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G2G Balance Mod Feedback

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7 years ago
Oct 6, 2017, 8:01:48 AM

jhell:

Thank you for clarifying. I have not touched the Balance mod since Fighters & Bombers hit, so that explains why the Consumption change surprised me. Please consider, however, what I wrote about prioritising Food expenditure (Consumption>Manpower>Outpost>Growth) instead of applying a negative Growth penalty for any shortcoming. As to combat changes, I like them as I now must put a little more thought into how to engage the different Pirate fleets (I have not played long enough to meet significant AI-race fleets). Multiple missile launchers needed to overcome flak defenses is a plus and encourage Small ships to be either missile ships or blaster boats rather than hybrids. (As an aside, for several patches now Unfallen expansion is hit or miss--the AI seems to have a difficult time dealing with Pirate fleets, and lose their vineships easily.)


CyRob:

Not Balance discussion, but thank you for making the mod. Your Food settings seem to produce a game pace that I enjoy. One item I note, however, is that with such changes it is better to supply an Outpost from a new Colony than from an established Colony, again to avoid negative Growth. On Outpost growth and expansion in general, I would rather see a system whereby Outposts grow only as much as the player is willing to supply them with FIDS, and such a system might replace the artificial Overexpansion limits altogether, but such ideas are probably incompatible with multiplayer.

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7 years ago
Oct 6, 2017, 5:41:16 PM

The update log is an extremely good piece of news! I wish I paid attention to the mod earlier; I tend to play good games "as designed" so I skipped mods for ES2 :)


I wonder how the mod/game is going to deal with the issue of the troops you leave at the conquered planets. Actually, I don't much understand how it works at the moment: are they returning to the orbiting ship? Are they lost? are they returned to the empire manpower pool? do they contribute to ownership?


- "Propaganda" for Dictatorships is now a free law that occupies a law slot (can also be used in Autocracy) as a test

A very interesting and logical decision, however, don't these regimes have too few law slots for this? How long is the effect of the law? Will the citizen return to their natural ideologies after you abolish the law?



Could you please advise where a comprehensive list of changes to the original game?

Updated 7 years ago.
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7 years ago
Oct 6, 2017, 8:04:00 PM
Sotnik wrote:


I wonder how the mod/game is going to deal with the issue of the troops you leave at the conquered planets. Actually, I don't much understand how it works at the moment: are they returning to the orbiting ship? Are they lost? are they returned to the empire manpower pool? do they contribute to ownership?



This is already sorted. When you invade a planet, any troops left from a successful invasion are sent back to the fleet. If your fleet leaves, and the invasion is successful, it's transferred back to the pool. If your system is being invaded, and your fleet arrives, it transfers the troops to the invasion defense forces, and returns them to the pool once the invasion is over.

Hope this helps.

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7 years ago
Oct 6, 2017, 9:16:08 PM
WeLoveYou wrote:


This is already sorted. When you invade a planet, any troops left from a successful invasion are sent back to the fleet. If your fleet leaves, and the invasion is successful, it's transferred back to the pool. If your system is being invaded, and your fleet arrives, it transfers the troops to the invasion defense forces, and returns them to the pool once the invasion is over.

I actually didn't know that. That's good to know.

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7 years ago
Oct 7, 2017, 4:21:16 PM
WeLoveYou wrote:

This is already sorted. When you invade a planet, any troops left from a  successful invasion are sent back to the fleet. If your fleet leaves,  and the invasion is successful, it's transferred back to the pool. If  your system is being invaded, and your fleet arrives, it transfers the  troops to the invasion defense forces, and returns them to the pool once  the invasion is over.

Hope this helps.

Thank you for the information! Very helpful.


As for the next priorities, I think that roles of Ecologist and Religious parties are a burning issue. Considering the Ecologists, food consumption could be increased while food-to-industry technology could be moved a tier down; their main law should grant some bonuses to the researched planet types. As for the Religious, the political output of the relative buildings could be increased; I don't know another way to deal with the issue without implementing new mechanics.

Updated 7 years ago.
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7 years ago
Oct 7, 2017, 7:09:25 PM

Ship balance needs to be addressed in the next mod or patch. Reason being is the ai can be improved by allowing the tools of the game to be used to there fullest. Allowing fighters and bombers to be a viable strategy in ship construction. The detune of beams and some hp buffs would really have a positive impact on the ais ability to design and use ships as well as giving the player different avenues to chose from that are effective. Like rushing medium ships or carriars, which is not viable now. Increasing the use of f and b making them viable. The better balance weapons and space battles carry the more important battle cars become which was the intention in the first place. Just hope they are on the way soon. I very much appreciate the work gone into the game to flush the bugs out and add new content.  Now that its there it seems like a good time to make the games tools orientated with battles ship design and space combat all viable. I hope anyways :

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7 years ago
Oct 8, 2017, 1:00:34 AM

I thought you were previously saying that the HP disparity was what was stopping medium and large hulls from being a good choice (the current balance mod addresses this). Are you now saying that fighters and bombers are not viable and that is what is causing medium and large ships to not be effective choices? 


I previously remember the cries of "Beams are crap! They need to be made useful." Then jubilation when they got to fire at medium range and now...they are OP?

Updated 7 years ago.
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7 years ago
Oct 8, 2017, 4:48:59 AM

I actually have some issues with the weapons rework myself. Kinetics in particular doesn't even make any sense. there's no atmosphere in space, so kinetics shouldn't become 0 at middle and long ranges. Isaac Newton would like to have a word with you guys. kinetics should actually be where beams are right now: good at everything, great at nothing.

considering energy weapons are the sophon choice, it makes more sense to have these be risk/reward weapons anyway. the problem with beam weapons before was that they were the most damaging, meaning the AI always picked it when given the choice, yet had the shortest range, with -no- effectivity at longer ranges. now kinetics are where beams were. beams were easily hard-countered with literally any other weapon type due to where you could set your fleets. missiles also had this problem, but not as bad because they also had mid-range, where the majority of combat happens, but even then it's not hard to ensure that your ships are as far away as possible, but it's -very- hard to ensure they're close enough, since both players would need to use a close-range card for that to work.

all weapons should at the very least have effectiveness in mid-range to ensure the navy isn't left in a creek without a paddle. honestly, though, with how combat works, having range limitations doesn't even make sense or work well. This isn't Stellaris where equipping kinetics on your ships when the enemy's using missiles means you need to get closer while they're firing on you, because here you can't do that. But like stellaris, what you should be doing is not having weapons compete with other weapons, but have weapons compete with defenses.

you already have the most basic of basic form in place, with kinetics having trouble with armour and energy weapons having trouble with shields. Instead of making every weapon so niche that they become either useless or the only valid weapon, instead give them something to go up against that they're good at, and something they're bad at. for example, kinetic and beam can be used as PD, taking out missiles and fighters/bombers, but kinetic's poor against armour while beam's poor against shields. Kinetic would be 100/90/80, reflecting the chance that the shots could miss, and if need be, you can make it so early kinetics are more like 100/60/20, which it scaling based on the technological level of the kinetics (better kinetics are more effective at longer ranges). Beams would have a simmilar effective range due to dissipating energy at longer ranges. Missiles are powerful and are more effective than other weapons at longer ranges (but other weapons can still be used at long ranges) and, since they're missiles, have 100% effectiveness at both middle and long range, but due to their explosive nature, can't really be used at too close of a range, and so are technically duds at ranges that would otherwise hurt the firing ship. Duds can still do damage, just not explode. So missiles would be 25/100/100. Advanced missiles can penetrate shields, attacking the hull directly, but still have trouble with armour, and since they ignore shields, the shields continue to block your other weapons, which may not be preferable in an energy-heavy fleet. And, of course, PD reduces their damage potential a lot. Lasers are pinpoint, but this makes them difficult to aim with at closer ranges, where a spread is more desirable. these weapons would have a 50/100/50 (like right now), making them useful in typical combat, but less useful in specialized cases. Advanced lasers melt through armour, meaning damage reduction doesn't work on them, but still have issues dealing with shields.

with this, no matter what fleet comp the AI comes up with, they won't be played around with and treated as a joke. you'll also see players deciding their weapon kit not by their enemy's weapons, but by their enemy's armour. If their enemy is shield heavy but doesn't use a lot of PD, missiles. if they use PD, kinetic. if they're armour heavy, energy weapons, with the choice depending on the existence of missiles and spacecraft and size of the ship slots (PD's better on smaller slots due to not needing a lot of damage to take out missiles and spacecraft, and as such is a waste on larger slots). specialist fleets will be strong in specific cases, and viable in all situations, but can be heavily countered. balanced fleets will be good in all situations, but open to abuse from specialized fleets. for example, if player 1 has a balanced fleet comp, player 2 may decide to go all missiles while keeping a balanced defense. player 1, due to having their weapons split between PD and non-PD, will be overwhelmed by player 2's missiles, and their shields will be ineffectual, meaning their only defense is their armour, while 3/4 of their weapons will have to deal with their shields, of which only 1/3 is effective, and that third may be preoccupied with the incoming missiles. a separate example would be a focus on lasers, which ignore armour, resulting in the defenses being split between armour and shields being only half as effective, and while the PD weapons aren't preoccupied with missiles, they also aren't reducing the incoming laser damage, meaning once the shields go down, the ships will quickly be liquified. PD focus will be more tame, as while they suffer punishment from their field's defences, they don't get a bonus over the opposing defenses. However, fleets that rely on spacecraft will be rendered useless, meaning these will see a rise in usefulness once different factions begin pumping out carriers.

with my suggestion, the "risk/reward" weapons will be missiles and lasers. lasers being poor against shields but ignore armour, and missiles which are poor against armour but ignore shields. missiles also has the added benefit of drawing away PD-based fire, meaning that just as a missile-heavy fleet will have their damage reduced by a PD-heavy fleet, a PD-heavy fleet will have their damage reduced by a missile-heavy fleet, as they'll be focusing on the missiles instead of the ships. PD fleets will be more tame and good in general, with the main question being "do they have more armour or shields". no weapon kit will become useless or abusable. fleets with a bit of everything don't have the strength specialized fleets have, but won't need to be rekitted when coming across a different threat, so they'll always be viable regardless of what the enemy throws at them.

@slashman the problem with the "they're useless" turning into "they're OP" is that the changes made don't deal with what made the weapons useless. beams were useless because they were only effective at close range, which is incredibly hard to do and very easy to avoid. now they're viable everywhere but kinetics are in the same spot, with the only bonus the kinetic situation having being that they have a PD value. In a way, the changes are more of an overreaction without addressing the underlying problem

Updated 7 years ago.
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7 years ago
Oct 8, 2017, 7:49:34 AM

There are some issues with your suggestions and observations ridesdragons.


First. It's not true that you couldn't get in close with beams if your opponent chooses long range. A long plus a short equals a single round of everything, ending at short (long, medium, short). Beams simply fired only in the short round. At medium range, beams now hit with full force, but fire less often during that round.


The devs have stated that they cannot make beams do PD against missiles because of the limitations of the combat system. There is no provision for it visually and I suspect that there would be major clipping issues. Kinetics in any space game have never behaved the way they do IRL so referencing Newton doesn't really get us anywhere since beams have great range in space too due to having no atmosphere to diffuse them faster than normal. Still not relevant because we need a gameplay solution that works within the confines of the combat system we do have.


That's actually what I believe is the current problem with combat. We went from 3 distinct damage types in ES1 to 2 which causes an imbalace because they are 4 different weapon types. What we should have is energy, kinetic and explosive damage types with a corresponding defense for each one. It is mostly kinetics (guns) serving two purposes that creates the real issue and causes problems when weighing it against other weapon types. Ideally, beams would be the only weapon with PD making short range ships more viable because they could shoot down missiles in the long and medium range and then rip into the enemy ships at short range. Unfortunately, we're stuck with some very annoying combat engine limitations. Flak should simply either be its own separate modules type or have each ship equipped with a default set of flak with support ships having more and or the ability to boost their own flak values via modules. 


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7 years ago
Oct 9, 2017, 2:12:07 AM

The problem with that is that short-range weapons will never see action. the whole "shoot down missiles until they get close so they can tear them a new one" only works if the only attack they're dealing with are missiles. my weapon loadout has always been kinetic/lasers, providing a 90/100/90 efficiency. I didn't beat short-range fleets because I used missiles, I beat them because I used long-range cards that they couldn't possible counter. they'll die long before they get close enough to do any damage. And that's assuming beams can do PD, which right now they can't. However, now that kinetic weapons are in the same spot that beam weapons were in, kinetic weapons are the new chump change, and beam weapons, which can be used at all ranges equally, are now the superior pick, because kinetic weapons will die long before they get within range to deal any damage, while beam weapons don't lose any efficiency if they fail to kill the kinetic ships by the time they get close enough, unlike missile-based designs. beam ships can kill a kinetic ship in that final phase. missile ships cannot.

if you'll look at my suggestion with kinetics and beams, you'll see that I actually treat them more-or-less the same in regards to efficiency at certain distances, so your argument that beams shouldn't diffuse faster either is pointless since I already addressed that. By diffusing I didn't mean slowing down or anything, but rather as in it spreading apart. I believe they stated that beams are supposed to be a kind of plasma weapon, since otherwise, what's the difference between a laser beam and a beam... beam? plasma is difficult to keep together for longer distances, and eventually it'll spread to a point that it's weaker when it hits, and is likely to miss altogether. so unlike kinetics where I'm lowering efficiency due to being harder to hit a target at longer ranges due to their ability to move out of the way, leading to either missed shots or shots taking longer to process for guarenteed hits, plasma I'm lowering efficiency because plasma doesn't hold together well for longer ranges, regardless of available atmosphere. that's why I suggested 100/60/20 for both, with the main difference between the two being their effectiveness against certain defenses, or, rather, their ineffectiveness towards certain defenses.

my suggestion is actually based on the combat system we currently have, rather than on ES1's system, which I haven't played in a long time and personally don't even own, so I'm not familiar with it. we have 2 physical weapons, 2 energy weapons, 1 physical defence, and 1 energy defence. that's actually pretty well balanced. if you turn all physical weapons into risk/reward, no one will ever need to put on armour because the reward will never be worth the risk. and if someone decides it is worth the risk, all the enemy has to do is stack nothing but armour, because they have no energy weapons equipped. if instead you split the risk/reward weapons between both physical and energy, you make them worth it, because the target will have to put both kinds of defences on, as defending against one means not defending against the other. either that, or stack on energy defences and PD weapons, which limits their own damage potential due to their weapons not targetting the enemy ship, while the laser smashes against the shield until it can break through to the ship.

also, remember that ships that have defeated their own floatilla or went unchallenged will be able to attack neighboring floatillas. long-range ships have the advantage, as they can lay down fire on the other floatillas, whereas short-range ships are sitting ducks, unable to even fire. the fact that any weapon can have a 0 at any range, but especially long ranges, means short range weapons are chump weapons, and weapons that can fire anywhere are king.

There's no visual presentation for beams attacking missiles and spacecraft because it hasn't put in. it's not hard to imagine shooting a beam at a missile, blowing it up. it'd have the same representation as the kinetic weapons, except using a bullet of light instead of a bullet of metal. I don't see what kind of limitations the combat system could have that would prevent beams from having a PD value, anyway. Most of the time, PD is a flag. either weapons have the flag and can shoot at missiles, or they don't. If they have the flag but there are no missiles, it behaves like normal, targetting the enemy ship instead. from what I can see, that's how kinetic weapons work here, and that shouldn't be too hard to apply to beam weapons.

also, kinetic weapons actually typically work like usual in space games. they don't have reduced damage at longer ranges. because that wouldn't make sense. instead, they just aren't fired as often because there's no guarentee that the enemy ship won't move out of the way, meaning their effective range is lower. They can fire at longer ranges, but will need to take more time to ensure it hits, or can fire away like normal and suffer inaccuracies.

Missiles make even less sense that they have lower damage at anything other than close range, as their damage is not based on projectile speed, but on payload. The only time damage should be reduced is when the missile hits a target and the missile has not yet been primed. at any other range, missiles do full damage. even regarding penetration, this is done with explosives in the cone at the front, not through speed. This is part of what makes missiles so dangerous. It's the reason our ships are armed with less guns and more missiles. it's also why PD is so important, because simply being armoured will not be enough. it'd best to make them go off at a point where their max damage hits empty space. a missile fleet should be scary. very scary. but also easy to deal with. but here, they're a joke. not as much of a joke as the old beam weapons and the new kinetics, but a joke nonetheless.

so really, I am arguing within the confines of our current combat system. I haven't suggested we add any new weapons or defences, only on how to change the existing weapons to make them proper gear. Kinetics and beams should be considered conventional weapons - dangerous, but not scary, strong against opposing defences but otherwise typically OK at everything. missiles and lasers should be considered scary, but counterable. missiles with PD, lasers with shields. as soon as you start regulating roles to one side but not the other, you weaken the other side.

Updated 7 years ago.
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7 years ago
Oct 9, 2017, 1:48:34 PM
ridesdragons wrote:

The problem with that is that short-range weapons will never see action. the whole "shoot down missiles until they get close so they can tear them a new one" only works if the only attack they're dealing with are missiles. my weapon loadout has always been kinetic/lasers, providing a 90/100/90 efficiency. I didn't beat short-range fleets because I used missiles, I beat them because I used long-range cards that they couldn't possible counter. they'll die long before they get close enough to do any damage. And that's assuming beams can do PD, which right now they can't. However, now that kinetic weapons are in the same spot that beam weapons were in, kinetic weapons are the new chump change, and beam weapons, which can be used at all ranges equally, are now the superior pick, because kinetic weapons will die long before they get within range to deal any damage, while beam weapons don't lose any efficiency if they fail to kill the kinetic ships by the time they get close enough, unlike missile-based designs. beam ships can kill a kinetic ship in that final phase. missile ships cannot.

The thing is that going short range SHOULD be a viable strategy. There just was very little thought put into how that would be achieved. Currently there are really no module selections or battle plays that cater to this. Typically, if you want to get up close to do short range damage, you would either rush through with superior speed (not applicable within the current confines of the battle system), have high enough defenses to survive until you get close (currently doesn't work well), or use stealth/sensor jammers to confuse your enemy until you get close enough to open up with your short range barrage. The latter could possibly be viable in our combat system with the right modules and battle plays available. 


Again, I'd love for beams to do PD. It makes sense and would balance out combat nicely, but that was one of the first things we asked the devs and they said no to. Feel free to ask again. Maybe they found a solution.


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7 years ago
Oct 9, 2017, 11:01:05 PM
Slashman wrote:

Typically, if you want to get up close to do short range damage, you would either rush through with superior speed (not applicable within the current confines of the battle system), have high enough defenses to survive until you get close (currently doesn't work well), or use stealth/sensor jammers to confuse your enemy until you get close enough to open up with your short range barrage. The latter could possibly be viable in our combat system with the right modules and battle plays available. 

yea, this is what I meant when I said "This isn't Stellaris where equipping kinetics on your ships when the enemy's using missiles means you need to get closer while they're firing on you, because here you can't do that". especially about the part where you can't use superior speed. even if technically the 3rd phase of battle will give them a chance, it means nothing if they can't survive until that point. since you can't be faster than your opponent, all ships of the same class are equally tanky, and you can't just be invisible for 2/3 of the battle, short range can't be viable. it just doesn't work in the existing combat model. this is why I suggested keeping the 100 efficiency at close range, but maintaining some level of effiiency at the longer ranges. while they won't be doing as good as they would be at close range, they can still do something. personally I feel that 100/60/20 is far too weak to solve the issue, but that's also why I suggested having higher-tier weapons having better efficiency. better guns would imply a faster muzzle velocity, thus making aiming much easier at longer and longer distances, shortening the firing time to near-perfect levels, and advanced plasma technology could prevent the unstable plasma from separating at longer ranges, raising it's effectiveness at longer distances.

if we're focusing on the combat model that exists, having 0s on your weapons simply doesn't work. doubly so for 0s at long ranges. making them viable would require a completely different combat model. one that would allow speed to play a role. close range should be viable, but it just can't be in the current model. there's no way to make it work, aside from making the first phase always close and making the 3rd phase long range, which would just reverse the problem, making long range weapons useless. if instead we say that the weapon fires like normal at medium range, is poor at long, but especially shines at close range, that would work. they would be scary if they could get within close range, but aren't helpless if they can't either. technically medium would be 100% and close range would be 166%, but since values higher than 100 aren't possible, instead we raise the damage value of the weapon but lower the effectiveness in such a way that the 100% is actually higher than what's normally intended for the weapon

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7 years ago
Oct 10, 2017, 3:59:32 AM

Ok, short range weapons were the only way to go, I have yet to play this mod, doing so tonight.  In real life, which games aren't, your correct.  However, in ES2 the current combat system (pre this g2g mod) beams were the uncounterable choice in MP combat, if you want'ed a fleet to win against a human, it was whoever brough the biggest beams to the table.  There was no strategy to it, fighters and bombers had zero functionality ect.  Missles and Kinetics did as well.  So these changes are for the better.  

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7 years ago
Oct 10, 2017, 4:33:53 AM

again allow me to voice my displeasure with some of the reductions made in the previous balences: why bother putting a catagory in the colonial exchange specialization for sterile planets when the bonus dust income is the same as it would be anyother kind of planet. Please give(return) the bouns dust points for colonial exchange specialization for sterile planets. and please give the imperials back the extra temperate planet influence point.


Updated 7 years ago.
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7 years ago
Oct 10, 2017, 9:05:58 AM

Just played first game with g2g mod on, love it.  


The change to the 100/100/100 lasers is great, now we have a base weapon that does minimal constant damage.  This is needed.  Because you can use a simple weapon like this to counter your opponent by proper card/flotilla choice if his fleet is stacked a particular way, IE short range, long range, ect.  


The damage is not suffiecient enough to overpower everything else.  This strategy is now easily countered by the use of higher damage lasers 50/100/50 or the proper use of shields/flotilla's and range cards.  Again, making the cards matter.


It seems now variaty is the best way to go.  Assign your nuke ships to the proper damage lane they belong in, whether its short/long/medium/whatever, assign your tank ships to there lane, and the base damage fleet to the lane that you feel your opponent will focus on.   Great, everything so far has increased the use of cards and tactics over who has the most beams.


Kinetics rock, they are deathly scary if they get into range, however, missles suffer, not sure where the fix in that belongs.  Maybe upping the range efficiency to 100/40/20.  I know kinetics are a hard counter to missles, but this opens up a very large window for that mentioned laser fleet to easily walk through a kinetic fleet with proper cards/ect.  Missles do counter beams, but it is also easy to counter the missle fleet with a single kinetic loaded per ship.  


The dropping of the resources, great move, now MP games we get access to classes of ships rarely seen due to resource limitation.  This also improves a cost/benefit analysis of how you want to construct expensive ships.  


Cards like prudent, or hard target, now make fighters and bombers more effective on the large ships.  If you have a resource loaded defense coordinator or carriar you can now live long enough to have your fighters and bombers do ample damage to your enemy.   


However, the counter to this is again, small ships.  After testing with jones and another player, we found that small ships stacked with beams and a single kinetic, usign proper  lane assignment/cards to still be the most effective strategy because of the relative affordability.  


All the changes now create a situation where multiple types of ships will create the strongest fleet, you'll need fighters, bombers, ect.  Or unfortunatly, you can still use only small ships due to there inherint defense to fighters and bombers and there affordability.  


Missle health seems a bit fragile, because of the strong buff to the kinetics the missle strength should be improved to match the improved defense power of the kinetics.  I wouldn't mind seeing a mild range increase on kinetics, with a nerf to the output so we don't see the same scenario in the live version currently where beam fleets are the way to go, something along the line of 20/20/100? 10/25/100? while taking a 5% damage nerf?


Now the only complaint I have is the ark rush.  There is no counter, you need at least 7cc and a resource based weapon to kill a starting ark.  I have never seen that done in less than 20 turns in any game ever.  Not sure how that can be addressed, but it is a rather annoying problem if a player really wants to be a ass.  


The rework is infintely better than where it was, but after the first game and some testing, it seems missles could use some love, kinetics could use some range love, and small ships need to have there vunerability to F+B increased, because simply, if one drops, its replaceable. 


As it seems now, F+B are great against mid/late game scenarios with medium ships and above, however late game with big resource weapons, IE terraco lasers/antimatter beams ect stacked on small ships while somewhat ignoring your ships defenses still seems the strongest tactic, because again, of the bang for your buck.  The lowering of the resource access to adamant and antimatter greatly help this however, because it makes the medium ships affordable as well.  Which was a issue I argued for in the past.  Glad to see it, much much improved!  Had a blast having to use a fleet of long range nukers/carriars and short range defense and offensive designs to have the most survivable fleet.  



All of these changes, bottom line, has greatly increased the importance of your choices of battle cards and how you manage your flotillas.  That I believe was a design goal, so hurray!?  In all seriousness, the cards now play a huge role in the outcome of battles, which tells me the weapons are falling into a more balanced place.  Still a big of tweaking to be done, more feedbackk to come. Thanks for the rework!!!!

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7 years ago
Oct 10, 2017, 9:18:26 AM

And sorry about the two previous posts, you were right slashman :)  I made in this thread, they were made without my knowledge of the g2g being available, i was still bitching about the same old thing.  Tried it tonight, going to run some analysis some more to try to give more feedback, but the changes make the game a lot more entertaining.  


I think there will be a point of discepency to keep resource weapons and non-resource based weapons some within a certain % to allow for players without a blessed start to  have a shot at winning.  


Fighters and bombers are still inherently weak to small ships, 22cc fleets, but at least now some of those small ships die.  Before it was almost laughable as to how bad it was.  The test today was out of the ordinary using heros multiple ship designs ect, but all the stacked damage modifiers make this process difficult and confusing.  Without a doubt tho, it is too easy to counter missles, and it is still to easy to counter kinetics.  There usefullness comes against fighters and bombers, and the buff to kinetics has had a negitive effect on the survivability of missles.


Had a x4 carriar UE fleet with blue torpedos using barrage fire die to turtle and get lucky, when the attack power was 1/3 to 2/3 in favor of UE.  This was 22 small ships, all with the 100/100/100 yellow lasers and a single kinetic, white tier 1 kinetic to boot.  Tier 2 of course at this stage in the game.  


But my two previous posts I was still bitching thinking the mod wasn't out.  To my mistake, somebody was nice enough to point out to me that it has been out for a week, which makes me feel like a complete tool.  BUT the changes make your card/flotilla choices matter, which makes for a better game.  Now to try it with the AI!


Updated 7 years ago.
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7 years ago
Oct 10, 2017, 9:50:49 AM

Thanks for the very in detail feedback Plutar.


Do you feel like the defenses (Shields / Hull plating) are at a better place now ?


We still have some modifications we want to do, the beams & missiles might be slightly underpowered currently. I like your proposals. to have wider ranges, if less precise - it's something I've been thinking about, having weapons shoot all the time, just with very poor accuracy (because even if you weren't sure you'd hit, you'd still want to fire right?). It wouldn't be a problem missing with kinetics / missiles eithers, which is something we couldn't allow with beams for visual reasons.


What do you think of the HP bump of larger ships? Are you sure T2 Small attacks stacks still the best DPS, despite the x2 & x4 on Medium / Large ships?


Cheers,

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7 years ago
Oct 10, 2017, 3:23:31 PM
hera35 wrote:

... premature Conquest victory. My game was Twin Elliptical, Medium Size, High Density galaxy with 8 factions and getting victory required conquering measly 18 systems. (I'm the green player on top)

Agreed. Conquest thresholds do seem a bit low.  I find myself turning off this victory type as it is far too easy to "win by accident".  

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7 years ago
Oct 10, 2017, 7:06:49 PM
Kynrael wrote:


Do you feel like the defenses (Shields / Hull plating) are at a better place now ?

I've been lurking on this discussion, and my feeling is that a significant issue is that defense doesn't scale well - and so early-mid-game, weapons vastly outclass defense. I.e. if both sides have two wildcard slots, the one who fills them with weapons is going to beat the one who picks defences every time - even if it's the "right" defense for the damage type.
When I look at the battle postmortem screen, the percentage of damage prevented by defences always seems minimal, even when I've put a solid investment into them. And it seems like I could have prevented far more damage by killing the enemy quicker.

For example, putting two units of basic armour onto a small defender gives me 18% plating absorption, which will probably reduce my ship's damage taken from kinetics by ~14% (and ~20% with the appropriate battle card). This is against the weapons that it is specifically designed to defend against, mind you - it will protect barely anything against lasers. It's only when you get to the tech tier 3 blue/yellow armours - that use resources to boot - that you get really significant protection.


So this creates a couple of issues -

For a significant portion of the game, defences are next to useless, and investing in extra damage is a far better way to go.

Short range weapons aren't really all that viable, since combat is so deadly that few ships survive that long
You can also get away with investing in only a single damage type, but you need to invest in both defences to have meaningful defensive capabilities. 


It seems to me that the ideal calculation would have defences scaling with weapons of the equivalent tier. So that starting armour might soak (and these numbers are just for illustration) 50% of the damage of starting kinetics and 10% of the damage of purple kinetics, and purple armour might soak 50% of the damage of purple kinetics and 90% of the damage of starting kinetics. 


I don't know how possible it would be with the current system, but a damage formula more along the lines of e.g. (weapon damage^2/(damage absorption+weapon damage)) would negate half the damage when weapon and defense are equivalent strength, but only 1/3 of the damage when the weapon is double the strength. 

This formula would treat the absorption value as a flat value rather than the current percentage value, and obviously this sort of change would need a pretty hefty tweak to the numbers as well. But it would allow starting armour to provide useful defense against starting kinetics, while still letting purple kinetics punch right through it (and likewise lasers).

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7 years ago
Oct 10, 2017, 7:41:17 PM

Brdu wrote:


I've been lurking on this discussion, and my feeling is that a significant issue is that defense doesn't scale well - and so early-mid-game, weapons vastly outclass defense. I.e. if both sides have two wildcard slots, the one who fills them with weapons is going to beat the one who picks defences every time - even if it's the "right" defense for the damage type.
When I look at the battle postmortem screen, the percentage of damage prevented by defences always seems minimal, even when I've put a solid investment into them. And it seems like I could have prevented far more damage by killing the enemy quicker.


Just to be sure, are you using the current balance mod? Shields have had their values tweaked as well so defenses should not be quite so pointless early on. Granted that if defenses were that much better early on, things may lead to a slog where battles had no winners more often than not.

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