Pirates+Trinity=too hard to kill or too darned armoured!

Call this a rant if you will but the pirates, honestly 30+ armour on the coursairs the same amount on the gauss turrets. which make them just about a starbase with as close as they are to eachother. I thought the Pirates were supposed to be a thorn in your side not a major galaxy super power. I have been able to wipe a map clean of my enemies with less ships than defending against these guys! Not that these are really problems in a game just a huge over spend in your super economy that surrounds your enemies, just when you finally decide to wipe them out in previous entrenchment games they fell with one large fleet, not six huge fleets per base! Does anyone know how to tone down their armour?

P.S You "ARE" supposed to be able to stop them early on in a game right?

This is after the patch work!!!

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Reply #1 Top

I turned them off. Then they released a patch. Played with pirates, got raped, raped AI, got raped by hyperfast Ai bidding, and now I turned them off again.

Someone, please. Think about the pirate dispersion thingy. Divide the pirate wave according to the bounty and remove their sick stats! Kodiaks with 3000 health and 30 armor are even more ridiculous than the same with just 4k health!

Reply #2 Top

I'm kind of mixed on the Pirate issue.  I personally think that with the inclusion of being able to offer the pirates missions it should be possible to have the pirates a force to be reckoned with, why else would you send them on missions?  At the same time, the random pirates are difinitely too powerful, requiring a full army to be able to have a hope of repeling them.