Jump to content

  • Log In with Google      Sign In   
  • Create Account

Photo

Starbases (good or bad?)


  • Please log in to reply
3 replies to this topic

#1 Alux

Alux

    Crewman Apprentice

  • Members
  • 30 posts
  • Steam:Alux
  • LocationThe Void between Universes, where the terrible ideas and tortures of the internet are laid to rest.

Posted 03 August 2016 - 01:38 PM

I've been thinking about this (rare, I know). And I wanted to see what other people think about Starbases. 

 

Personally, I think that they have very limited uses, as, unlike base sins, they aren't strong enough to survive large fleets and the upgrades are so expensive early game (when starbases have an effect) that by the time you can use them it's too late and starbases get insta-killed by any mid-sized fleet.

I've found three "use" for starbases that are at least somewhat helpful:

-Stations to connect your trade routes through uninhabitable systems.

-Anti bomber support (upgrade weapons and put in the middle of a ODP fortress to protect them with AA guns)

-Fighter docks (pairs with above use) (fill fully upgraded hangers with fighters)

 

Also, the Covie starbase is even worse, as it pretty much commits suicide (it should have an upgrade so it's death explosion causes damage).

 


THE HOLY WORD OF CRISISS

 

 I'm not calling you an asshole, I'm just saying that preemptively. 

-Crisiss

 

Spoiler

 


#2 SiRD31M0S

SiRD31M0S

    Forum Jester

  • Authorized Playtester
  • 859 posts
  • Steam:sird31mos
  • LocationThe infinitesimal space between thoughts, on the cusp of uncountable instances of possibility.

Posted 04 August 2016 - 01:24 AM

For the UNSC at least, they're really important. Anchors are the only Slipspace node they get, and with two on each planet, every one becomes a factory world. Their trade ports are invaluable whenever your planet count is restricted, and they do an reasonably good job of supporting ODPs with repairs and AA. Truth be told, I rarely use them for their weapons and usually end up hiding them behind SMAC walls, but I've had a fully upgraded Anchor repel my (lone) CAS before.


I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

Spoiler
Spoiler

#3 SPECTRE

SPECTRE

    Banned user who criticised terrorists

  • Members
  • 3,455 posts
  • LocationANGLIA BRUV, HOME TO THE PRODIGY, NON CRIMINAL GANGSTAS AND FARMERS

Posted 04 August 2016 - 03:21 AM

Good beyond all measure.

 

Put two of them in the centre of a battle cluster of Def platforms. Alongside Two sabre hangers and three Repair platforms, lock the platforms and spread them so that they can repair the def platforms.

 

For the Hangers use interceptors only, to destroy cov bombers before they wreck your def platforms.

 

This will either create a stalemate for your own fleets to arrive via slipspace node, or force the enemies hand and take you on at close range.

 

At this point you want to use any spare fleet capacity to spam ships out like no tomorrow, don't intercept the enemy and only engage when they're in range of def platforms.

 

Stick to that and i can guarantee that if you don't win and loose the planet, you will have blunted the enemy blade enough to retake the planet, regroup and set up defences at the next planet. 


I'm back (temp)

Spoiler

#4 Mojo

Mojo

    Crewman Apprentice

  • Members
  • 47 posts

Posted 04 August 2016 - 10:09 AM

They are important indeed, but the armore and weapon upgrades are to expensiv in my opinion atleast.






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users