80Janitor has a point.
In case you didn't see the replay. The attacker made urchins and stardust's in range of the opponents turrets and ships. There was so much build power the turrets were made within seconds and were repaired faster than the defender could damage it.
The situation is
Clams can easily clump up and concentrate their BP if they build floating stuff
Clams auto repair themselves in water
Clams can terraform making them immune to torpedo's
Static defenses are dirt cheap and super effective
On land you'd set a group of cons on fire, emp them, riot them or whatever. There are no underwater splash (lol) weapons. So the most logical solution would be to add such a weapon.
********slightly off topic (but this has been on my mind for a long time)********
Static defenses have been too strong in ZK for as long as i have been playing here. (same goes for all other A-mods except XTA for that matter) They make the game more static than it needs to be.
I suggest either or ant combination of
-To make all turrets unrepairable, including land defenses such as DDM and LLT.
-Global cost increase of all turrets by 30%-40%
-Decrease effectiveness from a mobile:static 1:~2,5 to 1:~1,75
-in general i want people to think carefully about if they want to plant down a turret instead of spamming LLTs and defenders with expanding cons without thinking.
-Make turrets unique. Give them something other than raw firepower so they always need to be used in combination with mobiles, like the emp-turret. XTA, for example, gave turrets more range than was accessible to the mobiles of the same level. But would be killed by a slightly larger investment in mobiles.
-remove shields, or make them un-rechargable. You'd spend X metal for an hp increase of a group of units which only delays later damage instead of preventing damage.