I disagree, I find the Vasari defenses the easiest to deal with on their own late game. The reason for this is they have the worst repair bay, and the Orkey has no area of effect abilities, meaning large fleets have a big advantage over it compared to the other Starbases. The big difference with Vasari defense versus others is that bombers have a much harder time with it thanks to those hangars you mentioned and that the starbase can chase carriers, but once you have a large enough conventional fleet they're not that hard to blast through.
The Orky however has one of the highest armor ratings, debris vortex and frontal deflector shield. Also dont forget Regenerative Hullos for VL and Armor Restoration and Shared Shield Tech for the VR.
A fully upgraded version of frontal deflector will only allow half of your damage trough..... thats better than the highest level of group shield. Now if you manage to surround the Orky to negate the thing it can make full use of all banks, bringing its effective firepower to terrible levels.
Also note that one weapon group is phase missiles... you can easily double the infocard value for damage for them.
Actually this is another weakness of TEC Loyalists.... it is somewhat dfficult to have more than 1 side of a stationary starbase to target an enemy fleet moving in for the attack. So two starbases more often than not just dish out the firepower of 1 starbase being attacked from two sides.
Which is still nothing to sneeze at... mind you..... but still somewhat dissapointing.
IF you want to fire on the enemy with more banks... you need to increase the distance between the starbases.... which is bad for defending this starbases.
But back to the Vasari.
Yes, a lone Orky is somewhat less dangerous than a lone TEC or Advent starbase. However when supported by tactical structures its imho easily becomes the most powerful.
The Orky is an starbase entity and it can move. Many abilities do not affect starbases for balancing reasons against TEC or Advent starbases. But this also means that many abilties cannot be used on the "super ship" orky. #
Quoting GoaFan77, reply 9and the Orkey has no area of effect abilities
I'll admit I don't know the exact stats here but I was under the impression the Orkulus has the best damage output, can engage the most individual targets, and has the cheapest weapon upgrades so no AoE isn't really a big deal - especially when it can chase your ships around. The AoE abilities of the others is largely due to the fact that they have much more limited means of engaging anything that doesn't choose to.
Exactly.
Quoting Ekko_Tek, reply 14I'll admit I don't know the exact stats here but I was under the impression the Orkulus has the best damage output, can engage the most individual targets, and has the cheapest weapon upgrades so no AoE isn't really a big deal - especially when it can chase your ships around. The AoE abilities of the others is largely due to the fact that they have much more limited means of engaging anything that doesn't choose to.
Yes, but compared to Meteor Storm that can hurt an infinite number of targets, there comes a point when the fleets are so large that normal weapons are always worse than AoE abilities. This is the point when the Orky begins to lose ground, as it is only hurting a relatively small portion of your fleet at a time (I'd say its rare the Orky ever attacks more than 10 targets at once, unless you have corvettes flying everywhere, when its max is 20 with research firing on all sides), and it has no way to disrupt tanking and healing abilities. The Orky's advantage is that it can't be sniped, but if it actually has to engage a large fleet those AoE abilities are irreplaceable.
And that is exactly the problem.
"Can" hurt. Not does, but can.
Dont get me wrong.... a very large fleet attacking an Transcenia will indeed show terrible performance. The problem with Meteor Storm is that is it somewhat overrated.
750 damage may sound like a lot.... but considering the cooldown and shields and armor it doesnt add to very high DPS.
On the other hand, there is nothing to stop the enemy fleet from leaving the range of the ability.... or disabling it alltogether.
Now the best fleet killing Advent SB is 2 points meteor, 2 points mass disorientation, maxed out armor and one additional hangar or weapon upgrade.
But it remains a very slow killing... one that the enemy can interrupt.
Even with maxed out abilities.... you wont get more than 3 or 4 meteor storm out before the enemy can leave the range. Only the fragilest of ships dont survive that. And this is assuming you have Mass Disorientation on it... without it make that one - useless -l meteor.
Ever since the relase of rebellion there is a new danger to your starbase... an enemy Titan pounding it.
Now Mass Disorientation has the - not well known - effect of disabling all weapons on non capital ships. This is the sole reason why the Transcenia can survive absurd amounts of enemy frigates.... because they may not fire for quite a while. On capitalships weapon damage is lowered, further helping in durability. But that increased durabilty is all the Transcenia has against enemy cap ships and Titans. On the other hand having maxed out weapons on a TEC or Vasari starbase is a more common and interesting choice, as it will help against both large fleets and fewer hard targets.
Imho the Red Button is the best AOE a starbase can have and it is a shame they nerfed it, especially for the TEC Loyalists.
- Good range
- Cannot so easily be disabled
- Immediatly effect
- Kills strikecraft
If your enemy is directly attacking your starbase I agree about the Orky being weakest.
TEC
Advent
Vasari
However, any non direct attack - which is far more common as nobody wants to loose his fleet to a starbase - change the ranking to this:
Vasari: A very powerful battleship.... its lack of AOE abilites also means that there is very little you can do to lower its damage output. Combined with a phase stabilizers Vasari worlds are nearly invulnerable..... Fleet + any SB = though... fleet + Orky = unbeatable
TEC: Big red button and high durabilty save the day.... if nothing else.
Advent: Meteor storm worthless against larger ships, Mass Disorientation prolongs the battle but will not win it under most cirumstances. Also both abilities can be disabled... a single Kortul and your starbase is out of abilites very shortly.
In Diplomacy, the AoEs of the Transcencia made it a great SB....but Titan AoEs have completely changed things by forcing players to rely on bomber spam or corvette spam...
Yes... with mostly frigate fleets you could use it more often.
The core issue is that SBs in general are just weak in the late game because of titans and bomber spam...Vasari are in the best position for killing titans and countering bomber spam (both with fleet and with static defenses) and thus have the best defense...
Agreed. This also sadly makes the tech Twin Fortresses mostly lackluster.
I really think that the TEC Loyalist... and only the TEC Loyalist starbase should get
- range increase
- anti strike craft ability
On a side note, it'd be interesting if mass disorientation affected SC...certainly would give Advent a buff....
Nope it doesnt. And neither does Repulsion affect Orkys.... ever since Titans were introduced repulsion has lost a lot of its power.... sure its awesome against heavy cruisers..... but that about it.
EDIT:
And then there is the awesome way of using the Orky first offensivly and then defensivly.
There is very little... if anything actually your enemy can do against an Orky being "rushed" on him. Actually I really think we should put a very hard nerf to the weapon and armor upgrade time in hostile gravity wells. Right now, once the thing started building your pretty much scewed until lategame.