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.
However, I will admit that the current system is a bit tricky to understand and predict, especially for new players, and Ashbery's assesment might be right. The paths your flotillas take are actually pre-determined by the range of your flotilla and the one it is directly facing, with other flotillas having no impact on that selection, but these combinations can lead to absolutely ridiculous "battle plans" that feel like the different ships are not coordinating one large battle at all. This makes cross-flotilla fire almost impossible to predict for anybody who hasn't spent countless hours experimenting with the combat system.
(Great to see you still active Cat ^^)
I think this unpredictability can be resolved by allowing us to simulate the enemy trajectory by clicking their cards in the preparation screen (which lists all available cards they have). Doing so allows us to see what trajectories your own flotillas and the enemy will take depending on how the card you and they choose interact.
This would add more clarity and provides a tool to plan things better without taking away from the need to try and predict what the opponent will do and the composition of his flotillas.
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While I agree that balance needs a bit of work (and almost always does), I don't agree that the ES1 system was better than the ES2 system. And I do not agree with changing battle cards during the fights, as that would run counter to the desired goal of cinematic battles only providing additional information rather than a tactical advantage, and would also probably require a complete rewrite of the combat phase system.
However, I will admit that the current system is a bit tricky to understand and predict, especially for new players, and Ashbery's assesment might be right. The paths your flotillas take are actually pre-determined by the range of your flotilla and the one it is directly facing, with other flotillas having no impact on that selection, but these combinations can lead to absolutely ridiculous "battle plans" that feel like the different ships are not coordinating one large battle at all. This makes cross-flotilla fire almost impossible to predict for anybody who hasn't spent countless hours experimenting with the combat system.
For that reason, I would like to conclude my post with a bit of shameless self-promotion: I have created a mod that defines much more sensible (but boring) paths for ships to follow in battle, which can be found on the Steam Workshop and be discussed in the modding section: https://www.games2gether.com/endless-space-2/forums/75-modding/threads/29432-combat-path-rework
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Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
Some constructive balancing suggestions would be appreciated. Otherwise I don't find this to be helpful.
I posted back when *actual* suggestions for the battle system were being considered and I stand by my original assessment.
Throw the whole thing out and start again. Ship Micro is stunted compared to ES1 and ship battles are at best a regression compared to ES1, a lot of the more subtle balancing factors that *could* be used back in ES1 such as tonnage simply don't exist here, and the only real stats you have available are range efficiencies and DPS. Higher tiers are categorically better in all use cases, and with ships having fixed slots (something they tried to alleviate with enhanced ship designs) you essentially have "one" good design for each ship type and then lots of terrible ship designs.
If you want to re-establish viable battlespace language within ES2 then the following needs to happen -
* Get rid of the enemy simulation screen, it's redundant, everyone will use the optimum config for their flotillas (and where possible use the least flotillas possible), ditto for the AI, and ditto for the player in question. No one is deliberately going to use suboptimal tactics for their fleet loadout, that's the equivalent of saying "Well you can -choose- to be terrible if you want"
* Increase the level of flotilla "vocabulary" to allow for each flotilla to have a short, medium and long-range stance -independently- of the other flotillas, the player sets each flotilla as if they are an individual fleet, and then sets their tactics (again, on a per flotilla basis) accordingly. This means obliterating the "paired fleets" nonsense and making the fleets work more proc-gen as opposed to running "on rails" during the battle sequences.
* Full decisionmaking over which ships go into which flotilla, but with the limitation that only x CP (x being say, 50% of the fleet involved in combat) is permitted per flotilla, thus necessitating the use of multiple flotillas and forcing people not to doomstack flotillas.
* Change defence to act as "soft" protection vs. fire types as opposed to "hard" protection we have now, in the same manner that most weapons finally (after much effort) now follow efficiency curves, so too should defences against the various types of weapons as opposed to the binary 100/0% efficiencies where energy and projectile weapons are concerned.
This is the _bare minimum_ that's required simply to bring ES2 into a state where combat offers the player the kind of tools needed to make combat interesting and enjoyable. Right now it's just pretty Michael Bay like explosions and simple math as to whether you win or not.
I admit I tend to default towards energy based weapons in ES2, but boarding pods seem really strong lmao. I have yet to play around with squadrons though (since tbh, I'm still learning and trying things out).
Besides the discussion of modules, I think it'd be nice to change your battle tactics during the cinematic fight - mostly the lane routes/positioning and target focus of your ships I guess, since you could just look at the enemy fleet's stats and choose cards accordingly. I do agree with Leraje that it was really annoying to assign cards every single fight against weaker opponents, and having it automatically set to your first card in ES2 is quite nice.
It puzzles me reading this.I just wonder if the battle system like politics really needs an indepth tutorial as many players are not getting it.The depth is a massive jump compared to ES1.
Of course the A.I really needs to get better so you actually bother to use or you tend to just swarm and not really care about the design.
If you mean the cannons that wipe entire flotillas in one shot found in Deniable Operations, then the answer is, as KnightofPhoenix says, flak. Lots and lots of flak. I have seen ships shoot them down as it is a projectile, and it can be seen as one in a battle. Which is one of the reasons why decking out your ships entirely with lasers is asking to be wiped out. Or have your ships taken by boarding pods. Or wiped by missiles. Or eaten by bombers. If you use it with swarm missiles though, you're probably in for a good time.
Missiles could still do with a little love in the early game, or rather, anti-missile flak could do with tuning down, but once you attach the new EMP modules, they become a lot better, as the EMP disables flak cannons. The anti-weapon EMP is generally good for all projectiles, as it allows your ships to get in closer. The rail guns are very good damage as well. The newest modules offer up a lot of new possibilities with the old weapon modules that weren't there before, and encourage you to watch battles more to work out precisely what weapons people are using.
Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
Some constructive balancing suggestions would be appreciated. Otherwise I don't find this to be helpful.
Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
....The AOE module is the strongest in the game by far. Although it fires once per turn (so 3 times per battle) it can rip apart most fleets.
Actually, on this topic, have has anyone figured out would a good counter would be for the nuke cannons?
Focus your fleets on carrier and cruiser class ships; try not to bunch them up and spread them out. Also, equip the Nano-tech (3rd tier) repair bots (sorry can't remember the name right now) since they repair 15% per battle phase and they stack.
It's best to equip weapons modules that kill opponents quickly since you want to destroy ships that have the AOE modules quickly, before the next battle phase.
Or just use your own, I run Vaulter Fleets with 4 Carriers (2 with fighters/bombers, 2 with Laser Cannons), 2 Cruisers, and then 1 Corvette with all the large ships equipped with AOE modules on their heavy slots. It basically destroys everything. I also have 3 nano-tech repair bots for 45% health regain.
TheFunMachine wrote: Actually, on this topic, have has anyone figured out would a good counter would be for the nuke cannons?
Flak seems to destroy the warhead, from what I have seen.
Which if anything makes the nuke cannon a bit weak considering it only fires 3 shots and they have a high chance of being destroyed before impact (unless you fire several of these).
It also ignores all defenses.
Edit: I'm pretty sure flak doesn't interact with the warheads.
TheFunMachine wrote: Actually, on this topic, have has anyone figured out would a good counter would be for the nuke cannons?
Flak seems to destroy the warhead, from what I have seen.
Which if anything makes the nuke cannon a bit weak considering it only fires 3 shots and they have a high chance of being destroyed before impact (unless you fire several of these).
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Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
....The AOE module is the strongest in the game by far. Although it fires once per turn (so 3 times per battle) it can rip apart most fleets.
Actually, on this topic, have has anyone figured out would a good counter would be for the nuke cannons?
Yeah it's really not worse than ES1. It is more interesting IMO. It is just that balance has swung the other way. Amplitude needs to make smaller tweaks now instead of massive ones that swing the pendulum too far. And some battle cards need fixing because they haven't been adjusted along with the ongoing balance work.
I also prefer the ES2 system. You need to put a bit more thought into the composition of your flotillas and which battle tactic best counters the opponent. I have found it more engaging than the consistent broadside battles of ES1 (and as was mentioned, long range kinetics was ridiculously OP).
There are 2 major flaws in ES2's battle system however:
1- Balancing, which is easy enough to fix
2- Flotilla trajectory / lanes that are difficult to predict. This could be fixed if we are allowed, in the battle advanced preparation scene, to click on the enemy cards to simulate their own trajectories and how they would interact with our own. This would help solve the unpredictability of different tactics interacting.
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With ES1 full load of long-range kinetcs was the king, so the current system with Beams is not all that different. Honestly, I prefer the ES2 system - cards in ES1 were a pain to assign every time the AI chose to suicide a stack of ships on a large fleet.
Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
I mean ES1's wasn't even that great, and yet it's a huge step up from the battle cards system we've been saddled with this time around. The bizarre and unintuitive interaction between lanes, fire arcs and fire timing that is almost impenetrable makes it even worse. It's so bad I almost wish the combat were just pure auto-resolve :/
Guys, lets admit that we can fight and win using only beam and lazers. Seriusly, we dont even need kinetic modules, and we DO not need three community update modules and fighters. Please, make battle interesting again, like in ES1. We dont really need battle tactics. We can only build Carriers and dreadnoughts to win. Its awful. Return es1 battle system, please ;(
There are flaws in the battle system, but otherwise, I think it's fine. Of course, Amplitude should continue to balance the different modules, as currently, energy-based modules are consistently stronger than anything else, as far as standard, non-heavy modules go (although missiles still do the most flat damage). However, I've encountered fleets (on Endless Difficulty) which use a number of bombers and projectile based modules and those fleets are still extremely powerful.
No, we do not needcommunity updates with more fighters and bombers but they are a nice addition, that we did get for free mind you.
Also, I think you forgot that the Boarding Pods and the AOE Module are two of the strongest choices in the game; they not only provide a diversity of choices, the Boarding Pods allow you to capture ships, which is pretty freakin nice.
The AOE module is the strongest in the game by far. Although it fires once per turn (so 3 times per battle) it can rip apart most fleets.
A solution to your issue with the game having energy-based modules stronger than anything else would simply be balancing; Amplitude should buff/nerf certain modules (like they've been doing) so that the battle system is fairer and certain modules don't have a monopoly in battles.
If you want the ES1 battle system back, or something similar to it, you should probs create a post in the Idea section and maybe one of the DEV's will label it as "Nice to have" or "Greenlit"
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