EvE Building Superpower Updates
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Re: EvE Building Superpower Updates
I mostly see labs being used which is annoying as the other team always has it too, so both teams mostly cannot see the other teams buildings and by the time you get to their lab to destroy it its not worth it no more, bunkers I see them less but I still cannot see those new updates making any differences to what people choose as the strategic importance of being able to attack empires who are heavily shielded at the front at the back will always win over something like a nuke or hq power.
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Re: EvE Building Superpower Updates
Seeing other empires using this or that doesn't make it optimal. I don't want to elaborate on how each building power should be used, it just takes some imagination and calculation to make the best use of it. 90% of the cases you lose the war is not because of you chose the wrong super.
Great builds/strategies are always found/started by a few people/empires and become popular. Nothing wrong to be a follower, but I guess it's more fun to try new things. Trying new supers, even lose some wars, doesn't cost you a dime.
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Re: EvE Building Superpower Updates
Originally posted by UWE_Duke View PostSeeing other empires using this or that doesn't make it optimal. I don't want to elaborate on how each building power should be used, it just takes some imagination and calculation to make the best use of it. 90% of the cases you lose the war is not because of you chose the wrong super.
Great builds/strategies are always found/started by a few people/empires and become popular. Nothing wrong to be a follower, but I guess it's more fun to try new things. Trying new supers, even lose some wars, doesn't cost you a dime.
so like this everyone ends up using either labs or bunkers
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Re: EvE Building Superpower Updates
Originally posted by NutzOfDeez View PostWhen looking at the contributors, I see it says a number under each characters name, then a number all the way to the right.
I got the number underneath the name is your level, but what is the far right number?
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Re: EvE Building Superpower Updates
Oh man i read this wrong lol. The part where it says "remaining shield" i thought it meant whatever the shield was, as in the whole shield that remained. And then targeted made me think it would be aimable. I was thinking that people would be using this power now especially against those teams that have those 15k shields. But nope. Lol
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Re: EvE Building Superpower Updates
Hey Duke, does the nuke need to be charged to a certain point, or could we launch it in the first 10 mins and get all the damage effects?
Duke: You get the super power effect when it drops successfully, has nothing to do with charging time. The regular Nuke effect is related to the charging time.Last edited by UWE_Duke; 03-24-2017, 11:39 PM.
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Re: EvE Building Superpower Updates
Originally posted by UWE_Duke View PostSeeing other empires using this or that doesn't make it optimal. I don't want to elaborate on how each building power should be used, it just takes some imagination and calculation to make the best use of it. 90% of the cases you lose the war is not because of you chose the wrong super.
Great builds/strategies are always found/started by a few people/empires and become popular. Nothing wrong to be a follower, but I guess it's more fun to try new things. Trying new supers, even lose some wars, doesn't cost you a dime.
We don't have bunkers or lab. We make turns using hospital and armory. Armory is next can't wait.
We used HQ only one's. It takes us almost a week to charge our super powers.
We have been charging for 4 days and only 58% complete at time of writing.
IF Gaea and devs give level 1-150 more options to do daily achievements and charge super powers we can experiment more.
Agent Sara has contributed the most +120 then mobile mobster +20
All the other contributors are +6 and less.
Duke: I think armory/nuke/hospital/sniper tower should be pretty good for small empires. I was a big fan of letting Sara charge super faster for you guys, but it was tuned down before the release. If you appeal this harder maybe it can be revisited.Last edited by UWE_Duke; 03-24-2017, 11:42 PM.
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Re: EvE Building Superpower Updates
Originally posted by DFish View PostHey Duke, does the nuke need to be charged to a certain point, or could we launch it in the first 10 mins and get all the damage effects?
(So, "No, later is better.)
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Re: EvE Building Superpower Updates
After playing with and against HQ Superpower for a week or so, I can tell you it is totally overpowered especially when warring against empires with lots of strong titans with lots of health and lts on defenders like Six, Nuts, Strafe and Surgeon. The damage cap / mitigation (when coupled with the aforementioned lieutenants cloned by Vice) essentially neutralizes big hitters like me and creates a huge game imbalance.
I would recommend that devs update another superpower like Sniper tower that ignores the HQ Superpower and allows hits above the cap / ignores the damage mitigation to maintain parity. Otherwise there is no incentive for empires to build any classes other than healthy titans.
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Re: EvE Building Superpower Updates
Mean while on UE Of our lives LS is allso currently running hq super with the 2 biggest titans in game
I agree with the big bully Sniper, this super is horrible for teams that rely on a single player to win a war, brings out way to much team work ! Good job on this SuPer UE !!!!
❤️MARKUS
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Re: EvE Building Superpower Updates
Originally posted by alpha6776 View PostAfter playing with and against HQ Superpower for a week or so, I can tell you it is totally overpowered especially when warring against empires with lots of strong titans with lots of health and lts on defenders like Six, Nuts, Strafe and Surgeon. The damage cap / mitigation (when coupled with the aforementioned lieutenants cloned by Vice) essentially neutralizes big hitters like me and creates a huge game imbalance.
I would recommend that devs update another superpower like Sniper tower that ignores the HQ Superpower and allows hits above the cap / ignores the damage mitigation to maintain parity. Otherwise there is no incentive for empires to build any classes other than healthy titans.
I'm aware of what you meant by "big titans". That's more like they choose to stay together. I can imagine how they became problematic for you to handle when they are running HQ super.
Something will be done to counter the big accounts staying together. We won't force any empire to disband, but it's not healthy for game balance if someone can win just by stacking big accounts in an empire. Inactive players will also be weakened in EvE. It just has to happen.
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