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Discussing the implications of 1.4.21 - especially fleet accelerators

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5 years ago
Sep 6, 2019, 1:46:58 PM

You don't get as much science/industry in the beginning due to starting planer. Your ships are costlier. And they are sub-par to deal with aggressive factions' ships early game. You got to be really picky with what you spend your I/S on or it is easy to get shut down. Granted, that's part of the game, but you cannot afford to make so many mistakes early. 


Mid-game, once again, because battles are so skewed to offence (most battles barely last 1 phase) that you can get away with making glass cannon hunters, but then again, that forces you to  constantly scout and be on your toes to match up to your foes. It is less punishing, but puniching nonetheless compared to other factions. 


Using a fleet taxi to do away with engines, you could make it a bit more easy on you to ensure your ships atleast can go toe to toe without worry during some encounters.

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5 years ago
Sep 9, 2019, 9:20:04 PM
PangolinAdvisor wrote:

True, you can have fast ships with engine modules but that forces you to sacrifice a different module, like weapon, defence or other support - something that a defender doesn't have to do, giving them an advantage. And some factions have an easier time finding a free support module than others.

The need for sacrifice really makes sense from a story/realism/tactics perspective though. Travel should cost something.

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5 years ago
Sep 10, 2019, 9:38:16 AM

How about we buff fleet accelerators tripple times (+3/+6/+9 for hyperium/antimatter/quadrinix), allow them back on support ships, but just disable stacking, so that only one accelerator ship is required, with more ships serving as backup in case of destruction?

I'm deeply offended by 5 ms riftborn fleets with hyperium engine.


And buff base movement speed without any engine for ALL hulls a bit, +2 maybe? I'm getting in this ridiculous situations, like having eco/sci behemoth attacked, and I face stupid choice of either allow it to be destroyed, or retreat with agonising 1 movement speed, so it takes 20+ turns to move it back to original location. Not sure what's worse.

Updated 5 years ago.
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5 years ago
Sep 10, 2019, 9:13:50 PM
Sublustris wrote:

How about we buff fleet accelerators tripple times (+3/+6/+9 for hyperium/antimatter/quadrinix), allow them back on support ships, but just disable stacking, so that only one accelerator ship is required, with more ships serving as backup in case of destruction?

I'm deeply offended by 5 ms riftborn fleets with hyperium engine.


And buff base movement speed without any engine for ALL hulls a bit, +2 maybe? I'm getting in this ridiculous situations, like having eco/sci behemoth attacked, and I face stupid choice of either allow it to be destroyed, or retreat with agonising 1 movement speed, so it takes 20+ turns to move it back to original location. Not sure what's worse.

Sounds great, but the accelerators wouldn't need that much ms gain, it could be a bit lower like +2/+5/+7 for hyperium/antimatter/quadrinix and giving all ships +2 ms would bring some reasonable mobility. Or something more absurd like creating a new type of ship just to give fleet acceleration.

I just wish someone from the dev team could give us at least a simple response about this balance patch, I'm getting less interested in playing ES2 with this snail mobility.


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5 years ago
Sep 12, 2019, 3:03:15 AM
Sublustris wrote:


And buff base movement speed without any engine for ALL hulls a bit, +2 maybe? I'm getting in this ridiculous situations, like having eco/sci behemoth attacked, and I face stupid choice of either allow it to be destroyed, or retreat with agonising 1 movement speed, so it takes 20+ turns to move it back to original location. Not sure what's worse.

I'm of the opinion that engine modules shouldn't be mandatory. Something like this would be really nice. More movement point upgrades in the tech tree (from tech or eras) would also be nice.

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5 years ago
Sep 12, 2019, 4:14:45 AM

Yea, if you want your war fleet to have non-pathetic mobility it is mandatory to have a seeker/counselor class hero from sophon/vodyani/hissho factions.

 

Utility (siege, etc.) or stationary (garrison) fleets are possible without an admiral.

 

Now it is another thing that RNG heavily affects and can swing a game, didn’t get any hero picks with the above combos? Good luck being relevant with your military.

 

A level 10 seeker/counselor hero that is from the power trio (sophon/vodyani/hissho) gives your fleet an incredible advantage due to move bonuses and support module slot options on the hero ships. Any of these particular heroes will grant anywhere from 8-12 bonus movement, slap a fleet accel on that too, and it’s now 9-15 bonus movement. That would cost you 2-3 module slots on ANY ship, and now you can slap amplifiers and repairbots and whatever else on instead. Compare that to a military hero from any other faction and you are looking at a max of +3 move on your fleet, pathetic.


In short: certain heroes free up to 3 utility module slots on every ship in their fleet due to their move bonuses. Crazy good.

Updated 5 years ago.
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