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.
The ship balances were not addressed, as in the projectile defense, shields uselessness, and medium ships lacking any kind of resource effiency. (this means they are only useful on a dense galaxy high resources map)
Granted again, this is a MP issue. Just starting to get tired of the small ship spam
The balance reductions in Dust income from the Target locked update makes it increasingly diffucult to build and maintain a fleet. At the very least the dust income from "Pulvis Production" should increase from 2 per population to at least 5.
I agree quite a bit. Because on fast you can build on a good production planet 8 empty ships a turn at about turn 40'
Then you can insstantly upgrade those ships into a fully functioning top tier fleet in one turn. Im not sure if this was intended but if there is a way to limit or pace upgrading that would be a great idea. Maybe make upgrading a production builsing? I would imagine though this issue is difficult because it doesnt seem like it would be a easy fix.
It is something id definitely be curious about on how easy of a change it could be. Thanks for listening again
me myself i am a Multiplayer person aswell and definatelly i have to agree with Plutar. in mp , things are always going to be exploited as much as possible and theres very little room for roleplay
mp es 2 for me IS es2
Medium ships currently are not really very viable in comparison to the small ones, considering how the mp game flows most of the time. i think plutar described main problem good enough
as a side (but very impotant to me ) note:
my view is that disregarding the above mentioned problem with M vs S ships, the whole concept of instant upgrades is not something i like both from gameplay and realism angles
could there be an optional slider/option to play with or without instant upgrades
I feel like I have a great idea here. See what you guys think.
So, I personally feel the first stage attack ships are too strong, a HP boost is coming, great, that is a balance issue being addressed. But my idea comes in the fighter damage and bomber damage to different sized hulls.
Make fighter/bomber damage uniform accross all hull sizes at the carriar lvl. Making them deadly to all ships.
However, make so the smaller ships, deal extra damage to fighters/bombers the med ships, do regular damage, and the large ships do weak damage. Kind of like multigun corvettes in HW for those who remember that game. Small ships can rundown move defend well against the smallest (F+B)
It works in theory the opposite the game has it now. Big ships are slow bulky can't target fast moving objects, IE F+B so they get a penalty against them, although they can HAVE them.
Give the small ships a buff against fighters+bombers, have them do extra damage to F+B
Medium ships get a HP buff, which increases longevity usefulness ECT, they get the job of taking on your opponents big ships.
Carriar's same concept, HP buff, ect.
Nerf damage on attack ships against medium ships, say 10%, med ships get 10% damage reduction against large ships, large ships strongest vs smaller ships, but weakest against F+B, small ships strongest against F+B, but weakest against large ships.
That, if I am saying this correctly, would correlate to a fleet that needs almost everything in the game to function at the highest level.
Anyway, just a thought that crossed my mind, I may bump this thought to general to see what people think.
IDK Just a thought.
That way, small hulls would counter fighters and bombers.
Medium hulls would allow fighters and bombers, and also allow glass cannons with a proper protector/gaurdian situation.
Large hulls would very useful, as a launch for both heavy weapons and fighters and bombers, while being vunerable to the hunters of the medium size ships.
So Carriar countered by Hunter, Attack counter by hunter/gaurdian/carriar, F+B countered by Attack, Carriar countered by medium sized gun boat, or F+B. Gaurdian countered by Hunter type. Excuse the use of sophon ship sizes, they are just the first to pop in my head.
It also has something probably to do with being able to upgrade your fleets, not saying this is a bad thing, its just the first ships you start spamming on a production planet you can retrofit anytime you like. A strat in MP that is often used is you build empty hulls while you wait for your tech to catch up, immediatly buyout/upgrade all ships and BOOM instant 22cc fleet all ready to go. The small hulls are the cheapest per resource and most effective, plus you know if you use them early game, then you know they won't go to waste because upgraded they are just as dangerous.
The problem I think like Kyn said is in the HP, because as is, tier 0 hunters are almost useless in MP. Upgraded medium ships are a different story, they are worth there salt, but the resource requirement is emmense. Hence the small ship spam is still more succesfull because it can almost be never ended. The addition of fighters and bombers was to 'I think' give the medium and large ships more purpose, which it has most definietly. Just allowing small ships to take 1/2 damage from fighters and bombers still puts them at the top of the go to list on offense/defense quickly.
I really like where the fighters/bombers are in the tech tree, it plays well because they don't revolve around a core tech (the advanced ones at least) there just has to be a way to NOT SKIP, like you can't access the advanced fighters before first getting fighters.
Fighters could definetly use some extra DPS though that is FOR SURE.
Gzar, what do you think is more effective counter to bombers? A fleet full of kinetics or a fleet full of fighters?
I ask Gzar because he is probably one of the best MP players around.
Gzar I think thats the intended purpose, I love the new placement in the tech. It works out well because it makes bombers VERY dangerous to ships and the only true way to counter them is fully loaded kinetics which have been nerfed on ship to ship damage.
Things that are needed <- Fighters before advanced fighters, no way to skip, same goes for bombers.
Also by tuning small fighters to do 50% damage vs small attack craft we still have the same problem I've been complaining about since day one.
There is zero reason to use anything but small ships as a hard counter to fighters and bombers, and simply outgun your opponent.
That is something that really needs to find a way to get fixed. In the end game I still am making 22CC fleets with 2-4 small gaurdian class, rest attack class. There is no reason to do anything else because they are naturally resistant to fighters/bombers.
I would like to use all the ships, and I think a big revamp is needed on the damage distribution.
I do like the idea of fighters being the hard counter to bombers, but gzar does make some good points.
I just so tired of using 2 classes of ships every MP game..
BTW I like where you placed fighters and bombers in the tech tree, tweaking there damage is in order now. The placement is perfect the damage balance just needs to be worked out a bit.
Not sure why, but I was using the small enhaced hulls tactic, before fighters and bombers came into the game. It was working well for me, with 22CP armadas of lots of atteckers and few protectors with flotilla shields. Specially packing all this into a flotilla.
Not having time to test propperly, but I think that this tactic was working before and is working after, not only due to F/B balance.
I think small ship spam will be less of an issue with reviewed HP on Medium & Large ships. It'll still be a strategy to counter Squadron fleets, but if they start switching to having some squadrons & weapons they'll tear into you :)
We have just released a preview build for Patch 1.0.53! If you want to give it a try, please follow these instructions:
Right click on the game in your Steam Library
Select Properties
Select the Betas tab
Select the preview(1.0.53) build in the drop down list
Click OK
Give us your feedback after playing!
[BALANCE]
Switched Bombers 2 to Adamantian Alloys on Stage 4 of Military Quadrant
Moved Fighters 2 from Army Cap tech to Structured Antimatter on Stage 4 of Military Quadrant
Moved Bombers 1 from Army Cap tech and bundled it with Fighter 1
Added a modifier on Fighters so they only deal 25% of their DPS against Ships
Squadrons now take into account Bait modules when choosing targets
Hero Ships are now targeted with less priority by Fighters & Bombers
[AI]
Fixed a major issue on AI reflexion based on outdated information with regards to its colonies and lost colonies
[FIXES]
Fixed quest reward evaluation failing when MaxTurn was not defined
Fixed an issue where AI could reduce significantly the FPS in the late game
Fixed quests being broken by simplified encounter battles among AI
Fixed an issue where Figthers sometimes targeted destroyed Fighters and Bombers
Trajectories now allow squadrons to slow down into turns for more realistic motion
[MAC COMPATIBILITY]
Added intel iris pro 6200 to hologram compatibility list
Added fixed hologram shaders: now correctly applies the hologram compatibility mode when entering -compat, allowing players to avoid the issue
NOTE for Mac users: If the -compat command line fixes your issue, please make sure you add your player.log in this thread so we can add the card to our list and fix the cause for all owners of the card, not just mask the symptom for you!
Gzar I think thats the intended purpose, I love the new placement in the tech. It works out well because it makes bombers VERY dangerous to ships and the only true way to counter them is fully loaded kinetics which have been nerfed on ship to ship damage.
Things that are needed <- Fighters before advanced fighters, no way to skip, same goes for bombers.
Also by tuning small fighters to do 50% damage vs small attack craft we still have the same problem I've been complaining about since day one.
There is zero reason to use anything but small ships as a hard counter to fighters and bombers, and simply outgun your opponent.
That is something that really needs to find a way to get fixed. In the end game I still am making 22CC fleets with 2-4 small gaurdian class, rest attack class. There is no reason to do anything else because they are naturally resistant to fighters/bombers.
I would like to use all the ships, and I think a big revamp is needed on the damage distribution.
I do like the idea of fighters being the hard counter to bombers, but gzar does make some good points.
I just so tired of using 2 classes of ships every MP game..
BTW I like where you placed fighters and bombers in the tech tree, tweaking there damage is in order now. The placement is perfect the damage balance just needs to be worked out a bit.
Why did you move the advanced strikecraft to T4? There is little reason to research normal versions when advanced are just a bit ahead.
Now it's the opposite problem with fighters being useless and bombers being extremely strong.
Before it was normal bombers vs advanced fighters which made it hopeless because a single fighter squadron could stop multiple bombers.
But now it's advanced bombers vs advanced fighters. The scaling is weird. Normal versions it's 25 fighter DPS vs 225 bomber HP which makes the fighters somewhat effective at killing bombers. But advanced is 33 DPS vs 375 HP which makes fighters significantly less effective at killing bombers. Why?
It feels like you need to have almost 1 fighter squadron per enemy bomber to counter them effectively before they do too much damage.
Even then most will get through and do at least one bombing run which will deal some damage before you kill them. So the side with bombers will always deal some damage. So in engagement of 100% bombers vs 100% fighters the bomber side actually wins because they still deal damage and the fighters kill the bombers but are useless vs ships so they deal less damage than the bombers dealt to their side.
What if you have 50% bombers 50% fighters? That will surely beat 100% bombers right? Well no.
What will happen is your fighters will get split and some will go escorting your bombers even though there are no enemy fighters to protect the bombers from. So there will not be enough fighters on the defense and you're pretty much limited to only defensive battle tactics which is a significant disadvantage. Overall you'll have only 1 fighter per 3 enemy bombers or so which is not nearly enough to effectively stop them. Meanwhile you only have half the bombers the enemy has on the offense which will overall make the damage you deal very similar or still less if you don't use defensive tactic.
So it turns out that best counter to 100% bombers is also 100% bombers and you just bringing more bombers. It saves you research slot on fighters and means you can use any tactic not only defensive ones. So now advanced fighters are underperforming and advanced bombers are overperforming.
Other way is bringing a ton of beams and armor and only (enhanced) small hulls. Bombers only deal 50% to small ships and armor is many times more effective than shields (even despite bombers 50% armor penetration). The beams will easily outdps the bombers and you'll win that easily.
So there is no real reason to use bombers because they get countered super hard by enhanced small ships which can easily keep up with (or outperform) medium hulls and only become obsoleted by carrier class and enhanced-medium hulls at which point bombers deal 200% damage to big ships so it's 100% advanced bombers and 0% advanced fighters because they can't kill the bombers fast enough before they deal their 200% damage. Even a single run means you're behind on damage vs just going 100% bombers too.
Bombers cost more industry but at the late stage of the game the industry cost is barely relevant and your ship production is only limited by amount of strategic resources you have.
Since the fighters now are purely anti-bomber module you need to make sure that one slot of fighters will effectively counter (much) more than one slot of bombers. Otherwise the module is just not effective at it's designed role. Fighter (especially advanced fighter) damage needs to be increased significantly so they really absolutely massacre bombers since that is the only thing they do so they need to be really fucking good at it to be worth the slot.
For the record, this does not fix the Diplomacy issue for me—it still hangs until killed manually—but I cannot run ES2 at all without the '-compat' option else the various screens and overlays either are very translucent or flicker endlessly and randomly rendering the game unplayable. Do the devs still want to see the .log file?
NOTE for Mac users: If the -compat command line fixes your issue, please make sure you add your player.log in this thread so we can add the card to our list and fix the cause for all owners of the card, not just mask the symptom for you!
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