Author Topic: Spirecraft Siege Towers?  (Read 1650 times)

Offline Jericho Rehling

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Spirecraft Siege Towers?
« on: December 29, 2013, 05:35:57 pm »
Hello!

This is my first time posting on these forums, and am extremely new to the game. I apologize if this has been discussed before, but I have a question regarding the Spirecraft Siege Towers. I enjoy crafting large, coherent fleets centered around a few massive flagships, and thought the Spirecraft Siege Towers would function very well as that centerpiece, but upon using them, discovered that they weren't affected by speed boosts. This rendered my very expensive highway of Logistics command stations and zenith space time manipulators a complete waste of knowledge and time. I would just like to question why they are immune to speed boosts, as they seem to be very fleet centric ships, and perhaps recommend that that simple line of code be removed. They are very close ranged ships. And, as they are unable to be repaired on their moderate difficulty setting, they seem to require fleet support. But, if they are incapable of reaching the action before the rest of the fleet, or, quite simply, are such a burden to the fleet's mobility that they're unpleasant to use, they seem to be a waste of resources.  I apologize if this is a dumb idea, but it would go a long way, in my opinion as a new player, towards making using them an appealing option.

Offline Jericho Rehling

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Re: Spirecraft Siege Towers?
« Reply #1 on: December 29, 2013, 06:12:21 pm »
Hello!

This is my first time posting on these forums, and am extremely new to the game. I apologize if this has been discussed before, but I have a question regarding the Spirecraft Siege Towers. I enjoy crafting large, coherent fleets centered around a few massive flagships, and thought the Spirecraft Siege Towers would function very well as that centerpiece, but upon using them, discovered that they weren't affected by speed boosts. This rendered my very expensive highway of Logistics command stations and zenith space time manipulators a complete waste of knowledge and time. I would just like to question why they are immune to speed boosts, as they seem to be very fleet centric ships, and perhaps recommend that that simple line of code be removed. They are very close ranged ships. And, as they are unable to be repaired on their moderate difficulty setting, they seem to require fleet support. But, if they are incapable of reaching the action before the rest of the fleet, or, quite simply, are such a burden to the fleet's mobility that they're unpleasant to use, they seem to be a waste of resources.  I apologize if this is a dumb idea, but it would go a long way, in my opinion as a new player, towards making using them an appealing option.

PS: The combination of a gravity drill, missile guard posts, and a planetary munitions booster is an absurdly brutal obstacle, I've just discovered. This game is amazing.

Offline Bognor

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Re: Spirecraft Siege Towers?
« Reply #2 on: December 29, 2013, 07:18:45 pm »
Welcome to the forums, Jericho!  :)

... I enjoy crafting large, coherent fleets centered around a few massive flagships ...
Sounds like golems are what you're after.  Spirecraft tend to either have a very specialized combat function (Rams, Martyrs, Implosion Artillery, Attritioner), or else a non-combat utility function (Scouts, Jumpships, Penetrators).  Especially since ordinary starships were buffed in recent versions, Siege Towers seem quite weak, and I don't know any special use for them beyond converting excess crystal into a few extra guns.  There might not be any reason why Siege Towers specifically are immune to speed boosts, as I'm pretty sure that's true of all Spirecraft, presumably to help differentiate them as a group from golems and ordinary starships.  I think there's broad agreement that Spirecraft are due for a re-balance, though a recent community poll indicated that wasn't a top priority among players.

This game is amazing.
I concur!  8)
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Offline Jericho Rehling

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Re: Spirecraft Siege Towers?
« Reply #3 on: December 29, 2013, 10:03:49 pm »
Welcome to the forums, Jericho!  :)

... I enjoy crafting large, coherent fleets centered around a few massive flagships ...
Sounds like golems are what you're after.  Spirecraft tend to either have a very specialized combat function (Rams, Martyrs, Implosion Artillery, Attritioner), or else a non-combat utility function (Scouts, Jumpships, Penetrators).  Especially since ordinary starships were buffed in recent versions, Siege Towers seem quite weak, and I don't know any special use for them beyond converting excess crystal into a few extra guns.  There might not be any reason why Siege Towers specifically are immune to speed boosts, as I'm pretty sure that's true of all Spirecraft, presumably to help differentiate them as a group from golems and ordinary starships.  I think there's broad agreement that Spirecraft are due for a re-balance, though a recent community poll indicated that wasn't a top priority among players.

This game is amazing.
I concur!  8)

Thanks for replying! And, yes, I do quite enjoy golems, and it seems the Armored Golems are definitely what I'm looking for - now I just gotta find one I can get to...

I'm glad to hear that Spirecraft are getting a rework, eventually, and I really hope they take a good hard look at the Siege Tower - I love and dearly want to employ the model, concept, and craft (it reminds me of Mon Calamari cruisers from Star Wars) - I just hope they remove the speed boost immunity.

Offline Draco18s

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Re: Spirecraft Siege Towers?
« Reply #4 on: December 29, 2013, 11:33:43 pm »
I use siege towers as anti-siege towers.  They sit next to my command stations and do Jack and All with their shitty reload rate and non existent range.

But at least they don't have to move.

Offline Vacuity

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Re: Spirecraft Siege Towers?
« Reply #5 on: December 30, 2013, 06:42:54 am »
They sit next to my command stations
That's what I use attritioners for, with occasional forays into hostile space when I want to stir up the hornet's nest.

Offline Tridus

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Re: Spirecraft Siege Towers?
« Reply #6 on: December 30, 2013, 07:10:32 am »
PS: The combination of a gravity drill, missile guard posts, and a planetary munitions booster is an absurdly brutal obstacle, I've just discovered. This game is amazing.

Ouch! That's a "go some other way" type of planet. :D

You could use higher mark (II or higher) Raid Starships, which are immune to missiles. If you can get them, Protector Starships could also shoot down the missiles and protect your ships.

Or golems, as mentioned. An Artillery Golem can shoot from across the entire gravity well, though it's best to try and avoid taking out the gravity driller or munitions booster due to the AIP increase. (Hacking them might work if you're using the beta version.)

Offline Draco18s

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Re: Spirecraft Siege Towers?
« Reply #7 on: December 30, 2013, 08:03:52 am »
Or golems, as mentioned. An Artillery Golem can shoot from across the entire gravity well, though it's best to try and avoid taking out the gravity driller or munitions booster due to the AIP increase. (Hacking them might work if you're using the beta version.)

Also because owning them is awesome.

Offline Jericho Rehling

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Re: Spirecraft Siege Towers?
« Reply #8 on: December 30, 2013, 08:31:32 am »
PS: The combination of a gravity drill, missile guard posts, and a planetary munitions booster is an absurdly brutal obstacle, I've just discovered. This game is amazing.

Ouch! That's a "go some other way" type of planet. :D

You could use higher mark (II or higher) Raid Starships, which are immune to missiles. If you can get them, Protector Starships could also shoot down the missiles and protect your ships.

Or golems, as mentioned. An Artillery Golem can shoot from across the entire gravity well, though it's best to try and avoid taking out the gravity driller or munitions booster due to the AIP increase. (Hacking them might work if you're using the beta version.)

I've come to realize they weren't planetary munitions boosters, merely munitions booster guardians flying close to the missile guard post. I didn't realize the difference until seeing an actual planetary munitions booster. Anyways, i believe I ended up employing scout starship Mk IV's, as they have the "Counters Missiles" property, to escort my fleet.