Mutual Repair Starbases
I was just wondering: Would a starbase with docking booms repair another starbase in close vincinty?
I was just wondering: Would a starbase with docking booms repair another starbase in close vincinty?
YES... i have test it and it make them a difficult target, same a titan with a few level will have a very difficult time... two starbase near a wormhole who repair each other and with crossing firing zone is a deadly trap...
As for now, the "twin fortresses" research don't only allow you to build two starbase in your own gravity wells like it is wroten on the research infocard but it apply everywhere... at sun, it is possible to have 5 starbase with the twin research... useful in case of the sun type who dissable the passive hull regeneration... two starbase near each other with docking boom become the only way for repair...
Wouldn't the dual-research allow eight star bases within a stars gravity well?
If the Advent get something similar.. just imagine.. We're talking 160 strikecraft in the gravity well at all times, not to mention meteor swarms, disorientation.. It would be.. epic!
And then you can say good bye to multistars because nobody is gonna break through that without a 1000 Orgovs.
except you can disable starbases with two caps and the Vasarie canojn disables starbase for a while.
Show me a cap ship that can get even remotely close with focus-fire from 80-100 Advent bombers.
how about 2 kols and 2 donovs?
nope... the research is somehow a "+1" thing and not a "x2"...
I'm fairly certain Starbases are immune to Kostura shots.
They are immune....and I don't think you could target a star anyway with a kostura...
Stars can have more than 1 Starbase? Never noticed that.
What exactly are the rules for starbases? Do other players' starbases effect anything I do?
Well, yes, on a star they will affect hull when phasejumping out, making them great for weakening a fleet before they enter your primary fortification.
If you get it right, with the advent, for example, you can place four starbases together near the most frequently used jump-position, upgrade them all to max defense - all of them with 4 squadron-upgrades. Alternate the remaining points between disruption and meteor strikes. Usually I have two in front that have 1 weapon upgrade, 3 def upgrade and four strike craft upgrade. The farther two have the meteor strike capability and the disorient ability.
With this, any fleet cut in their path will be cut down to cinders.
Even if your opponent avoids them entirely, you can send out up to 80 bombers (if you're so inclined) to decimate their caps.
Usually I go 30 fighters (to ward of enemy bombers) and 50 bombers. 50 Bombers can do a shitload of damage to a fleet before it manages to jump out of the stars gravity well. Particularly if you micro-manage a bit and focus their fire properly. The Vasari cap that can phase out its hull doesn't do that when it's moving. Not in my experience, anyway.
It appears that I dont need the twin starbase upgrade to put multiple starbases on unplanetary gravity wells ?!
If this is actually true then you should post it in the bugs thread...
you could ALWAYs place 4 starbases on stars.
now, if for osme reason you can put 2 or more starbases on astroid belts or plasma... thatwould be a biiig bug.
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