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1) The weapons range on the starbases isn't that good for a immobile battlestation. It can't actually shoot the enemy types that are a significant threat to it.
2) The targeting priorities on the station don't focus fire very well if the things that can kill it actually do get within range of it.
3) They are EXTREMELY vulnerable to currently long range missile doom stacks the AI like to build. So their health just sort of dissolve when 30+ (more commonly 60+) missile cruisers take aim at it...
EDIT: @Land... it doesn't matter. The missiles are the only thing that can match range with other missile ships and there just isn't enough of them (or targeted right) to help... and the defensive upgrades only buy you defense against 1 extra volley or so.
It's tanky, holds its own until backup can come, But it needs more range to defend itself.
Since Tanking are all Starbase can do now...and it's not even that good at it.
I did read through that there's a problem with PD and Missiles interaction so that explains a lot why I'm getting demolished by missiles even with 150 flak frigates.
i mean yeah i'm glad we got ride of that, Advent were way too powerfull with this.
but sins2 definitely need a balance rework overall on that matter since turrets now target whatever the hell they want, it work completely different than sins1
in the case of starbases, it indeed has no point to build them if they can't stand up to a fleet invading a system, doubly so for an enclave TEC player with a twin presence.
for what i've tested, you are much better stacking up reserve garrison than a starbase, better cost efficient, does not require to rotate, and do as much of a good job if not a better one.
as for the dismantle protocole to blow your own starbase for massive damage... yeah i've yet to see it having a chance to be effective. it make short work or tiny close range ships, but anyone with a higher fire range is pretty much safe to just drop in their fleet, auto cast everything and go manage something else
I wouldn't mess with their health at all personally as they still take a long time to go down even when focused by a full fleet with titans. I think the main problem is they can't do anything against missile swarms and just get cheesed by those.
For the range issue maybe try doubling the range, that would let it cover most small gravity wells & at least cover a good chunk of a bigger one.
For the targetting issues I don't think there is anything a mod could do for it unless you can figure out how to keep it from switching targets every shot it fires (thats why they don't seem to do alot of damage, it spread out too much).
For the death by incomming missiles the only thing I can think of as a stop gap (until PD issues can be fixed) would be to bake in a version of the Reactive Armor Item you can install on capital ships... that -35% missile damage is noticeable.
As an added bonus I would probably triple/quad the Health/Armor/Shield buffs given by the various defense plating items to make them more useful & tempting to spend a slot on.
Once you reach crititical mass nothing will stop your death fleets.
To me star bases are just trade/culture ports that can defend themselves.
So I tried tripling the hull/armor/shields of the starbase and it mostly just broke the AI. Had 2 starbase in my home system, along with maxed defensive slots of hangars and turrets, and the unfair AI opponent just refused to come to my home system, even with all other systems conquered by them. I had to scuttle all other defenses before the AI would finally attack me.
Looks like this issue will be better solved by a nerf to missiles rather than a buff to anything else.