saying they don't?
    You're wrong
    Base power is fine - player understanding of base defense dropped significantly with the introduction of certain weapons just like ship build skill dropped when the punisher came out.  
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    Javs and plogs are both accuracy based that can and do track a moving entity that's why a fast but low evade ship takes nearly every shot while a slow but high evade ship can cause them to miss a ton of their shots fired.

    Pass through has only been the way to deal with them because as soon as the defenders get a way to do damage they introduce new things that make it so the defender is now only doing minimum damage again.

    With conquerors having free built in tactical resistances in addition to being able to equip more on top of that it is next to impossible to slow down enemy ships, walls portal gates don't do much in the way of slowing down an attacker either, and no t7 turrets don't melt t7 hulls not if the t7 hulls are properly built at least and given that you can be at over 1 mill deflection to 5 of the damage types and just under 1 mill for the 6th damage type there is no turret in game that can do more than minimum damage to the hulls.
    Why are you deflecting away from your original premise - that more base power is needed?
    Instead, you now want to debate specific attributes of different weapons?
     Sorry - Jav1s were outrun, Jav2s weren't. Same with Phog1 & 2.  That's why the earlier versions weren't worth a spit.
    Explain how players stop these fleets?
    Are you saying they don't?
    You're wrong
    Jav 1 and plog 1 use the exact same game mechanics as every accuracy based weapon in game the only ones that can be out ran are the ones who also have a splash value for the main weapon like siege cannons or the rail gun series of weapons, the jav and balista have the exact same mechanics the balista just does more damage and has longer range as for not being worth a spit jav 1s back in the day were amazing and were the top base defense turret until x8 evade plate jugg x with impulse launcher s became a thing you want to know how they avoided being damaged it was evade not combat speed even with an engine jugg x still only had like 13-15 combat speed but they were able to get over 85% evade with ease.
  • BattlePirate_BlackShark
    BattlePirate_BlackShark
    Master Tactician
    Joined Sep 2011 Posts: 2,257
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    Javs and plogs are both accuracy based that can and do track a moving entity that's why a fast but low evade ship takes nearly every shot while a slow but high evade ship can cause them to miss a ton of their shots fired.

    Pass through has only been the way to deal with them because as soon as the defenders get a way to do damage they introduce new things that make it so the defender is now only doing minimum damage again.

    With conquerors having free built in tactical resistances in addition to being able to equip more on top of that it is next to impossible to slow down enemy ships, walls portal gates don't do much in the way of slowing down an attacker either, and no t7 turrets don't melt t7 hulls not if the t7 hulls are properly built at least and given that you can be at over 1 mill deflection to 5 of the damage types and just under 1 mill for the 6th damage type there is no turret in game that can do more than minimum damage to the hulls.
    Correction: Javelins and Phlogistons arent working like the same!

    Javelins are dumbfire weapons...like all ballistic weapons. The Javelin 2 is only more efficient, because of the crazy high projectile speed.
    But if you would have enough combatspeed, you would outrun the Javelin projectiles. The projectiles are hitting that place, where you was at the
    moment, the projectile was fired from the gun.

    Phlogiston projectiles are working like every other accuracy based launcher projectiles: similar like a missile projectile, but without the retargeting ability.
    The projectiles will follow the enemyship...only the accuracy on the launcher or the evade on the enemyship will make launcher projectiles hitting
    the targets or not. (the splash based launcher turretweapons are working more like rockets with their splash and spread)

    But i agree with you.

    The only way to defend a high end base is to drive the defensefleet. If the pirates on the leaderboard wouldnt be able to da that, they would also
    complain about their turrets/ buildings/basepower etc. .
    BlackShark        Born in Sector 429

    Decoding Pirateslangword "F.A.R.M." = Foolish Amateur Reaches Midgame
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    edited 17 Oct 2018, 12:56AM
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    Javs and plogs are both accuracy based that can and do track a moving entity that's why a fast but low evade ship takes nearly every shot while a slow but high evade ship can cause them to miss a ton of their shots fired.

    Pass through has only been the way to deal with them because as soon as the defenders get a way to do damage they introduce new things that make it so the defender is now only doing minimum damage again.

    With conquerors having free built in tactical resistances in addition to being able to equip more on top of that it is next to impossible to slow down enemy ships, walls portal gates don't do much in the way of slowing down an attacker either, and no t7 turrets don't melt t7 hulls not if the t7 hulls are properly built at least and given that you can be at over 1 mill deflection to 5 of the damage types and just under 1 mill for the 6th damage type there is no turret in game that can do more than minimum damage to the hulls.
    Why are you deflecting away from your original premise - that more base power is needed?
    Instead, you now want to debate specific attributes of different weapons?
     Sorry - Jav1s were outrun, Jav2s weren't. Same with Phog1 & 2.  That's why the earlier versions weren't worth a spit.
    Explain how players stop these fleets?
    Are you saying they don't?
    You're wrong
    Jav 1 and plog 1 use the exact same game mechanics as every accuracy based weapon in game the only ones that can be out ran are the ones who also have a splash value for the main weapon like siege cannons or the rail gun series of weapons, the jav and balista have the exact same mechanics the balista just does more damage and has longer range as for not being worth a spit jav 1s back in the day were amazing and were the top base defense turret until x8 evade plate jugg x with impulse launcher s became a thing you want to know how they avoided being damaged it was evade not combat speed even with an engine jugg x still only had like 13-15 combat speed but they were able to get over 85% evade with ease.
    You're basing your conclusions off the bare numbers in the specs....not on what your eyes and experience tell you if you're willing to look.
    Maybe Jav1s were amazing to you....most figured them out in a week (drive fast)
    Evade and speed were both useful strategies against these weapons.
    My ship based ballistic weapons have an accuracy stat too, but aren't very effective against moving targets.  That's probably why siege targets are building based? Hmmm....
    Argue individual stats all you want. Base power isn't an issue.  Understanding base design is.
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • VvVvVvVvV
    VvVvVvVvV
    Incursion Leader
    Joined Jan 2012 Posts: 1,144
    Milo-Ant said:
    I am not sure where folks get power problems from? I have ALL turrets, all max, all limited weapons, and no problem with base power
    That suggests you're not equipping the support buildings. Resource generators and labs can add a lot to base defence. 
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    Milo-Ant said:
    The Qing said:

    if you want to improve your defense, pick up the Wardens in the FM. They are still one of the best defense hulls in the game, and unlike the Siren or Curator, can have superior range over any attacker.

    They are also limited to a pitiful 6 weapon slots.Carlos_DaPoof said:
    arnast said:

    I know that there are players that will get through your base design but when 90% of your attackers get through without much of a scratch then there is something wrong.
    Yes, there is....however, it is not because of a lack of base power
    Your desire to place a useless Omega weapon on your OP is an example of what the problem actually is.

    Heaven forbid some one actually wants to make use of a basic game mechanic that the devs put into the game.
    Oh, reallY?
    Then explain the benefit of putting a power hungry weapon on  your OP that won't even scratch the paint on an attacker and prevents you from putting items that are infinitely more useful?
    Just because it's there? Just because it's a "basic game mechanic"?
    And the problem here is a lack of base power?
    lol

    Because he should be able to equip both the armors and the weapon to his op as well as tactical fields because that's a basic mechanic of the game which with the limited power that hasn't gone up with op 11 kixeye is preventing him and us from doing.
    ahem, you want to be able to fit everything to everything?

    NO strategy involved then?
    The strategy for base defense is in the type of things you use with the only constraints being how many slots you have for things the game hasn't had real strategy for defense since power became a thing base power isn't a strategy mechanic it's just an annoyance. Equipped gear and placement is all that should matter in base defense just like how it was back in the day.
    The number of slots is a hard restriction
    Base power can be a soft restriction in that it is possible to set up an effective defense without running up against it.
    Turrets are more powerful today than they were back when the number you could have was the only restriction
    They are stronger,  have longer ranges, better accuracy and can be armored for much longer life. Hence base power is a way to reign them in.
    You can argue against base power, maybe thinking you will be able to build a base that will keep out anything
    You would be wrong and you know it.
    Most turrets actually have less accuracy then what they did in the past, jav 1 had 100% accuracy jav 2 has 60% plog 1 had over 110% accuracy when retrofitted and plog 2 has 50% and no, while the numbers on the turrets of today may have much larger numbers they actually only do 360 damage per projectile because t7 conquerors have deflections in the millions for each and every damage type. And even if you have enough max power on a turret platform they still melt to today's base hitters since they have building damage of several hundred thousand per shot some times even per projectile. 
    Congratulations, it looks like you have finally been able to 100% something in this game...

    - Jav1s target a location, not a moving entity. Phlog 1's as well.  This was widely discussed when they were introduced. 
    - Actual observation of their actions would have verified this.
    - Pass through damage has been the basis for defeating conqueror fleets since they came out.  The success of the chaos cannon and polonium thrower despite the deflection levels of T7 conquerors were based on this mechanic.
    - Worried about T7 hulls going by your guard where pass through damage can't reach.  If only there were ways of slowing attackers down, eh?
    - Yes, today's turrets melt to T7 ships - when they get in range......read that again, slowly......notice there is a transformer that addresses this very issue.

    Do you really claim to be speaking from a position of successful experience and knowledge?

    Here's the kicker.  Players are able to defeat today's fleets with current power levels and available tech. Look at the leaderboards, notice how they change on a daily basis.  Players rising as well as falling.  Not one of them is crying about base power levels.
    Javs and plogs are both accuracy based that can and do track a moving entity that's why a fast but low evade ship takes nearly every shot while a slow but high evade ship can cause them to miss a ton of their shots fired.

    Pass through has only been the way to deal with them because as soon as the defenders get a way to do damage they introduce new things that make it so the defender is now only doing minimum damage again.

    With conquerors having free built in tactical resistances in addition to being able to equip more on top of that it is next to impossible to slow down enemy ships, walls portal gates don't do much in the way of slowing down an attacker either, and no t7 turrets don't melt t7 hulls not if the t7 hulls are properly built at least and given that you can be at over 1 mill deflection to 5 of the damage types and just under 1 mill for the 6th damage type there is no turret in game that can do more than minimum damage to the hulls.
    Why are you deflecting away from your original premise - that more base power is needed?
    Instead, you now want to debate specific attributes of different weapons?
     Sorry - Jav1s were outrun, Jav2s weren't. Same with Phog1 & 2.  That's why the earlier versions weren't worth a spit.
    Explain how players stop these fleets?
    Are you saying they don't?
    You're wrong
    Jav 1 and plog 1 use the exact same game mechanics as every accuracy based weapon in game the only ones that can be out ran are the ones who also have a splash value for the main weapon like siege cannons or the rail gun series of weapons, the jav and balista have the exact same mechanics the balista just does more damage and has longer range as for not being worth a spit jav 1s back in the day were amazing and were the top base defense turret until x8 evade plate jugg x with impulse launcher s became a thing you want to know how they avoided being damaged it was evade not combat speed even with an engine jugg x still only had like 13-15 combat speed but they were able to get over 85% evade with ease.
    You're basing your conclusions off the bare numbers in the specs....not on what your eyes and experience tell you if you're willing to look.
    Maybe Jav1s were amazing to you....most figured them out in a week (drive fast)
    Evade and speed were both useful strategies against these weapons.
    My ship based ballistic weapons have an accuracy stat too, but aren't very effective against moving targets.  That's probably why siege targets are building based? Hmmm....
    Argue individual stats all you want. Base power isn't an issue.  Understanding base design is.
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    VvVvVvVvV said:
    Milo-Ant said:
    I am not sure where folks get power problems from? I have ALL turrets, all max, all limited weapons, and no problem with base power
    That suggests you're not equipping the support buildings. Resource generators and labs can add a lot to base defence. 
    anyone that knows me, knows I have all the fire supports etc
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.

    There you go with "should" all over the place again.
    The fallacy with your argument is you don't see the top end base owners asking for more base power.  They seem to be doing just fine with their bases right now.  In fact, since an increase in base power will also come with an increase in turret level.  Who wants to go through all those upgrades again?

    You see the lower end asking for it thinking that "more power" will translate into a better base for them.....when it won't.  Especially in the specific case we are discussing where someone wants to add an Omega weapon to their OP.

    I'm interested.
    Where do you feel you get the right of saying what should and should not be allowed in this game that you play (not run, own, manage, etc)?
    What gives you the ability to say base power should not be a part of the strategy of base defense?



    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.
    strategy  in case you didn't get it first time S T R A T E G Y
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    Milo-Ant said:
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.
    strategy  in case you didn't get it first time S T R A T E G Y
    There was plenty of strategy before base power was even a thing.
  • Lady-Jessica
    Lady-Jessica
    Master Tactician
    Joined Jun 2013 Posts: 2,218
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.

    There you go with "should" all over the place again.
    The fallacy with your argument is you don't see the top end base owners asking for more base power.  They seem to be doing just fine with their bases right now.  In fact, since an increase in base power will also come with an increase in turret level.  Who wants to go through all those upgrades again?

    You see the lower end asking for it thinking that "more power" will translate into a better base for them.....when it won't.  Especially in the specific case we are discussing where someone wants to add an Omega weapon to their OP.

    I'm interested.
    Where do you feel you get the right of saying what should and should not be allowed in this game that you play (not run, own, manage, etc)?
    What gives you the ability to say base power should not be a part of the strategy of base defense?



    Because base power is an asinine mechanic that we were doing perfectly fine with out for YEARS then some dumb **** thought it would be a good idea to introduce it.
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.

    There you go with "should" all over the place again.
    The fallacy with your argument is you don't see the top end base owners asking for more base power.  They seem to be doing just fine with their bases right now.  In fact, since an increase in base power will also come with an increase in turret level.  Who wants to go through all those upgrades again?

    You see the lower end asking for it thinking that "more power" will translate into a better base for them.....when it won't.  Especially in the specific case we are discussing where someone wants to add an Omega weapon to their OP.

    I'm interested.
    Where do you feel you get the right of saying what should and should not be allowed in this game that you play (not run, own, manage, etc)?
    What gives you the ability to say base power should not be a part of the strategy of base defense?



    Because base power is an asinine mechanic that we were doing perfectly fine with out for YEARS then some dumb **** thought it would be a good idea to introduce it.
    I rant, therefore I am....lol
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • arnast
    arnast
    Strike-force Captain
    Joined Jan 2012 Posts: 921
    You mean the cannons that have a splash attribute and function like splash weapons and not accuracy weapons yes those will act like splash weapons because they are splash weapons.... chaos chain guns are purely accuracy based and can hit moving targets no problem.
    Again, it's all well and good to argue stats and capabilities - but it is irrelevant to the point being made in this thread.
    Why is an increase in base power needed?
    The OP says it is because he "needs" to mount an Omega weapon on his OP.  
    This isn't a logical statement, since the Omega weapon isn't powerful enough to provide a defense and hasn't been since the Rage was released a couple of weeks after the original Omega was introduced.
    You say he should be able to because it is a "mechanic in the game." 
    That the Omega  weapon exists is not the question, and therefore isn't a justification for increased base power.
    The issue being discussed is why is an increase in base power needed - and neither you nor the OP have given any besides "because"
    More base power is needed because a top end base should be able to equip the best of the best in it, it is after all a top end base and we can't do that more building power is needed on the op because a top end op should be able to equip what ever the hell they want to equip on it, turrets need more max power because a top end turret should be able to fit what ever the person wants to put on it. The strategy for the game is to pick and choose what you want to put on a given thing not well **** this item puts me 4 god **** power over the max capacity. Bases worked fine before base power was a thing its a mechanic that was not necessary.

    There you go with "should" all over the place again.
    The fallacy with your argument is you don't see the top end base owners asking for more base power.  They seem to be doing just fine with their bases right now.  In fact, since an increase in base power will also come with an increase in turret level.  Who wants to go through all those upgrades again?

    You see the lower end asking for it thinking that "more power" will translate into a better base for them.....when it won't.  Especially in the specific case we are discussing where someone wants to add an Omega weapon to their OP.

    I'm interested.
    Where do you feel you get the right of saying what should and should not be allowed in this game that you play (not run, own, manage, etc)?
    What gives you the ability to say base power should not be a part of the strategy of base defense?



    Because base power is an asinine mechanic that we were doing perfectly fine with out for YEARS then some dumb **** thought it would be a good idea to introduce it.
    I rant, therefore I am....lol
    Then stop ranting.
    My idea of putting a omega gun on was "an idea" but it was never the only thing i wanted to do with more base power and the "original" query was for a MOD to hopefully find out since every other resource had an increase in resource capacity why power wasn't one of them.


    Can an MOD or CM close this please as it has gotten way of track.


  • Laredo
    Laredo
    Moderator
    Joined Dec 2011 Posts: 18,414
    Closing per OP request.
This discussion has been closed.