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Missiles can't get through flak at all

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7 years ago
Nov 17, 2017, 4:41:37 AM

I really don't think this was intended lol. Are any devs looking into this? The image I have of a tiny ship just friggen blowing the hell out of a Mascross Missle Massacar is hilarious, but unrealistic haha.

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7 years ago
Nov 17, 2017, 3:51:35 AM

It only took 2 small ships with projectiles of the equivalent science to completely Stonewall three carriers worth of missiles.


Resource missiles have the same health as non-resource missiles. So the effect is essentially identical.

Thanks Gzar for letting me test with you.

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 9:01:00 PM

Thanks !


Yes so, above all those technical or statistic problem. The main challenge is to give them back their roles to the weapons ? I mean the roles they were supposed to have on the paper after the weapon rework ?

So, mainly, the most important things would be to :

  1. nerf the flaks ?
  2. nerf the beams ?
  3. tweak the leasers (like they make less damage at short and long range ?)
  4. increase specialisation of the armors types ?
  5. Rework some tactics ?
  6. I don't know about the rest (fighters, modules, etc)

Is that a proper (but incomplete) sum-up about what you think is needed to do in a first place ? Or is that absolutly not what you think :d ?

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7 years ago
Nov 21, 2017, 10:14:51 AM
Dragar wrote:
Kynrael wrote:

OK, so I've read through all your messages. A lot to unpack, but thanks for discussing this between yourselves, it's very helpful. We are aware of the flak, fighter and tactics cards issues. I'm suprised to see that you think Kinetics are not strong enough in close range - but that can be changed! :D

A huge issue is that close-ranged almost never occurs unless both players want it to. The issue is probably not that slugs are too weak in close range, but that close-range may as well not exist as a range.

This is true. Even if you use close range to counter long range position, it will take you 2 full phase until it get into that range which step back to how ES1 combat turn out. The current flotila position system is so wonky.

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7 years ago
Nov 21, 2017, 10:10:56 AM

Fighters currently doesn't has any use. It can't even down bombers. Either it need to be effective at hunting down bombers, slow down their attack, or capable to counter missiles.


I am fine with Beams having perfect accuracy, but maybe, if it possible, having it damage multipier the closer it get to target? I kinda miss how Beams decimated everything when it get into close range.

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7 years ago
Nov 21, 2017, 10:11:03 AM
Kynrael wrote:

OK, so I've read through all your messages. A lot to unpack, but thanks for discussing this between yourselves, it's very helpful. We are aware of the flak, fighter and tactics cards issues. I'm suprised to see that you think Kinetics are not strong enough in close range - but that can be changed! :D

A huge issue is that close-ranged almost never occurs unless both players want it to. The issue is probably not that slugs are too weak in close range, but that close-range may as well not exist as a range.

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7 years ago
Nov 21, 2017, 9:58:53 AM

Hi everyone!


@plutar

"Currently fighters either need more uses, or force bombers to stall, but in this situation bombers will then become pointless and never used."


Just to make sure, you mean "fighters will become pointless" right?



OK, so I've read through all your messages. A lot to unpack, but thanks for discussing this between yourselves, it's very helpful. We are aware of the flak, fighter and tactics cards issues. I'm suprised to see that you think Kinetics are not strong enough in close range - but that can be changed! :D


I would be interested to hear more about how you guys would go about differentiating beams and lasers. We kinda want to keep the beams at 100 / 100 / 100 so that they can be used as tactical counters (use a battle card that will outplay the other player's), as we find this to be an interesting way to play.



Cheers,

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7 years ago
Nov 21, 2017, 5:01:50 AM

I doubt it is dilemma from ES1. Long ago, missiles is the way to go weapon since it instant gib everything in first phase. There is no medium, or close phase. The battle end in missiles swarm. The weapons system never done right and it always has some annoying issue with it. I wish Flak is one of defensive or support slots rather than offensive. ES1 has Chaff as defensive slot. I feel like we should return to that way since having giant size Slug act as flak look weird to me.

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7 years ago
Nov 21, 2017, 12:42:55 AM

Correct. As long as the flak ship is in the same flotilla it will be protecting that flotilla from missles. Flak is at short range only. And as missles enter short range that flak ship will be taking care of the incomming missles.

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 10:06:33 PM
plutar wrote:

There is no contradiction. If you have a single flak ship missles cannot get through. The ships in your example are not carrying enough flak to stop missles. The point is the are too counterable. Playing against the AI is very different.


Also by flak ship we are talking tier 2 projectiles all kinetics.  ANY amount of missles cant get through.

Take a close look at the ss of three carriars vs one snall ship.


The point of the OP is very much a core problem. Direct and concise. 


Thanks for all the info!  As somone who just recently started ES2, I just wanted to check: so the Kinetic FLAK effect can protect not only the ship that the Kinetic module is installed on, but also all other ships in the same Flotilla, even if those ships have no Kinetic Flak modules?


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7 years ago
Nov 20, 2017, 9:31:19 PM

Thanks again ! A of things are clear and related now !


Good night ! If you are at my side of this planet ! If you are not, good day !



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7 years ago
Nov 20, 2017, 9:25:52 PM

Thats it. 


1. Seperate armor from shields in some fashion (If you have armor and shields, they can't prject against both, currently they do protect against both)


2.  Flak efficiency is crazy too high, missles need a base invasion (or something to make them viable) upping the damage is NOT the answer.  The damage they COULD do to a flakless ship is probably too high as is.  This is very delicate.  The balance can completely swing one way or the other.


3.  Differentiate between the beam/lasers.   Make one good at X another good at Y, the 50/100/50 vs 100/100/100 there is no decernable difference in DPS when you average long range to short.


4.  Decrease the specalization of armor but make them completely seperate defense mechanism's from one another.  Unless the devolopers are going with my idea to merge defenses then its a whole different ballgame.  (this is the assumption they want them to function seperatly, one being good at defending against projectile weapons the other against energy)


5.  Make tactic battle cards more interesting by literally changeing everything,  give cards a boost to projectile damage, maybe throw a card in to increase missle evasion, increased energy damage, remove penetration mechanisms as defense cards, ect.   Make more than just a few cards out of 20+ cards useable in a competitive game.  


6.  Make fighters STALL the bombers, or do SOMETHING, the hunter damage buff was enough to remove the small ship spam issue.  Currently fighters either need more uses, or force bombers to stall, but in this situation bombers will then become pointless and never used.  So not sure how to fix this, but it needs fixing.

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7 years ago
Nov 17, 2017, 1:27:14 AM

In the right corner we have 3 carriers full of T5 missile weapons.  Maximum alpha strike that should obliterate all opposition in a single volley.


In the left corner we have a lone small enhanced attacker with T4 kinetic slugs as flak defense.


Who will win? Place your bets!


And the winner is ...



....

....

....

....


Missiles are 100% useless if all it takes to stop 3 carriers full of them is 1 small attacker.

In this case a few missiles actually got through and did some damage but with 2 flakers completely 0 goes through.

Also note slugs being absorbed by shields.

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 8:32:20 PM

There is no contradiction. If you have a single flak ship missles cannot get through. The ships in your example are not carrying enough flak to stop missles. The point is the are too counterable. Playing against the AI is very different.


Also by flak ship we are talking tier 2 projectiles all kinetics.  ANY amount of missles cant get through.

Take a close look at the ss of three carriars vs one snall ship.


The point of the OP is very much a core problem. Direct and concise. 

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 8:28:51 PM
Inwaves wrote:

That's why I did the test and posted it, where 6x missiles are the best option vs 2x kinetics (!) + 2x lasers, which kinda contradicts OP post. How is that those two facts coexist in the same game is a mystery.

 

IIRC the pirates are using their own pirate versions of weapons that have different values than the normal weapons in the tech tree and my guess is that the flak value on those pirate slugs is the old very low value so their flak does nothing.

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 8:16:34 PM
plutar wrote:

Inwaves, your right, missles are extremely situational.  

3 Carriars worth of missles should be enough missles to kill ONE attacker, even if hes a flak specialist.   

That's why I did the test and posted it, where 6x missiles is the best option vs 2x kinetics (!) + 2x lasers, which kinda contradicts OP post. How is that those two facts coexist in the same game is a mystery.


plutar wrote:

Inwaves that was on my list.


+1 especially on a curiosity drop, those should be the most rewarding cards in the game.

I mean support modules, not tactics.

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 8:12:55 PM

Inwaves that was on my list.


+1 especially on a curiosity drop, those should be the most rewarding cards in the game.

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7 years ago
Nov 20, 2017, 8:00:39 PM
SuperMarloWorld wrote:

I would like a sum up of the main issues of the combat system at the moment.


For the moment in my mind (so not sure i understand the whole thing) it's :

  • ....


+ While we're at it, combat support modules like "get X science for every destroyed CP, only usable on support ships" are nonsense, the X  value is to low to justify it, might as well just leave empty slot and save resources instead. Why do they even exist, especially as curiosity drop.

Updated 7 years ago.
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7 years ago
Nov 20, 2017, 7:50:49 PM

Also shields have the same 100% efficiency against both energy and projectile weapons.

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