Author Topic: Reason to build Spider Ts w/ mkVs available?  (Read 2226 times)

Offline snelg

  • Jr. Member
  • **
  • Posts: 64
Re: Reason to build Spider Ts w/ mkVs available?
« Reply #15 on: July 23, 2013, 05:39:52 am »
How do people even manage to get good chokepoints filled with turrets all the time? Only time I can remember having one since I started playing was on a snake map before a particularly nasty planet. But in the end it never got much use anyway so it was a bit of a waste of resources.

I really like the idea of being able to build a bunch of turrets at every planet (partially since I tend to have them spread out a bit anyway). But the mk V turrets makes me a bit wary of unlocking any of the normal ones since if I do find them it would be a waste of knowledge.

I don't really see how a building that lets you build more turrets somewhere but conflicts with the core turrets would work too well either, wouldn't it be the same thing?

Personally I feel the best way might be to just remove the restrictions on how to build towers. Would get rid of the needlessly complicated rules on building turrets and suddenly you can spend the knowledge on regular ones as well without worrying about whether or not they'll be obsolete a few planets down the line.
If chokepoints get too much of a boost, aren't other planets too? Lowering caps on turrets would probably help, or do I miss something obvious?
« Last Edit: July 23, 2013, 05:41:26 am by snelg »

Offline Ranakastrasz

  • Full Member Mark III
  • ***
  • Posts: 242
Re: Reason to build Spider Ts w/ mkVs available?
« Reply #16 on: July 23, 2013, 12:41:39 pm »
I did the math, and while T1 + T2 beats T5 turrets in DPS, albiet costs 4 times as much power and resources, and then, only by a small amount. (half of T1 damage)

Aside from Spider, ofc, which was broken to start with.

Spider, nerf to, at most, double stats of standard. It isn't even a normal tower type... You cant just multiply stats by 5 and expect it to not be OP as riot starship T4.
Anyhow. Change Core turret limit to 24 or 48 per planet, remove interferance (or don't), and all tiers still matter.

Or, the whole "Quarter cap limit per planet" plus three global limit placeable control nodes, each boosting cap by 1/4th cap on said planet. Core having same rules, and same three deployable nodes.

Would give you reasonable defences everywhere, and heavier at key planets. Keep Core controls at half normal cap, and still a quarter default everywhere. So 24 normal cap, 6 limit for all planets without node support.

Or, considering towers with cap of 12, may need to change it to a third cap default, and 2 control nodes. Considering 12/8 is a tower and a half....

Offline tadrinth

  • Hero Member
  • *****
  • Posts: 507
Re: Reason to build Spider Ts w/ mkVs available?
« Reply #17 on: July 28, 2013, 09:15:18 am »
Hrm, has anyone suggested making the cap for Core Turrets scale upwards as you unlock mark II and III of the corresponding turret?  Currently, if you control a particular core turret type, it feels wasteful to spend knowledge on that turret type.  If the cap scales, that spent knowledge still benefits you. 

I would be inclined to reduce the base core turret cap to maybe half what it is now, and then have the maximum cap with both mark II and Mark III unlocked be equal in firepower to a full stack of Mark I+II+III turrets.  That way you don't get more firepower at chokes, but you spend less resources building the turrets since you'll have a smaller number of core turrets. 

Offline Shrugging Khan

  • Hero Member Mark III
  • *****
  • Posts: 1,217
  • Neinzul Y PzKpfw Tiger!
Re: Reason to build Spider Ts w/ mkVs available?
« Reply #18 on: July 28, 2013, 09:49:26 am »
Hrm, has anyone suggested making the cap for Core Turrets scale upwards as you unlock mark II and III of the corresponding turret?  Currently, if you control a particular core turret type, it feels wasteful to spend knowledge on that turret type.  If the cap scales, that spent knowledge still benefits you. 

I would be inclined to reduce the base core turret cap to maybe half what it is now, and then have the maximum cap with both mark II and Mark III unlocked be equal in firepower to a full stack of Mark I+II+III turrets.  That way you don't get more firepower at chokes, but you spend less resources building the turrets since you'll have a smaller number of core turrets.

Sounds like a very neat idea to me! (Provided that the initial cap be significantly reduced).
The beatings shall continue
until morale improves!