Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nothing you can do about?
Does your Starbase not have a planetary shield upgrade?
I have only been playing as Advent so far and they do have that, and it pretty much nullifies the effects of the Novalith Super Weapon.
Does the shield actually stop the cannon? I will test it next time if so thats the TEC super weapon counter.
Now tell me the advent counter, which is real pain, literally chopping my fleet in half every 5/10 mins...
Even in Rebellion, if you had a shield, it negated a lot of the damage.
Advent counter, not sure.
Advent Warth specialize in converting units to their own, and they can do that with their super weapon, with planet upgrades and they also have a capital ship that can do that.
I guess untill those weapons cna be turned off I leave Advent off big maps.
The other factions should have a similar way to shield a planet (I know Vasari has a similar module on their starbase but I haven't seen advent get that high in tech yet before getting pumbled in my games)
It does not stop the secondary effects though... for example the Novalith Cannon still disabled all enemy weapons in the gavity well for 60sec after impact.
the new advent one tho the only counter will be the next balance patch... well hopefully.
i get they are the rising star , being released along with the steam released, but i do hope the trend effect to not last long so the trinity faction can be more balanced again.
each super weapon can only hit targets in a certain radius around its planet/gravity-well.
That way the enemy can hopefully attack the super weapons in only a few jumps and contest or even destroy it.
The range is pretty huge and they can spam multiple supers per planet... they are killing planets as soon as i settle on them... its that quick, i have colony ships just constantly retaking planets and they shoot them the second i take them... its out of control.. you cant shield these planets...
The fix above with star bases works for planets for back sure but anything in the middle is in range and gets sniped... i can jump to their planets to try kill them but even with a 1500 pop fleet they are tanky to kill and if their fleet comes too ill get sandwhiched and lose a chunk of my army...
Now the other thing is going to the place of either of the supers i instantly lose half my flee to the advent super stealing my stuff... they take 100-200 pop of ships per shot and they spam you!
We need a cap of 1 super per planet and a longer cool down.
The devs have not even played their own game to test this, this is whats annoying me... its been on epic for 2 years, did they get no feedback? They clearly havent tested anything.
80% the ships suck, the best ships are the missiles ones, they are better than anything else by a mile!
Please PLAY YOUR GAME AND BALANCE IT, you already scammed us with a silly price tag yet you havent done any quality control at all...
The steam playerbase is a full beta test for the game, the devs made no effort on the epic release...