• 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 Unlock the Space Hub: A New Galactic Era Begins!

Goldra

Baronet
Questions!:

- has the eco sanctum increased it's % from 3 to 4%? The population it requires is?
No. 20820 population
- have recurrent quests finally increased their goods from 5 to 10?!

- has the last level of celtic tavern increased its population from 48K to more than that? And if yes, which is the new number?
52050
- how many main and side quests have diamonds and how many per missions?!
 
that list is not complete, here are all the RQs:
View attachment 11851
Thanks for the list. It'll help a lot to make a more informed decision. I'm planning to finally "rush" through the previous space ages.
In some space ages we can get special goods (of the previous space age) as rewards from (main) quests. If CF does buff those special goods from (main) quests, since it buffs goods, it would dramatically cut down the needed number of collections from synthesizers (depending on the CF and number of synthesizers a +/- a week worth of collections).
Are in SA:SH also (main) quests rewarding us with SA:T's special goods? I'm not necessarily in a rush to get through it when I'm there but just wondering.
 

Goldra

Baronet
  • :colonists:
    FOE-84310 We did balancing adjustments to some recurring quests in Space Age Space Hub, as the conditions were way too high.
 
After looking better into the units. I've noticed that the power shot ability goes to waste; force field on the heavies don't get ignored by it. Stealth could be bypassed by the more useful ability in this case: blast. A better solution would be swapping force field with reactive armour 4 or perhaps 3. To enable heavies to survive better while crawling towards their targets: ranged and fast units. It offers them better odds to stick long enough to the fight. If that's for balancing reasons unwanted power shot could be swapped for blast. It helps agains force field and stealth. Both main targets of artillery would then be vulnerable against them. Another oddity shows up again since SAJM: contact! Is a great counter ability against fast units. Yet they're supposedly hunt those units. To me the power shot ability seems to the most wasted potential in this meta: lacking targets upon which it would've been useful

Oh well this feedback probs won't make it to the devs. Still holding up my hopes it miraculously does for them to reconsider or at least learn from this mistake for the next age.
 
After looking better into the units. I've noticed that the power shot ability goes to waste; force field on the heavies don't get ignored by it. Stealth could be bypassed by the more useful ability in this case: blast. A better solution would be swapping force field with reactive armour 4 or perhaps 3. To enable heavies to survive better while crawling towards their targets: ranged and fast units. It offers them better odds to stick long enough to the fight. If that's for balancing reasons unwanted power shot could be swapped for blast. It helps agains force field and stealth. Both main targets of artillery would then be vulnerable against them. Another oddity shows up again since SAJM: contact! Is a great counter ability against fast units. Yet they're supposedly hunt those units. To me the power shot ability seems to the most wasted potential in this meta: lacking targets upon which it would've been useful

Oh well this feedback probs won't make it to the devs. Still holding up my hopes it miraculously does for them to reconsider or at least learn from this mistake for the next age.
Power Shot ignores Flying. The SASH artillery unit will probably be the go to unit since it can hit the fast units.
 
Power Shot ignores Flying. The SASH artillery unit will probably be the go to unit since it can hit the fast units.
Still wasted potential; flying units have buffs against them and ranged have Contact! + bonus against artillery. Power shot does nothing to help them with anything but allowing to attack fast units. As this messy meta stands: ranged are the best overall. Heavies are sluggishly slow (similar to PE tanks), ranged can dance around them and pretty much handle fast easily
 
Still wasted potential; flying units have buffs against them and ranged have Contact! + bonus against artillery. Power shot does nothing to help them with anything but allowing to attack fast units. As this messy meta stands: ranged are the best overall. Heavies are sluggishly slow (similar to PE tanks), ranged can dance around them and pretty much handle fast easily
Until we both advance to SASH we really won't know. My expectation is that SASH will be much like SAV (where Power Dragons were the most effective unit, imo). The Ghost Blaster (SAV ranged unit) did not have Contact so the SASH ranged might be very useful. But my point was that Power Shot is not useless. It allows arty to be used without needing to look at the opposing army every time.
 
Until we both advance to SASH we really won't know. My expectation is that SASH will be much like SAV (where Power Dragons were the most effective unit, imo). The Ghost Blaster (SAV ranged unit) did not have Contact so the SASH ranged might be very useful. But my point was that Power Shot is not useless. It allows arty to be used without needing to look at the opposing army every time.
We don't have to. Power shot doesn't ignore force field. Unless the devs decide to finally reverse that to rebalance FE's meta and "fix" SASH meta. This means that heavies are actually the only units that ironically are the least vulnerable against artillery.
Let's look back. Power dragons from SAV didn't bother attacking fast units in auto-pilot until they didn't have anything else to attack. In SAJM the ranged also have contact! and fast have bonuses against them. Guess what was the best counter against fast in SAJM? Precisely ranged, it's in SASH much better as the fast are nerfed. So, a good chance to land the 1st strike with full strength + AO/Catalyst. To make it better they're having a good chance take revenge on artillery. Only the light can be rough w/o artillery. However if they had blast it would've been easier for SASH artillery to counter heavies (with force field) and lights who come up close to them anyways. Putting them in much greater danger.

So, my point rather is that power shot is misplaced in this meta. With nothing it truly counters. If heavies had reactive armour it would've. If power shot can ignore force field again it does too. If it's getting a "special" power shot that also ignores force field, it does too (its a galactic army so, they could for all we care have developed some type of rail gun so powerful not even force fields to successfully sow projectiles sufficiently down). If it gets swapped for blast artillery gets an easier time knocking out heavies and lights as it's supposed to. Yet it wouldn't have such a great time getting shot at by ranges and flying having an free-card to hunt them. To me that does makes much more sense in this meta: blast over power shot.
 
We don't have to. Power shot doesn't ignore force field. Unless the devs decide to finally reverse that to rebalance FE's meta and "fix" SASH meta. This means that heavies are actually the only units that ironically are the least vulnerable against artillery.
Let's look back. Power dragons from SAV didn't bother attacking fast units in auto-pilot until they didn't have anything else to attack. In SAJM the ranged also have contact! and fast have bonuses against them. Guess what was the best counter against fast in SAJM? Precisely ranged, it's in SASH much better as the fast are nerfed. So, a good chance to land the 1st strike with full strength + AO/Catalyst. To make it better they're having a good chance take revenge on artillery. Only the light can be rough w/o artillery. However if they had blast it would've been easier for SASH artillery to counter heavies (with force field) and lights who come up close to them anyways. Putting them in much greater danger.

So, my point rather is that power shot is misplaced in this meta. With nothing it truly counters. If heavies had reactive armour it would've. If power shot can ignore force field again it does too. If it's getting a "special" power shot that also ignores force field, it does too (its a galactic army so, they could for all we care have developed some type of rail gun so powerful not even force fields to successfully sow projectiles sufficiently down). If it gets swapped for blast artillery gets an easier time knocking out heavies and lights as it's supposed to. Yet it wouldn't have such a great time getting shot at by ranges and flying having an free-card to hunt them. To me that does makes much more sense in this meta: blast over power shot.
Too many "ifs". The stats are the stats. Unless INNO changes them (unlikely) then we'll be fighting with the army we have, not the one we wish we had.
 
Too many "ifs". The stats are the stats. Unless INNO changes them (unlikely) then we'll be fighting with the army we have, not the one we wish we had.
Doesn't change the fact that power shot is misplaced in this meta... I'm only pointing this obvious oversight out: it is misplaced, it does not counter successfully the units it's supposed to counter. A better fit is blast (ignores stealth + helps against force field). Arguable force field is misplaced if you're looking it the other way around, reactive armour is a better fit.

I'm sure the devs didn't think about it. SAJM, SAT and SASH meta are prove of that. Many units with abilities that brilliantly counter the units that where given units bonuses against them: ranged vs fast (SAJM, SASH), ranged vs heavy (blast vs stealth, SAT), force field vs power shot (SASH heavies vs SASH artillery). I don't mind having a SAAB 2.0, a bit less favourable for ranged but still heavily favourable. I'm just pointing out an design flaw, a missed opportunity from a misplaced ability on a unit...
 
Last edited:
Doesn't change the fact that power shot is misplaced in this meta... I'm only pointing this obvious oversight out: it is misplaced, it does not counter successfully the units it's supposed to counter. A better fit is blast (ignores stealth + helps against force field). Arguable force field is misplaced if you're looking it the other way around, reactive armour is a better fit.

I'm sure the devs didn't think about it. SAJM, SAT and SASH meta are prove of that. Many units with abilities that brilliantly counter the units that where given units bonuses against them: ranged vs fast (SAJM, SASH), ranged vs heavy (blast vs stealth, SAT), force field vs power shot (SASH heavies vs SASH artillery). I don't mind having a SAAB 2.0, a bit less favourable for ranged but still heavily favourable. I'm just pointing out an design flaw, a missed opportunity from a misplaced ability on a unit...
I'm happy that Power Shot counters Flying. I will be able to use artillery as a base unit again without worrying about getting wiped out by fast units.
 

DaSteve

Farmer
I pray to god that they don't take away powershot.
I can't understandsome of you guys. If I go up to 170~180 attrition that means on average (at 20% attrition) 850-900 battles. I have really enjoyed Future, SAM, SAV, SAAB, SAJM because I was able to get to at least 100 attrition with many battles in a row before I had to replenish and exchange units. This made it possible to get the 500 battle done without too much hassle. And mostly in races it was satisfying to be able to get off battles fast (at low attrition).
SAT at the other side forces me to replace units very often, making it incredibly tedious to do many battles in a row, because there are no combinations of units (even at low attrition) that can get out of a fight without too much damage consistently.

And there is something else I have noticed. Everytime I use the replace units I get a brief loadings screen. I don't think its good for the already lagging battles that many players at once use this feature this often. In fact, in a world where I am in a guild that has not a single Titan player the lag is not this bad as in my other world (where more than half of the guild is in titan).
 
I have made a manual battle artillery vs heavy, and i kill the heavys with one shot. Force shield doesnt work agaisnt powershot
According to the Wiki, Power Shot does not ignore Force Field. Assuming that this is true, my guess is that your attack boost is high enough to kill the heavy with one shot even though it has the Force Field skill. My expectation is that artillery vs heavy will be successful at lower attrition but there will come a point where the heavies can absorb enough damage to cross the battlefield and score hits.
 
I have made a manual battle artillery vs heavy, and i kill the heavys with one shot. Force shield doesnt work agaisnt powershot
I've played manual with ninjas vs SAV units. They're killing them almost instantly. SAV units must be a lot weaker than VF units. No seriously force field gets not ignored by power shot. With sufficiently higher buffs it's possible to 1-shot force field units regardless. Same with vastly inferior units vs vastly superior units...
 
Top