Vasari Rebel Phase jumping Starbase of DEATH

It has come to my attention that the starbase phase jumping is simply pretty op, especially when they are stacked(the next one ready to jump in when/if you kill the first one).

I put forward a suggestion that it takes much longer for the starbase to charge its phase jump to help with balancing.

20,162 views 15 replies
Reply #1 Top

I suggested in another thread (before the official release) that the phase jumping ability be made a 2-level upgrade for the vas rebel starbases. This lets the SB jump and have full weapons or full health/shields upgrades, but not both. The first level of the upgrade could give a moderate buff to movement and turn speed to mitigate the sacrifice of a level in weapons or health.

Since there isnt any room for another upgrade in the ability card for the orkys, take colony pods out of the Vas Rebel tree. That tech doesnt really fit the rebels anyway IMO.

 

Reply #2 Top

and have this phase jump interrupt-able by capital ship/titan abilities

Reply #3 Top

They have buffed the caps and starbases through upgrades and the like to match the titans and as a result the Orkie is a pretty mean cookie jumping in fully leveled.

Alone it's counterable by a titan/fleets/defenses but if its part of an end game fleet it's a bad mamma jamma.

I think it would be cool to add a research ability to defense turrets like the TEC upgrades do but give it an anti-structure capability too.  Maybe one huge shot with a very long cool down.

Reply #4 Top

Personally I have found it very akward to deal with if they rush it and you are not also rushing for it.

Especially when playing as vas also, No anti structure :(

Reply #5 Top

Removing Colony Pods from VR Orkies would be fine by me.

Reply #6 Top

wow. volt.  remove the most useless starbase upgrade in the game to balance out the orkies...

 

ya that make sence.

Reply #7 Top

Jumoing in a second Orkulus after the first is destroyed is inadvisable as the fleet that destroyed the first one will still be there. 

Your idea does have merit due to the fact that the Vasari rebels can "shell game" their SB where a Orkulus built with economy in mind can switch with a Orklus built for defence with some clever tricks.

Reply #8 Top

OK, 

how about making them much less effective against corvettes?

*Pulls cape over face and walks backwards into the darkness*

Reply #9 Top

Quoting GoldenLegion, reply 8
second Orkulus after the first is destroyed is inadvisable as the fleet that destroyed the first one will still be there. 

Your idea does have merit due to the fact that

 

The only reason they destroy corvettes is ebcause their pulseguns deal Anti-heavy damage which does 100% damage to corvettes.

 

 

By contrast every other starbase has ALL capital ship weapons which deal 25% damage to corvettes.

Reply #10 Top

The most OP thing I've noticed is that it makes it possible to play the early game effectively with nothing but an orky and a couple of caps, and since the orky (once built) has no fleet supply costs you basically get a hugely powerful offensive weapon for no fleet commitment. This leads to being able to set up a very strong early economy AND play offensively. I have a friend who uses this as his main (read: only) strategy. What it ends up in is every Vas Rebel play may as well bum rush orkys and the jump tech and go nuts on early fleets that just cant stand up to being chased down by the most powerful SB in the game. The way I see it, if its gonna jump you should have to sacrifice some of its insanity whether in firepower or resilience.

Reply #11 Top

That is why I used the phrase ''simply pretty OP''

Reply #12 Top

Has Anyone tray to jump with 2 Star bases?  If you hasn't built anyone, you can jump with more than one, and this is too OP

Reply #13 Top

Quoting _Burner_, reply 12
Has Anyone tray to jump with 2 Star bases?  If you hasn't built anyone, you can jump with more than one, and this is too OP

Yes we have. One (usually the newer one) star base will shut down.

Reply #14 Top

Quoting JJBuck2, reply 1

Since there isnt any room for another upgrade in the ability card for the orkys, take colony pods out of the Vas Rebel tree. That tech doesnt really fit the rebels anyway IMO.
 

If you are going to go that way I'd say give mobile starbases to the loyalists, not the rebels.  Its the loyalists that are trying to move on, the rebels want to stand and fight.

Reply #15 Top

Make it so that the Orkulus burns off modules in order to jump to planets without phase stabilizers. So basically, in order to do a jump, you automatically lose 3 module slots, making it so that you can only build 5 modules after a jump, and any Orkulus with more than 5 modules already built can't jump at all. There could also be an 8th level research that reduce the burn off to 2.