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I'm well aware of how defence platforms work. I want to design the station itself.
Neutron launchers have 120 range multiplied by station bonuses and absolutely decimate battleships as soon as they enter the system.
If you want range on your starbases use launcher or hanger sections. If you want damage you need to stack defense platforms, there's only so much a handful of built in starbase weapon slots can do. The starbase is mostly the tank, the platforms are the DPS.
The key things is that in almost all cases your enemy can see the station before they attack and, as such, aren't going to attack until they feel they can win.
The result of this is that your stations always lose. Not because there aren't battles they could have won, but because they are always denied the battles they can win.
As such, I like to use them as bait. Have a fleet a jump away then, when the station is attacked, jump the fleet into the system. The combined fleet + station combo will devastate the enemy fleet that was only strong enough to take the station alone.
As mentioned before, stations have the option to build buff/debuff utilities, like the range booster, comms jammer (for slowing down the enemy), and the Defense-Grid supercomputer (which massively boosts defense platforms)
Speaking of defense platforms, you can custom design your own, and build up some impressive and unpleasant surprises that an invader won't quite be expecting. You can choose to ignore what the station has for weapons, or seek to work with the default layout.
Yes, I would love to be able to refit, or pick out gun layouts for stations in advance. Barring that, I'll leverage what I can change to work with other options. Leaving a flock of defense platforms, combined with the station's bonuses, can give a slightly tardy reinforcement fleet some extra time to mop up the mess.
Station + platforms + even a small fleet = bullet hell for the other guy. If the AI truly ignores station power (as when choosing to attack, give it a nice 'weak' fleet to go after, right close to your handy meat-grider station.
But yeah, stations were always known to be poorly designed, their only real function was fooling the AI into thinking it couldn't attack, even though it would easily win if it tried, or baiting a moderate AI fleet so you could ambush and destroy it with your own.
Part of it seems to come from their large HP pool, which, for a sitting target, is kind of useless, but a great part comes from, as you said, inflated numbers from completely useless weapon choices that, most of the time, don't even get to fire.
That being said, while stations are nearly useless and only really function as a scarecrow/FTL inhibitor (which gets ignored by the only real threats of the game, the endgame crisis), platforms aren't as you could chose proper, useful weapons for them and create a massive alpha strike as soon as an enemy fleet enters your system if you have enough stacked bonuses and ascension perks/traditions for them.
Losing a station because the enemy had a stronger fleet is fun. Losing a station because the auto-designer is an idiot is not fun.
Whenever I was building a combat station to sit on a chokepoint, I would fill it with Hanger modules. There's only one type of fighter with ever-increasing power (barring the Amoeba and Preytheon sidegrades), and with the new combat rework, fighters launch immediately when the enemy enters the gravity well.
These things are meaty, and if you could get even one L slot on there on even a star fortress you could probably stop multiple battleships for far, far fewer alloys then it takes to build those battleships. This would make it extremely easy to fortify systems even with lower tech. Either ai would use this too and the early game would be slow af with fleets unable to kill any upgraded starbases, or the ai would never do this and it would just be a gift-wrapped advantage to the player.
If giving starbases fully-customizable slots would make them too powerful, then nerf the durability or slot count to compensate. But balancing through stupidity is inherently unfun.
On top of this, the enemy had a pretty potent force (for early game) that dwarfed my fleet anyhow. So I zoomed in to watch the battle, and my starbase tore them to shreds. They lost the war right there.
On a more serious note, I've found fleets plus well-built/upgraded starbases are pretty potent combinations against AI. Sure, as a player, you can snipe down a starbase with three battleships, so in multi-player I imagine it's frustrating. But single-player i've never had the AI do that to me and starbases do shape the terrain favorably for my battles.
It and its silly amount of 34 surface mega structure turrets.
Yes this is a thing, its from Ancient Cache of Technology and its literally a system-spanning terra-rank mega that effectively uses 3 rings each with I think 9 mega-turrets on them, each turret having 20 weapon slots which can be even more silly when upgrade to maxed out at 40 with 5 x-large and 2 titan slots.
wont matter what your fleet is, every Phanon great wall I've seen whether its under AI control or a player makes fleets regret entering the system with more lasers firing at it then the deathstar mk 1 had on its entire surface.
Ancient Cache of Technology (Its DLC Beyond the Gates and Secrets of the Shroud)
At War 3.6 (Basically reworks the entire combat system from the ground up by adding new weapons, armors, shields and station defenses
Gigastructures (In context the Asteroid Defense Cannon is worth its weight in gold sometimes)
And while I would say you can ignore this one due to its size, NSC2 Season 7
Giga
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
ACOT
https://steamcommunity.com/sharedfiles/filedetails/?id=1419304439 < Main Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1481972266 < Secrets beyond the Gates
https://steamcommunity.com/sharedfiles/filedetails/?id=2820330517 < Secrets of the Shroud
At war 3.6
https://steamcommunity.com/workshop/filedetails/?id=2506923529