ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
They spoked about this a lot of the time : there was some talks about their reasons to remove this from the game 3 month ago.
Main reason is, to sumurize their position, "chessmove > 2 minutes 30 delay to click 3x > AI click for you by passing the battle".
They want the exact same thing if you click "watch the battle" or not, it is by design.
Nevertheless I have an opinion about it. And the thread is, as OP asked, about a rating and an opinion. Explaining their reasoning behind this, whether it's done by you or Amplitude themselves, doesn't change my opinion about it. But thanks for the clarification I guess.
It's meant to be "just a video". This is by design. These are chessmoves, with additional fireworks if you likes them or if you want to add a little suspense to an uncertain combat.
ES1 combat was exactly that, with less dynamic camera, less dynamic animations (weapon pods for example), less dynamic formations/fleet movement BUT you could use an additinal card for each phase. You actually had to win the battle and clicking it away was only an option when you outnumbered the enemy by far (as it should be). That's all there is to be said about it being worse than the first iteration. All those new additions mean nothing when you click it away except for those three times per session you don't because you have a close call/suspense whatever. Huge difference between "just a video" and "interactive video". It's a game, I want to play it not watch it.
@Amplitude just gimme those in-battle interactivity back, those "alien encounter" feeling when I do not know what the enemy has but after I've seen it I can play him out by adjusting my tactic during the fight.
Of course, it's better than ES1. More flexible deck-based battle system, and ground battle, they make me happy to see.
But, still, I think combat system is poor - just better than ES1 -
Actually, although I can't tell you I liked that combat system of Endless Legend, I really loved combination of various units in EL.
I could feel units are well designed to be combined with other units - even if there were only 3 exclusive units per race.
But in ES2, spamming ultimate ships seems like the only way to dominate our opponent.
Hope there would be a specific and exclusive role for every kind of ships, to make some synergy between them.
And - I can't remember this thing exactly though; I'm waiting for Update 3! - it would be good to meet minor faction's ship when we encounter or assimilate them.
Actually, in ES2 the special module system is restricted to equipping some to special hull types only. Ultimate spamming is not the "only way to dominate". They improved this aspect and it doesn't seem finished yet, so I expect it to get even better with the introduction of fighters and bombers.
It's meant to be "just a video". This is by design. These are chessmoves, with additional fireworks if you likes them or if you want to add a little suspense to an uncertain combat.
Of course, it's better than ES1. More flexible deck-based battle system, and ground battle, they make me happy to see.
But, still, I think combat system is poor - just better than ES1 -
Actually, although I can't tell you I liked that combat system of Endless Legend, I really loved combination of various units in EL.
I could feel units are well designed to be combined with other units - even if there were only 3 exclusive units per race.
But in ES2, spamming ultimate ships seems like the only way to dominate our opponent.
Hope there would be a specific and exclusive role for every kind of ships, to make some synergy between them.
And - I can't remember this thing exactly though; I'm waiting for Update 3! - it would be good to meet minor faction's ship when we encounter or assimilate them.
Currently it lacks just one reason to "watch" it other than just looking at the visualization. The sequence is better than in ES1 but why look at it at all? Not one reason. In ES1 you could influence it via adjusting the tactics, which was a lot better. They should add to this even more instead of removing it alltogether. I mean after looking at it the third time it's just the same. Everytime. Meh. The ability to take part in the battle should definitely be reintroduced. Why even waste time on the feature if it's not used in the end and just plain skipped? The sequence alone adds nothing at all to the game, could have saved the time to make all those (admittedly awesome) 3d models if they want to go down that road.
Same for ground combat. Actually even worse because it doesn't play out so much different, same visualization everytime. Boring. I'm glad they added it though, but needs to have the ability to adjust the tactic as well. Should also scale the unit size down, someone ever invaded with a huge force? Just overlapping sprites. Another meh. Was looking forward to 3d models actually which charge each other like in Master of Orion 2, nice battlesuits and all. Now it's just "dungeon of the endless" sprite art, walking to a line, and firing three times - no dynamics at all.
I also don't like the non-factionspecific hero-ships. Cravers in red toy ship? Noooo, please, nooo... players should just be able to mark one ship of the fleet as flagship, and this is then used by the hero assigned to the fleet. Done. Much work saved and no additional 3d-art needed.
Actually while I'm writing this I realize this is actually the only part (so far) which is a big step back compared to ES1. All the other stuff is improved (so far) compared to ES1 - factions (although their presentation is sometimes a bit off - why females with huge breasts as faction leaders? gods...) politics, mixed population, minor factions, dynamic tech tree - all add more depth to the game. Combat? Reduced to an animated sequence. I didn't give up hope though, I'm used to be surprised by Amplitude.
Well, take my comment with a grain of salt. It's obviously heavily influenced by personal taste. The gameplay itself has improved, combat in particular not, and the presentation of the factions (Sophons look now awesome though) is lacking imo.
I personally didn't play ES1 so I cant compare the two. But the combat is by far the least impressive part of this game. Literally EVERYTHING else is amazing(for an alpha). Once they improve the AI and Diplomacy the game will be great.. and I hope they do something with the combat. I would give it a 2 out of 5 personally for the combat. As I play the game more I am watching the combat less and less I notice.
In ES1 the three phases long, medium and short range combat where clearly announced in combination with the ability to play a card for each round and thus change tactics during a battle to counter revealed strenghts of the enemy fleet or emphasize on your own. Meaning you could actually influence or even change the outcome after it had started instead of just watching how your decision plays out without any means of changing the tides. I don't claim it was perfect but removing the interactive element completely is just a waste since you as the player sooner or later ends up with just clicking it away - since it's just a "video". Similar to a game's intro - at first nice to look at, later you might start cursing the devs for autostarting it every-single-time you start the game although you totally know it already. With the priority targets locked it literally is just the auto-camera feature which changes the visuals dynamically (not every time beneficial imo) - gets boring very fast.
I know they won't do this but I always wished for a true roundbased combat system with adjustable power (to directional shields, or weapon systems to counter enemy defense, or engine to get in a fav position) in a 3d-space, where you can pull off boarding maneuvers (so awesome!!!) to salvage enemy tech, raw resources, capture slaves (if applicable) and heroes (to sell 'em or brainwash 'em) and have your interceptors/fighters swarm enemy capital ships etc.
When you have a look at the ground battles as of now, in space it's just the same - plus you got some tracking shots. Waste of a lot potential and working resources imo.
I would prefer a system like that as well. I just don't know how well it would work for MP where you could have 3-4 real people playing at a time. I definitely want a system a little more involved then what we have though. The battles are pretty, but that only matters for so long then you want depth.
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Currently it lacks just one reason to "watch" it other than just looking at the visualization. The sequence is better than in ES1 but why look at it at all? Not one reason. In ES1 you could influence it via adjusting the tactics, which was a lot better. They should add to this even more instead of removing it alltogether. I mean after looking at it the third time it's just the same. Everytime. Meh. The ability to take part in the battle should definitely be reintroduced. Why even waste time on the feature if it's not used in the end and just plain skipped? The sequence alone adds nothing at all to the game, could have saved the time to make all those (admittedly awesome) 3d models if they want to go down that road.
Same for ground combat. Actually even worse because it doesn't play out so much different, same visualization everytime. Boring. I'm glad they added it though, but needs to have the ability to adjust the tactic as well. Should also scale the unit size down, someone ever invaded with a huge force? Just overlapping sprites. Another meh. Was looking forward to 3d models actually which charge each other like in Master of Orion 2, nice battlesuits and all. Now it's just "dungeon of the endless" sprite art, walking to a line, and firing three times - no dynamics at all.
I also don't like the non-factionspecific hero-ships. Cravers in red toy ship? Noooo, please, nooo... players should just be able to mark one ship of the fleet as flagship, and this is then used by the hero assigned to the fleet. Done. Much work saved and no additional 3d-art needed.
Actually while I'm writing this I realize this is actually the only part (so far) which is a big step back compared to ES1. All the other stuff is improved (so far) compared to ES1 - factions (although their presentation is sometimes a bit off - why females with huge breasts as faction leaders? gods...) politics, mixed population, minor factions, dynamic tech tree - all add more depth to the game. Combat? Reduced to an animated sequence. I didn't give up hope though, I'm used to be surprised by Amplitude.
Well, take my comment with a grain of salt. It's obviously heavily influenced by personal taste. The gameplay itself has improved, combat in particular not, and the presentation of the factions (Sophons look now awesome though) is lacking imo.
I personally didn't play ES1 so I cant compare the two. But the combat is by far the least impressive part of this game. Literally EVERYTHING else is amazing(for an alpha). Once they improve the AI and Diplomacy the game will be great.. and I hope they do something with the combat. I would give it a 2 out of 5 personally for the combat. As I play the game more I am watching the combat less and less I notice.
In ES1 the three phases long, medium and short range combat where clearly announced in combination with the ability to play a card for each round and thus change tactics during a battle to counter revealed strenghts of the enemy fleet or emphasize on your own. Meaning you could actually influence or even change the outcome after it had started instead of just watching how your decision plays out without any means of changing the tides. I don't claim it was perfect but removing the interactive element completely is just a waste since you as the player sooner or later ends up with just clicking it away - since it's just a "video". Similar to a game's intro - at first nice to look at, later you might start cursing the devs for autostarting it every-single-time you start the game although you totally know it already. With the priority targets locked it literally is just the auto-camera feature which changes the visuals dynamically (not every time beneficial imo) - gets boring very fast.
I know they won't do this but I always wished for a true roundbased combat system with adjustable power (to directional shields, or weapon systems to counter enemy defense, or engine to get in a fav position) in a 3d-space, where you can pull off boarding maneuvers (so awesome!!!) to salvage enemy tech, raw resources, capture slaves (if applicable) and heroes (to sell 'em or brainwash 'em) and have your interceptors/fighters swarm enemy capital ships etc.
When you have a look at the ground battles as of now, in space it's just the same - plus you got some tracking shots. Waste of a lot potential and working resources imo.
Currently it lacks just one reason to "watch" it other than just looking at the visualization. The sequence is better than in ES1 but why look at it at all? Not one reason. In ES1 you could influence it via adjusting the tactics, which was a lot better. They should add to this even more instead of removing it alltogether. I mean after looking at it the third time it's just the same. Everytime. Meh. The ability to take part in the battle should definitely be reintroduced. Why even waste time on the feature if it's not used in the end and just plain skipped? The sequence alone adds nothing at all to the game, could have saved the time to make all those (admittedly awesome) 3d models if they want to go down that road.
Same for ground combat. Actually even worse because it doesn't play out so much different, same visualization everytime. Boring. I'm glad they added it though, but needs to have the ability to adjust the tactic as well. Should also scale the unit size down, someone ever invaded with a huge force? Just overlapping sprites. Another meh. Was looking forward to 3d models actually which charge each other like in Master of Orion 2, nice battlesuits and all. Now it's just "dungeon of the endless" sprite art, walking to a line, and firing three times - no dynamics at all.
I also don't like the non-factionspecific hero-ships. Cravers in red toy ship? Noooo, please, nooo... players should just be able to mark one ship of the fleet as flagship, and this is then used by the hero assigned to the fleet. Done. Much work saved and no additional 3d-art needed.
Actually while I'm writing this I realize this is actually the only part (so far) which is a big step back compared to ES1. All the other stuff is improved (so far) compared to ES1 - factions (although their presentation is sometimes a bit off - why females with huge breasts as faction leaders? gods...) politics, mixed population, minor factions, dynamic tech tree - all add more depth to the game. Combat? Reduced to an animated sequence. I didn't give up hope though, I'm used to be surprised by Amplitude.
Well, take my comment with a grain of salt. It's obviously heavily influenced by personal taste. The gameplay itself has improved, combat in particular not, and the presentation of the factions (Sophons look now awesome though) is lacking imo.
I personally didn't play ES1 so I cant compare the two. But the combat is by far the least impressive part of this game. Literally EVERYTHING else is amazing(for an alpha). Once they improve the AI and Diplomacy the game will be great.. and I hope they do something with the combat. I would give it a 2 out of 5 personally for the combat. As I play the game more I am watching the combat less and less I notice.
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Currently it lacks just one reason to "watch" it other than just looking at the visualization. The sequence is better than in ES1 but why look at it at all? Not one reason. In ES1 you could influence it via adjusting the tactics, which was a lot better. They should add to this even more instead of removing it alltogether. I mean after looking at it the third time it's just the same. Everytime. Meh. The ability to take part in the battle should definitely be reintroduced. Why even waste time on the feature if it's not used in the end and just plain skipped? The sequence alone adds nothing at all to the game, could have saved the time to make all those (admittedly awesome) 3d models if they want to go down that road.
Same for ground combat. Actually even worse because it doesn't play out so much different, same visualization everytime. Boring. I'm glad they added it though, but needs to have the ability to adjust the tactic as well. Should also scale the unit size down, someone ever invaded with a huge force? Just overlapping sprites. Another meh. Was looking forward to 3d models actually which charge each other like in Master of Orion 2, nice battlesuits and all. Now it's just "dungeon of the endless" sprite art, walking to a line, and firing three times - no dynamics at all.
I also don't like the non-factionspecific hero-ships. Cravers in red toy ship? Noooo, please, nooo... players should just be able to mark one ship of the fleet as flagship, and this is then used by the hero assigned to the fleet. Done. Much work saved and no additional 3d-art needed.
Actually while I'm writing this I realize this is actually the only part (so far) which is a big step back compared to ES1. All the other stuff is improved (so far) compared to ES1 - factions (although their presentation is sometimes a bit off - why females with huge breasts as faction leaders? gods...) politics, mixed population, minor factions, dynamic tech tree - all add more depth to the game. Combat? Reduced to an animated sequence. I didn't give up hope though, I'm used to be surprised by Amplitude.
Well, take my comment with a grain of salt. It's obviously heavily influenced by personal taste. The gameplay itself has improved, combat in particular not, and the presentation of the factions (Sophons look now awesome though) is lacking imo.
We know that we are still missing some important elements to completely prove the interest of the feature (especially to improve the readability):
A detailed stats panel in the ship design screen will clarify some concepts like energy and projectile defenses (and we will give more stats in the ship / fleet tooltip)
An overview camera with specific feedback to have a global understanding of the battle
A detailed after-action report to see the efficiency of the strategies where a lot of the obscure concepts should become understandable (effective ranges, ship label in the battle scan view including defense absorption, card effects, experience gains, etc.)
More elements to increase the importance of flotilla distribution (support modules for the entire flotilla, better targeting / aggro, special modules with flotilla stance, etc.) and we will feedback the Command Points required to unlock more flotillas (currently: 5CP (and at least 2 ships) then 10CP (and at least 3 ships)
Arena effects to add diversity in the encounters
More content, especially exotic effects for strategical modules
More cards and ways to unlock them to increase the opportunities to change your deck
And very important: an IA being able to build ships and decks in a coherent manner, and to counter players to force them to adapt their strategy!
@Mailanka: I hope this list answers some of your concerns! And yes you're right about the medium range and the admiral heroes experience, we will look at these issues. Currently, a level up increases the ship's maximum health.
kaydiechii wrote:
1. to once again allow players to simulate enemy fleet positionings retaining the "star" for most optimal, so they can understand what best to play against it with out having to look at each ship's armaments and having a huge overhead of information they must know in their head.
2. to allow players to customize which ships go in which fleet position slot (im getting a lot of situations where ships i have fitted with long range weapons are the ones that take the "spear tip" position, while my more durable shorter range ships take the backline, and i can't really do much (or if i can, it's not obvious to me how) to change that.
Since update 2, you can move ships between flotillas with a drag & drop! We will improve the feedback to clarify this possibility. But because of this (and the fact that we show previous cards and not the real cards of the opponent), we can't feedback the range and compatibilities anymore. Indeed, your opponent can change their ship distribution like you and the stats no longer make sense.
Is there a way to see the numbers behind the percentages? on the votes I mean
Updated 8 years ago.
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Good to see the devs have identified most of the problems and are working to make improvements.
I have a question in regards to the stats screen before each battle. The one that depicts a bunch of different ratios, they dont seem to be affected by anything you do. For instance I tried changing the battle card being played and also moved a few ships around to different flotillas, I didnt see any change to the ratios.
Is this feature not implemented at the moment?
Ratio are dependants of you ships, not the range slot you put them in.
If all your ships are 100% Missiles, they get Long range 100% / Medium range 100% / Short range 0% in whatever spot you put them in.
In Update "0" and Update 1, these ranges applied to your damage. In Update 2, this is miss shots. Missiles will hit in Update 2 with 100% chance in Long range and Medium.
Good to see the devs have identified most of the problems and are working to make improvements.
I have a question in regards to the stats screen before each battle. The one that depicts a bunch of different ratios, they dont seem to be affected by anything you do. For instance I tried changing the battle card being played and also moved a few ships around to different flotillas, I didnt see any change to the ratios.
Well, as a VIP seeing things "behind the scenes", I can PROMISE YOU that they are still looking at ways to make combat more understandable and transparent.
I listed 3 out of 5 because I'm just feeling a bit lost with combat in general. I'll echo Mialanko & say I'm just unclear on how exactly the specifics of combat works out. I liked ES1 & EL's combat systems, despite that they were very different. They were both also fairly intuitive. I'm sure this will improve by the game's launch (heck I'm confident that it'll be good come the beta) but as is I'm just a bit confused and hoping for the best.
At this time, I tried different strats with the different weapons and it was never really pleasant, in term of experience.
The trajectories and distance system is so obfuscated, I don't really know what happened after a battle, even if I looked it.
I tried making enforcers ships with beam strategy in mind, it worked sometimes, at an overall higher loss cost.
The game suffer his old demon, shoot first and win, but why it won't ? For the moment the combat system is the same as ES1 with even less depth. We need ways to manage targeting priorities like in ES1, for exemple focus the flottilla actually doing the most DPS, then it would let opportunities for the opponent to make "silent" flotillas, with only beam, they don't shoot at first and don't attract attention, even without heavy defenses ship they could approach sneaky and deliver destruction when it's too late.
A "focus on the closest target" could counter these tactics, but could be countered by frontline heavy defenses ships.
I think we definitely need an target priority based on the distance of enemy flotillas, especially to counter the mass artillery strat.
It would be nice to play on the distribution of ships in flotillas, for the moment I don't see the advantage to put more on left or on the middle. It would be interesting to be able to switch the weapons angles on our ships, a button could allow me to switch between a heavy mount or two broadsides, even if the ship visual look the same for both I don't care. Broadside would allow a ship to spread his fire on multiple targets on both sides and a heavy mount would fire stronger but one at a time.
The factions in the game need more unique warfare, I think unique weapons would be a basic, like a draining beam for Vodyani, some repair drones for empire, some lure / fake units for Sophons, some kamikaze fighters for cravers etc.
We know that we are still missing some important elements to completely prove the interest of the feature (especially to improve the readability):
A detailed stats panel in the ship design screen will clarify some concepts like energy and projectile defenses (and we will give more stats in the ship / fleet tooltip)
An overview camera with specific feedback to have a global understanding of the battle
A detailed after-action report to see the efficiency of the strategies where a lot of the obscure concepts should become understandable (effective ranges, ship label in the battle scan view including defense absorption, card effects, experience gains, etc.)
More elements to increase the importance of flotilla distribution (support modules for the entire flotilla, better targeting / aggro, special modules with flotilla stance, etc.) and we will feedback the Command Points required to unlock more flotillas (currently: 5CP (and at least 2 ships) then 10CP (and at least 3 ships)
Arena effects to add diversity in the encounters
More content, especially exotic effects for strategical modules
More cards and ways to unlock them to increase the opportunities to change your deck
And very important: an IA being able to build ships and decks in a coherent manner, and to counter players to force them to adapt their strategy!
@Mailanka: I hope this list answers some of your concerns!
To be 100% clear here, I'm expressing my experience with the game as it is. I'm aware that there's still sawdust on the floor (for example, I understand the strategics need a rework anyway), and that as one's understanding of the game improves, you can see more opportunities for strategy, so it might well be my understanding that's flawed, but giving me the tools to better get at that information will help (though naturally, we also run the risk of information overload).
And yes you're right about the medium range and the admiral heroes experience, we will look at these issues. Currently, a level up increases the ship's maximum health.
Oh really? I'll have to look more closely at that. That's not a bad choice, to be honest (I could also see, perhaps, some increased accuracy, but I don't know how much accuracy is an issue)
Since update 2, you can move ships between flotillas with a drag & drop! We will improve the feedback to clarify this possibility. But because of this (and the fact that we show previous cards and not the real cards of the opponent), we can't feedback the range and compatibilities anymore. Indeed, your opponent can change their ship distribution like you and the stats no longer make sense.
Really? I'll have to try that. I had no idea that was possible. Indeed, it sounds like the problem is feedback more than anything else, which is understandable, given the current state of the game.
We know that we are still missing some important elements to completely prove the interest of the feature (especially to improve the readability):
A detailed stats panel in the ship design screen will clarify some concepts like energy and projectile defenses (and we will give more stats in the ship / fleet tooltip)
An overview camera with specific feedback to have a global understanding of the battle
A detailed after-action report to see the efficiency of the strategies where a lot of the obscure concepts should become understandable (effective ranges, ship label in the battle scan view including defense absorption, card effects, experience gains, etc.)
More elements to increase the importance of flotilla distribution (support modules for the entire flotilla, better targeting / aggro, special modules with flotilla stance, etc.) and we will feedback the Command Points required to unlock more flotillas (currently: 5CP (and at least 2 ships) then 10CP (and at least 3 ships)
Arena effects to add diversity in the encounters
More content, especially exotic effects for strategical modules
More cards and ways to unlock them to increase the opportunities to change your deck
And very important: an IA being able to build ships and decks in a coherent manner, and to counter players to force them to adapt their strategy!
@Mailanka: I hope this list answers some of your concerns! And yes you're right about the medium range and the admiral heroes experience, we will look at these issues. Currently, a level up increases the ship's maximum health.
kaydiechii wrote:
1. to once again allow players to simulate enemy fleet positionings retaining the "star" for most optimal, so they can understand what best to play against it with out having to look at each ship's armaments and having a huge overhead of information they must know in their head.
2. to allow players to customize which ships go in which fleet position slot (im getting a lot of situations where ships i have fitted with long range weapons are the ones that take the "spear tip" position, while my more durable shorter range ships take the backline, and i can't really do much (or if i can, it's not obvious to me how) to change that.
Since update 2, you can move ships between flotillas with a drag & drop! We will improve the feedback to clarify this possibility. But because of this (and the fact that we show previous cards and not the real cards of the opponent), we can't feedback the range and compatibilities anymore. Indeed, your opponent can change their ship distribution like you and the stats no longer make sense.
This is coming from a brand new gamer to this area or this company. Game was my first try into their companies games. I felt the battles a little boring tbh. Great visuals but once you make one choice you just sit there. I really believe it should be more interactive in some sort. After 2-3 battles i just started skipping watching them. Sad really a lot of time was spent on this to make it look that good. But just to boring imo.
it rings more true with ES1 with the deck system, which i fully support. customizing a deck that you research and build is really neat.
Not being able to easily see what the AI do, or at a short glance what the ai is most efficient at makes things a little more difficult, and a lot harder for a newer player to pick up on.
I think a minor change, but major improvement to the current system would be:
1. to once again allow players to simulate enemy fleet positionings retaining the "star" for most optimal, so they can understand what best to play against it with out having to look at each ship's armaments and having a huge overhead of information they must know in their head.
2. to allow players to customize which ships go in which fleet position slot (im getting a lot of situations where ships i have fitted with long range weapons are the ones that take the "spear tip" position, while my more durable shorter range ships take the backline, and i can't really do much (or if i can, it's not obvious to me how) to change that.
Overall the direction and philosophy for the new combat system is good. the way it plays is fairly good. and the concept is really great, but the readability, accessibility, and ability for a player to actually use the system and make meaningful and rewarding decisions seems very obfuscated.
I'd recommend to try my weapon balance mod on a campaign. You can make quite good hybrid designs there, because all beams or all missiles design are not the best designs anymore. If you want to have strong middleranges ship, you can through hybrid designs like 1x Kinetics / 1x Missiles / 1x Shield.
I have no sense of what's going on, or how best to build for a particular strategy. I certainly win more than I lose, but I feel like I'm guessing at how things work. I do definitely think it's a step up from the previous iteration (there's meaningful choices now), but I felt like I had a greater sense of control in ES1, and that there could be surprises.
ES1 had "rocks scissors paper" atop "rock scissors paper," but in a way that created a need to read your opponent. Fleets of missile destroyers, for example, could destroy your enemy before he could deal any damage to you, so you needed little armor (the "iajutsu" strategy, or glass artillery). The counter to this is, first of all, that flak was superior, pound for pound, to any defense. Beam weapons also hit sooner, so a beam-weapon focused fleet could hit missiles just before missiles hit artillery, albeit with inferior accuracy, but there were strategies that could overcome this. Together, both of these made ballistics the worst... unless you could armor up and get close, in which case you had the "juggernaut" strategy, which I found worked very well with the Sheredyn as they could prevent their enemy from fleeing if their initial salvo didn't take them out. Which brings us to our cards: Once you understood the design metagame, you could try to outguess your opponent with cards, based on how your ships were built and how his were. And, of course, extremely advanced heroes made a huge difference in your strategy options.
In ES2, I have no real sense of how combat works. I've been learning a bit more, but it seems even more solidly in favor of long ranges than short, because you can elect to keep your distance. There is the possibility of making better use of "mixed arms" in that you can have close-range ships sweeping in close while long range ships pound from a distance, but I've not really found that I make much use of this. There also seems to be arcs of fire (frontal and broadsides, perhaps?) but this also seems difficult to take advantage of. In practice, I tend to pick ballistics or energy based on what my civilization is good at, and then I just churn out enough ships to overwhelm my opponent. I rarely really care about what specific tactics I use, and I tend to pay more attention to keeping my distance from my enemy, or at least keeping my opponent from reaching optimum range, though in practice, despite the presence of 3 ranges, there seems to be only really two: Long-Medium, and Short, as most things that are good at hitting you at long range are also good at hitting you at medium, while things that are good at hitting you at close range suck at hitting you at both medium or long (the degree to which this is true varies)
We also don't have that many tactics. I know we can change our decks, but I usually only do this once a game, when I get a new set of cards. There doesn't seem to be a lot of play/counterplay, in that I guess, see what my opponent does, and then try to respond to either drive home an advantage or rally to try to salvage the situation, or flee now that I know things have gone sideways. I like that you have to pick and choose what tactics you develop, but I don't have any further sense of personalization.
Heroes don't do much the sway battles except in that they're a free ship in the battle, and you can upgrade it. Experience is excruciatingly slow for heroes-as-admirals, and their biggest benefit, other than that free ship, is that they improve movement speed (thus I'm a big fan of seekers). Beyond that, I generally find Heroes, especially late game, are far better off as governors than heroes.
There are three deployment vectors, but I don't know how to control those or implement them. They just happen. If I have a close-range beam ship and a long-range missile ship in a fleet, I always just get one attack vector. I can't try to make the beam-ship close and the missile-ship go long. If I have enough ships, whatever that number is, then they'll split up, but unless you really know what those break points are (and I don't) you'll always get some ships in the wrong vector. The result is that I don't care about them. Things just happen, it's a mess, I have no control, so I typically just focus on a single design and max it out.
The Fleet benefits, like giving a ship something like +25% fleet damage, evidently don't stack, so I'm generally best off with one of those in my fleet, and the rest as combat craft. Speaking of which, the only thing worth spending any resources on are those fleet bonuses and perhaps engine speed. The current weapons and armor bonuses from strategics are always eclipsed by generic weapons and armor currently.
Finally, I had no idea what experience does. I presume it makes my ships better, but I see no statistic increases.
So, I lack feedback on what's going on, I have no knowledge of fiddly bits that are buried under the system, and even if I had, I feel like I lack control. What works best isn't the fiddly bits, but overwhelming them with generic design and superior fleet size. Don't invest a hero on a fleet, don't give your fleets character, don't worry about your tactical choices, just pick between beam weapons or missiles, go for medium/long range cards that give an okay bonus, then use that combination over and over again while overwhelming your opponent with superior industry and technology, because tactical choices don't really matter that much.
Endless Legend and Endless Space 1 both had much more involved tactical options than his. ES2 is prettier, I will give it that.
Personally, were it up to me, I would either simplify it further (long/short rather than long/medium/short, and remove ship design options, as there's usually a "best" configuration per faction type anyway, ie Vodyani should choose beams and Cravers should pick missiles, and just unlock ship options based on unlocked hull types and weapon advancement levels), or I would complicate it further. Give us more control or stop making us fuss over stuff that doesn't matter. Right now, ES2 has sort of "worst of both worlds," in my opinion.
I personally think they are very cool to watch, but I think they lack a little depth. I am sure that will improve though over time.
I am certain that the effect of the system's anomalies and surroundings in general will add much more depth to the space battles. The possibilities are Endless (pun intended) :P
Is this Poll related to the changes to 0.2.5 patch or in general?
It was done before 0.2.5, was done after update 2. It is still relevant IMO, if people thinkthe latest update improved the combat people are more than welcome to change their vote(if that's even possible).
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I personally love the cinematic approach to the combat. The ships are beautiful, and the battle sequences are awesome. I wouldn't mind some more depth to it which hopefully will come with patches.
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I only ever used the "Power to shields" card and won most of my battles without a scratch.
there definitely should be more drawbacks / advantages to consider, but it would also be nice if the game offered more help as to how the battle actually works, because despite winning them this easily I still have no clue.
As an American, the combat feels like a play in football. We both know the relative strength of each others' fleets, but the real game is the strategy in which play to go with and the guessing game of what the opponent will do. If you guess their best line of play, you can choose to counter that rather than match your fleet's weapons and if you're right, you'll be rewarded.
It's kind of basic in the early game, but things get really interesting in the late game when you have any number of combinations of flotilla range combos and card effects. Moving ships between flotillas adds to the guessing factor and being able to throw your opponent off. I love games of bluffing like poker and football and the direction they've moved it in is a vast improvement from where it was before.
Only complaint right now is that kinetics feel OP right now, which worries me a little since LR kinetics became absolutely OP to the point of never choosing anything else in ES1: Disharmony. As long as we avoid that pothole, I think the combat system will be great.
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