• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation in to English is provided if your post is not in English and to respect your fellow players when posting.

Feedback Space Age Venus (SAV)

drakenridder

Overlord
Perk Creator
Unlike common believe, after fighting a bit against power dragons. They appear
not that powerful. My bonuses are a joke compared to live and I still handle them.
Not being able to hide from them is not much of a big deal in my experience, as
you can easily develop counter tactics.
Energy canons and observer drones are far more dangerous. The first is overwhelmingly
fast, lik the recon raiders from AF, the eels from OF and the sentinels from SAM. Kinda
upgraded versions of those units, I like it. This can be countered forcefield or to some
degreed reactive armour, as keen eye / AR targeting system can bypass reactive armour.
The dragons are a bit slow. Despite being heavy hitters due to them being a bit slow,
you can tackle them with nail storms and fast units. Pretty much anything that strikes
quick enough. Even with decant defence bonuses, most units that are buffed against
artillery can take their hits and taking them down.
The ghost blaster seems to be a heavily upgraded and updated version of the FE light
unit. Potentially good counters for observer drones. Overall the Venus units pool seems
fairly interesting and across the board all units appears useful. Although the steel fist
lacks behind due to it's limited range and reactive armour not being reactive armour 3
instead of 4 in order to survive a bit better against keen eye.

The map is fairly interesting and has a classic slow speed in deploying own age units. Allowing
for some time to develop Venus' units. From what I've seen through spoilers and in the game
on the map. This age appears pretty good and well designed. Better then SAAB due to better
units which greatly enhances this age.
The narrative behind the age is also plausible and far better then what I've been expecting. From
a bit weak start at SAM, going to another planet just because we can. To SAAB we're running out
of materials gotta setting up a viable mining operation in the belt, to tackling food shortages with
Venus. Just amazingly genius design and very close to reality. As the world slowly evolves through
globalisation different countries specialising. Some specialise in farming while others industrial and
some in computer tech. This very well could evolve naturally in a similar way as presented by Inno's
dev. team with space ages. If we got that far. I'm curious what motive will drive us to Jupiter's moon.
 

jovada

Regent
Can we please have an answer how the 4 hours are counted, i saw 1BFA asked the same question and i wrote support but two days later still no answer.
Is it counted from 12am, 4am , 8am and so one or is the timer reset every time you level up ???
Mine is level 12 ( 22.5% chance to find a shard) build the GB 4 days ago and still not a single shard to be found.
 

qaccy

Emperor
Gotta say the SAV units are simultaneously surprising and boring. Here're my thoughts:

Fast: Energy Cannons are tied with Eels and Gliders to become the fastest units in the game without Rapid Deployment. They'll be solid first-strike units for the continent map in particular and a strict upgrade over Sentinels in general, unlike Hover Hammers which are generally worse (but not always!) because of their attack range. Flying loses its defensive utility against the Power Dragon but it'll still be useful for the early rounds of GE and a lot of the continent map where players are still facing SAAB units.
Heavy: This one might be the biggest surprise to me. The Steel Fist has an initiative of 20, making it the fastest heavy unit since the Battle Fortress. It's realistically only going to be facing SAAB and SAV units though, so this increase over the Shredder means it only moves faster than they do and ties with B.E.L.T.s. I guess this could be useful by itself, but Steel Wardens already work just fine against both of these and you'd most likely be using something else in this situation anyway. So ultimately...I guess they'll be annoying for players to fight against due to Reactive Armor, even though it's only 4 instead of 3. Like I said, this unit surprised me!
Light: For the first time since the Manta, we have a light unit with a range higher than 1! I'm sure many players will be happy with this, but I'm not really seeing a niche for them to fill along with it. Why not just use Energy Cannons instead? Better range and more mobile. Stealth does end up being more useful than Flying in this age, but against what? They're still pretty short-range and they're the slowest units in the age, meaning everything else will have the chance to fire on them before they can hide. At least they continue to be as mobile as light units have ever been so it won't be too hard for them to make it to the broken ground.
Artillery: Ahhh, the Power Dragon. Slot it in with 7 rogues (or 2+6 rogues if you're nervous) and go to town with your auto battles. What's gonna stop you? They may not be the 'strongest' unit statistically like Rail Guns were in the Future, but they make up for it by not having Recharge. These monsters are gonna do just fine throughout this age. They have the same initiative as Nail Storms as well, so if the Nail Storms are outnumbered the Dragons will be able to fire on them before they start getting hit back. If Energy Cannons are the go-to unit for the continent map, these are the unit for everything else where you can get away with using Rogues.
Ranged: Ghost Blasters are more or less a straight upgrade over Nail Storms. Their one big weakness is that they're terrible first-strike units. Anyone who's fought manually with Nail Storms knows they can't always reach the other side on their first turn. Now imagine if Nail Storms had one less attack range in battle. That's the Ghost Blaster! They won't be able to do much on their first turn, so if that's something that matters to you then stick with Nail Storms. 30 initiative does mean they move before Nail Storms though!
Champion: Wow, those stats! His mobility is still terrible, but he's almost got the defense (1200!) to make up for it. But with how the Champion's stats have been growing the past few ages relative to the other units, I think this guy's finally coming back around after falling off hard in Arctic Future. With the Power Dragon around, this is probably the strongest heavy unit in the game right now! For better or worse...

Final thoughts on SAV's military offerings are that they're...fine. This has a lot to do with SAAB being generally underwhelming though, making it easy for this new stuff to look great. I also fear that battling is starting to stagnate, though. Ever since the addition of AR Targeting (since renamed to Keen Eye), this has limited units to just one other ability. This wouldn't be bad by itself, but it seems that new abilities have also stopped coming and we've been seeing the same stuff for several ages now and it's usually the weaker abilities as well. Stuff like Contact! on units with low or 1 range, Blast, Heat, even stealth isn't really that amazing these days. What happened to innovating? Introducing new abilities to shake things up? Or maybe even making another big change to the battlefield like was done starting with Progressive? I guess these things could all end up falling flat and just looking like change for the sake of it, but I want more from a new age than just seeing different graphics on the screen!
 
Last edited:

xivarmy

Overlord
Perk Creator
Gotta say the SAV units are simultaneously surprising and boring. Here're my thoughts:

Fast: Energy Cannons are tied with Eels and Gliders to become the fastest units in the game without Rapid Deployment. They'll be solid first-strike units for the continent map in particular and a strict upgrade over Sentinels in general, unlike Hover Hammers which are generally worse (but not always!) because of their attack range. Flying loses its defensive utility against the Power Dragon but it'll still be useful for the early rounds of GE and a lot of the continent map where players are still facing SAAB units.
Heavy: This one might be the biggest surprise to me. The Steel Fist has an initiative of 20, making it the fastest heavy unit since the Battle Fortress. It's realistically only going to be facing SAAB and SAV units though, so this increase over the Shredder means it only moves faster than they do and ties with B.E.L.T.s. I guess this could be useful by itself, but Steel Wardens already work just fine against both of these and you'd most likely be using something else in this situation anyway. So ultimately...I guess they'll be annoying for players to fight against due to Reactive Armor, even though it's only 4 instead of 3. Like I said, this unit surprised me!
Light: For the first time since the Manta, we have a light unit with a range higher than 1! I'm sure many players will be happy with this, but I'm not really seeing a niche for them to fill along with it. Why not just use Energy Cannons instead? Better range and more mobile. Stealth does end up being more useful than Flying in this age, but against what? They're still pretty short-range and they're the slowest units in the age, meaning everything else will have the chance to fire on them before they can hide. At least they continue to be as mobile as light units have ever been so it won't be too hard for them to make it to the broken ground.
Artillery: Ahhh, the Power Dragon. Slot it in with 7 rogues (or 2+6 rogues if you're nervous) and go to town with your auto battles. What's gonna stop you? They may not be the 'strongest' unit statistically like Rail Guns were in the Future, but they make up for it by not having Recharge. These monsters are gonna do just fine throughout this age. They have the same initiative as Nail Storms as well, so if the Nail Storms are outnumbered the Dragons will be able to fire on them before they start getting hit back. If Energy Cannons are the go-to unit for the continent map, these are the unit for everything else where you can get away with using Rogues.
Ranged: Ghost Blasters are more or less a straight upgrade over Nail Storms. Their one big weakness is that they're terrible first-strike units. Anyone who's fought manually with Nail Storms knows they can't always reach the other side on their first turn. Now imagine if Nail Storms had one less attack range in battle. That's the Ghost Blaster! They won't be able to do much on their first turn, so if that's something that matters to you then stick with Nail Storms. 30 initiative does mean they move before Nail Storms though!
Champion: Wow, those stats! His mobility is still terrible, but he's almost got the defense to make up for it. But with how the Champion's stats have been growing the past few ages relative to the other units, I think this guy's finally coming back around after falling off hard in Arctic Future. With the Power Dragon around, this is probably the strongest heavy unit in the game right now! For better or worse...

Final thoughts on SAV's military offerings are that they're...fine. This has a lot to do with SAAB being generally underwhelming though, making it easy for this new stuff to look great. I also fear that battling is starting to stagnate, though. Ever since the addition of AR Targeting (since renamed to Keen Eye), this has limited units to just one other ability. This wouldn't be bad by itself, but it seems that new abilities have also stopped coming and we've been seeing the same stuff for several ages now and it's usually the weaker abilities as well. Stuff like Contact! on units with low or 1 range, Blast, Heat, even stealth isn't really that amazing these days. What happened to innovating? Introducing new abilities to shake things up? Or maybe even making another big change to the battlefield like was done starting with Progressive? I guess these things could all end up falling flat and just looking like change for the sake of it, but I want more from a new age than just seeing different graphics on the screen!

This was close to my initial impression :) Good to see someone who's gotten to try em out do more than celebrate the power dragon.

The niche for the light as I mentioned earlier is likely going to be at the highest attrition - since it's the most attack-oriented of the units, if you pick defending armies to hit that will let you get the timing right (i.e. can absorb any first hits with rogues and then either get to hiding or get the *real* first hits in itself), it's probably going to be the last unit to tap out as you're scraping out the last few attrition.

ghost blasters have more movement to make up for their less range - so they probably have about equal ability compared to the nailstorm to hit on first turn - which is to say they're in the annoying camp where you can't count your enemy ones as not hitting first turn (or hitting a rogue for that matter because a nonrogue might be all they can reach), and you can't count on first-hitting yourself either. Difference is in SAAB we had nothing to deal with that annoyance (if you sent BELTs they might kill your belts before they can shoot with or without rogues) - best bet I found was sentinels, but they suffered from lower stats and no AO crit. Where in SAV we have Energy Cannons (as you noted a straight upgrade over Sentinels, and a return of AO crit).

What's the defense on the champion? It was missing in earlier screenshots - and I just assumed the champion was as uneventful as ever in the last few ages.
 

derdelyi beta

Merchant
the person who said this is better than leveling cape past 60 was mathematically incorrect.

It was me.
First of all I said lvl80 and not lvl60.
And yes, maybe lvl80 was not a good example. BUT it's just a matter of time. There are some players who already have all the FP production buildings over lvl100. If you do your math again, there will be a certain threshold where this GB pays out its required 29k FP faster than leveling further any other GBs...

My opinion is:
  1. Superb GB: Has a super bonus (like Arc, CF, AO, attack boost GBs etc...)
  2. Good GB: Produces FP with a good payout (like Hagia) witout any useful secondary bonus
  3. Okey GB: Produces FP with a bad payout (like this new FI). Of course I would build such GB only if all of the cat 1/2. GBs are leveled up high enough.
  4. Crap GB: Does not fall into any of the above categories. 2/3 part of the current GBs are in this category...
 

qaccy

Emperor
ghost blasters have more movement to make up for their less range - so they probably have about equal ability compared to the nailstorm to hit on first turn
Unfortunately, not the case here. They have the range and movement allowance of a Tesla Walker, but with the movement costs of the Nail Storm. Actually worse, since the Nail Storm doesn't pay extra to move across broken ground but the Ghost Blaster does. That'd only be a small help though, since all the hills and rocks would still cost 6 apiece while the Tesla just cruises over them at 3.

On the flipside that does mean they're a bit safer to fight against with non-rogues! Weird to be saying that about a ranged unit and one with 30 initiative at that, but they took the worst of both worlds here with the Tesla's range and the Nail's mobility. :(
 

hus0123

Farmer
Ghost Blasters still have same movement speed value and range as Tesla Walkers, but they have different movement cost compared to Tesla Walkers. Ghost Blasters have the biggest problem that they have large movement cost and always can't reach enemy units on the first turn at beginning, they are most lacking rubble then anything rough terrains.
 
Last edited:

Amdira

Baronet
Can we please have an answer how the 4 hours are counted, i saw 1BFA asked the same question and i wrote support but two days later still no answer.
Is it counted from 12am, 4am , 8am and so one or is the timer reset every time you level up ???
Mine is level 12 ( 22.5% chance to find a shard) build the GB 4 days ago and still not a single shard to be found.
Same here - yesterday was day 3 for my FI at about lvl 17 and not a single shard visible. When I entered colony in the evening, it finally announced a shard, but when I clicked it, it said, not longer available. I'm more than sure I haven't overseen the message for 24 hours as I was eagerly waiting for the first shard and visiting the colony on a more than regular base :) - so how does it work?
 

maxbergheim

Squire
nice graphics: different from usual.
the village is now too big. adding expansions that everyone can add adds no relative advantage, only management inconvenience. I hope you rethink the number of expansions, perhaps eliminating the free ones. I know that I will attract criticism from those who always want new expansions, but those people do not understand that they put them all and there is therefore no relative advantage
 

jovada

Regent
Same here - yesterday was day 3 for my FI at about lvl 17 and not a single shard visible. When I entered colony in the evening, it finally announced a shard, but when I clicked it, it said, not longer available. I'm more than sure I haven't overseen the message for 24 hours as I was eagerly waiting for the first shard and visiting the colony on a more than regular base :) - so how does it work?
My guildmate had announce on the app that there was a shard but could'nt find it , when she loged in op laptop , there was a message no shards
Day 5 now for me and not a single shard.

STARTING TO GET VERY ANGRY AGAIN, after the debacle of the RQ delay they were forced to make an apology worldwide with the same text for every world, if you think they learned something from it and be more transparant ,forget it.
A simple question how the 4 hours of the flying island are counted is not answered, is it 12am, 4am, 8am and so on ?
Or is it reset every time you level the building ? In that case you created the only GB where you are punished for leveling him.
Why could'nt you just put the times in the announcement and be clear ??? Again this stinks :mad: :mad: :mad:
 

drakenridder

Overlord
Perk Creator
nice graphics: different from usual.
the village is now too big. adding expansions that everyone can add adds no relative advantage, only management inconvenience. I hope you rethink the number of expansions, perhaps eliminating the free ones. I know that I will attract criticism from those who always want new expansions, but those people do not understand that they put them all and there is therefore no relative advantage
Simple solution: just don't place extensions if you feel like the city grows too large.;) Most
like bigger and more. Personally I find my Beta city large enough but I wouldn't mind if it
grows further. ( :
 

qaccy

Emperor
How can you tell the movement cost on different terrain for different units? Do you just have to go into battle to find out?
Yup, that's exactly what I did! Went into battle with each unit and checked the movement costs. Did the same with initiative since that's a pretty important stat that Inno refuses to make visible to players!
 

-Alin-

Emperor
My guildmate had announce on the app that there was a shard but could'nt find it , when she loged in op laptop , there was a message no shards
Day 5 now for me and not a single shard.

STARTING TO GET VERY ANGRY AGAIN, after the debacle of the RQ delay they were forced to make an apology worldwide with the same text for every world, if you think they learned something from it and be more transparant ,forget it.
A simple question how the 4 hours of the flying island are counted is not answered, is it 12am, 4am, 8am and so on ?
Or is it reset every time you level the building ? In that case you created the only GB where you are punished for leveling him.
Why could'nt you just put the times in the announcement and be clear ??? Again this stinks :mad: :mad: :mad:

Happens here all the time with switch from phone and pc, shows me active shards on phone then switching to pc nothing to be found ...

Monday I placed FI, now is level 87, found 6 shards, 2 times a rare one with 5 bluprints, 4 shards weaker in value which gave me 2x5 powerdragons, 500k coins and 20 forge points ...
Thats just lol, but I keep the building, MAYBE they will adjust it, or just clarify how 4 hours is working, because levelling it doesnt change the timer, levelled before collectin a shard on settlement and it was still there after the level was done.
 
Top