Star bases

I've been playing now since a long time, and I've came to a conclusion that star bases are quite underwhelming.

They struggle to destroy fleets, and Im not even talking about advent base, which outputs barely any damage at all i bet a fleet of jaruns migrators would be able to take it out. 

Once i did a small test, I placed 4 starbases at a star, where they would need to stop reinforcements coming from one planet, guess what, with the rate of production of one human owned planet with 2 shipyards, basically couple of cruisers every minute 4 fully upgraded vasari starbases (with all the research done) were not able to eliminate the coming ships. More than that, those ships went accumulating, and after some time the bases started to suffer considerable damage.

In my mind, a starbase should be a force to reckon with, at the moment, they are not, limited to be damage sponges, if ever, because with some semi serious fleet you take them out in seconds.

Something that is more like I guess a starbase should be - are the ancient starbases, that can output lots of damage.

That might be OP to be equal, but current damage is negligeble, only able to keep pirates at bay and maybe some week fleets of 10-15 frigates. 

As a constructive suggestion, I would fantasize to make starbases stronger, much stronger in both damage giving and receiving at the cost of maybe limiting the maximum amount of bases buildable. That would involve rebalancing planetary defences (also not very effective) as a whole I understand.

I'm curious to know what others think about it?

 

12,114 views 2 replies
Reply #1 Top

Appreciate you taking the time to share your thoughts, may I ask what item loadouts you find to be most vs least effective?

Reply #2 Top

Hi Ramma thanks for taking time :) 

I guess you mean the loadout of the starbases items right?

I mainly play Vasari, and sometimes TEK, rarely Advent (where I can't even comment much)

 

Vasari has 2 viable setups :

 

a) Purely Defensive base, example to hold a key planet

1- Armor I

2- Missiles unlock

3- Wave weapons unlock

4- Debris reintegration

5- Armor II

6- Armor III

7- Planetary shield

8- Strikecraft I (swapped with bastion module if necessary/available)

 

b ) Assault base, which goes with the main fleet for especially tough fights

1- Armor I

2- Missiles unlock

3- Wave weapons unlock

4- Debris reintegration

5- Armor II

6- Armor III

7- Bastion Module (if i'm lucky enough in the auction)

8- Jump Module

 

TEK, just to make it shorter more or less same logic, maxing out defensive and offensive capabilities, and emergency self destruction, which at least takes a huge part of attacking fleet with it if it dies.

 

And about less effective, I rarely use anything else on a starbase, things like all the auxiliary functions, research stations or exotics extractor etc.. Though in some situation, while playing as TEK, deep space trading may be useful, of course only for a base not on frontlines