JohnHusky JohnHusky

Phase inhibitor

Phase inhibitor

Are any of you out there actually using the phase inhibitor?

I thought about this for a long time, and i rarely see it being used.

Id like to suggest the old version comes back from beta 1, where it captures ships in the grav well.

To avoid the capture going on forever, it should have an antimatter storage that gets drained. Maybe it should be drained by according to how many enemy ships there is in the grav well.

Id like the Phase inhibitor to be used more again, but as of right now, ppl dont even bother with it.
50,348 views 43 replies
Reply #26 Top
exactly, I don't want the old one back either, but rather a hybrid of what we have now and what we did have, i am sick and tired of enemies retreating their whole fleets as soon as they lose a capital ship...
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I don't honestly see why you'd ever throw an inadequate fleet into the teeth of someone else's defenses. Obviously if they're losing ships, capitals at that, either their tactics or fleet were flawed. Or your defenses just too strong. Retreat is a perfectly valid option--live again to fight another day!

I never use the PJI, but I probably should. Since I've only ever played SP, quite frequently on hard, there are no real hard pushes into my territory. Usually "heavy" defenses in that case are an arc of 8-9 turrets backed by 2-3 repair stations, and if I'm Vasari a nano-jammer or two.

I should definitely try that PJI about now. In a 4 player (SP) FFA I've got a ~1000 bounty already, just sniping their scouts.

Reply #27 Top
Since I've only ever played SP
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:SURPRISED:

You need to play multiplayer good sir! Its is pretty much nothing like playing against the AI...

You will encounter...

*The SINGLE UBER FLEET OF DOOM"tm"

*Capital Ship Focus Fire the likes you can only imagine

*Levels of plant defense that can only be broken using bombers/missile ships and flak frigates to protect said ships

*Greedy Allies who at the start try for the same planets as you do! ALLIES! WAAAA!

*Fleets that were unable to fight a battle in the first place , but rather were sent to try and take out a capital ship, fail at their mission and then try to run away.

Reply #28 Top
if I managed my gauss cannons, then I was able to reduce LARGE fleets very very quickly, even if they were just passing through. IF you set up your cannons in certain order you can hit tmost ships alomst anywhere in a grav well.
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*EXCEPT* out around the edges, where an intelligent opponent will rally-route his ships rather than leaving them to the mercy of the pathing AI :p
Reply #29 Top
with the addition of the larger jump area, its actually harder now to use gauss cannons and the vasari missile bays , as their ranges are a bit short.
Reply #30 Top

with the addition of the larger jump area, its actually harder now to use gauss cannons and the vasari missile bays , as their ranges are a bit short.
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What? Their ranges are plenty large!
Reply #31 Top
The idea i present is doing the same thing, just with the option of capturing enemy fleet. But to avoid ships being captured forever like in beta 1, it should have antimatter that get drained when ships actually are there.
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exactly, I don't want the old one back either, but rather a hybrid of what we have now and what we did have, i am sick and tired of enemies retreating their whole fleets as soon as they lose a capital ship...
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What's the difference between holding a fleet indefinitely, and holding them for eh, 2 minutes? Everything's going to be destroyed in that time anyway. It's the same effect of the structure, and a flat duration is either flatly too long, or flatly too short. There's no middle ground.

If you're sick and tired of enemies retreating, why not follow them and take advantage of a) them losing ships on the way out, and not being able to return fire since only capitals can shoot backwards, b) 100 less antimatter per ship, and c) you being able to jump in at an angle to be in perfect range to intercept their retreat?

I like that the PJI is not a "slap on every planet just because" building. It's very specialized, but it's extremely good for what it's meant to do. It's a specialized, not a generic building. By its nature it shouldn't be used unless you need it.

I find it rather ironic that on the one hand the same people who are pushing for ways to make it so the game rewards several but smaller fleets at the same time push for a change like this to the PJI that would make it a death trap to jump into any planet with one without a large fleet :P
Reply #32 Top
you made some good points annatar11 , it comes down to, as long as the single uber fleet of doom exists, the phase inhibitor should at least be able to lock it down, should they decide to retreat

also if it should get the lock down feature i wish for, it would have to take up more tactical spots, say 8 slots, heck a hanger takes up 4 slots ... that way , if you build a jump blocker, you made the choice to build 2 less hangers or 8 less gauss/missile defenses ( depending on the race).
Reply #33 Top
I'd rather keep the current, very useful PJI... rather than your overpowered, useless because of the ridiculous tactical slot cost version.
Reply #34 Top
Even with 8 tactical slots, that would be way overpowered.
Reply #35 Top
meh...
Reply #36 Top
*EXCEPT* out around the edges, where an intelligent opponent will rally-route his ships rather than leaving them to the mercy of the pathing AI
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really though it doesn't matter becase some people just jump in and watch, not realizing its to late until ive killed at least 8 light frigs. Many times the ships only jump in on one side or the other of the phase lane, its there that they get hit with the gauss cannons not somehwere else

Even with 8 tactical slots, that would be way overpowered.
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how?? a fleet would just be trappend there for 2 mins, they can't run or move on unless they kill the PJI so its the same thing as the current way around, why do you think that scouts were able o jump in and out of phase disruption?
Reply #37 Top

how?? a fleet would just be trappend there for 2 mins, they can't run or move on unless they kill the PJI so its the same thing as the current way around, why do you think that scouts were able o jump in and out of phase disruption?
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What?
Reply #38 Top
exactly!
Reply #39 Top
MUFNS!
Reply #40 Top

MUFNS!
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:CONGRAT:
Reply #41 Top

how?? a fleet would just be trappend there for 2 mins, they can't run or move on unless they kill the PJI so its the same thing as the current way around, why do you think that scouts were able o jump in and out of phase disruption?


What?
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meaning that this is just like the current system, only there is a time limit. The way to leave the is to destroy PJI. Only difference is, if your fleet remains after 2 mins it can jump onward or backward. You would be held there, but for tow minutes, and a similar research system, like the vassari weapons jammer, could be used to upgrade the time you were stuck there.
Reply #42 Top

meaning that this is just like the current system, only there is a time limit. The way to leave the is to destroy PJI. Only difference is, if your fleet remains after 2 mins it can jump onward or backward. You would be held there, but for tow minutes, and a similar research system, like the vassari weapons jammer, could be used to upgrade the time you were stuck there.
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Great, so you want to take what people are already screaming over, and "nerf" it further (to the point of actually being a nerf...).
Reply #43 Top
Great, so you want to take what people are already screaming over, and "nerf" it further (to the point of actually being a nerf...).
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this issue has come up a bunch of times Ron. Im sure its not going to be changed so im going to let it die.