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.
I think it's a good form to have a global vision of the battle possibilities. In addition, it would be great to have for each tactic any about the most optimal weapons. I guess actually you can put beams everywhere, but other weapons might be more powerfull in some situations. So we could see what weapons are usefull in too much situations, or conversly what weapons are useless. If you can share it coming from you experience in MP, it would be great if you have time, at least fot the high tiers tactics. It's hard to get some precise observations results about tactics and weapons, because most of the wars ends are designed by economy and are rarely tight.
Some comments :
Turtle
Good close range card that increases your srrvivability very significantly against kinetic weapons.
Yes. Also, I am really afraid to use missiles because this tactics seems to be their absolute counter and is free since the start of the game. The tactic counter their range AND their damages. You can put every weapons exept missiles, use this tactic, and win against missiles. Btw it would be intersting to add to your list what tactics counter too much and nullify, if they do. AIs tends to prefer Get lucky tactics instead of Turtle agaisnt missiles.
Shield wall/hard target
What does +25% defense even mean? evasion? increased hull/shield absorption? Those tactics have formation settings that don't allow for actually utilizing the bonuses and are just plain worse than using turtle for short range and barrage for long range.
Hem. Proably the least clear description in the entire game D: . I am always afraid to use it because i simply dont understand it. The defense is applied when a flotilla at long/short range, or agaisnt long/short range ? Do the tactic impact cross flotilla fights ? What is the meaning of life D: ?
All the resource farming cards per lost/destroyed CP and XP cards
The ships you lose in the battles are worth 30+ times more than the resources you gain. Using actual tactics that minimize your losses and kill enemies quickly will save you way more resources. With the rescaled XP level requirements the XP gain bonus is negligible. Why is there so many of those when there is a severe lack of actual battle cards?
I also agree with that. I add that sometime, only one ship with FIDS modules give way more than the entire tactic ! Those cards might have something more, like, your ships are squishier when you it, but you get a ton of FIDS. It would be fully sacrificial tactics, used in desesperate situations.
Did anybody had good results in using any cards outside Tier I and II?
Probably not optimal in MP games but... I like to the uses the cards with 3 differents lanes position. So I can create a lot of diversity in my fleets. I feel it make it very resilient and harder to counter. There is not a lot of this kind of tactics in t1 and t2 cards. So, i unlock it later and use it.
I like Needs of the many t5 tactic cards. I dont know if it's very strong with the news weapons, but it's a good way to crush invading fleets when your empire has a good manpower production. It's also fun because it's 3 close range lanes.
Full reserve is, from my point of view, the most insane tactic in the late game. Combined With a fleet with a high mobility, i let you defend your empire at several points at the time. You crush a fleet > you get away, crush another fleet > you get away, crush another fleet, etc. . Because of this tactic, it's impossible to stop a too advanced empire, even if you attack him with a lot of fleets, and with allies or not. It's the secure-the-win tactic, and totally erase the advantage of the number.
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Just a quick message to tell you that we're aware of this, and we'd like to do a pass on them in the future (maybe through a balance mod). We'll let you know when we know more!
Quality > quantity I just hope you remove most of them and make each card impactful enough to think about.
Resource gaining cards must be buffed tree times.
A bigger rework would be just removing little numeric buffs or nerfs and giving fleet new abilities. Shoots a charged bolt every 7 seconds or guarantee dodges the first salvo. Something like that.
Just a quick message to tell you that we're aware of this, and we'd like to do a pass on them in the future (maybe through a balance mod). We'll let you know when we know more!
This is one of the remaining balance issues with the game, I agree, too. I'm hoping their plan is to get to a place where they are happy with the weapon rebalances and then they will tackle cards. It would be futile to work on cards while greatly changing the weapons though.
I wish flotilla position is separate entity from flotilla bonus. Sometime you want a certain bonus but it put your fleet into an awkward position in battle.
That's the whole point! Arguably we need more tactics like this, rather than all flotillas with optimal positions.
I wish flotilla position is separate entity from flotilla bonus. Sometime you want a certain bonus but it put your fleet into an awkward position in battle.
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True. AI dont use blockade to counter huge mobility fleets. So in MP you just cant do what i did. Hm. In this case the tactic is weaker than i tought, yes.
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Full reserve is, from my point of view, the most insane tactic in the late game. Combined With a fleet with a high mobility, i let you defend your empire at several points at the time. You crush a fleet > you get away, crush another fleet > you get away, crush another fleet, etc. . Because of this tactic, it's impossible to stop a too advanced empire, even if you attack him with a lot of fleets, and with allies or not. It's the secure-the-win tactic, and totally erase the advantage of the number.
You will get your move set to 0 because of enemy blockade. There is no way to really attack 2 systems in one turn even with this tactic. If you are so far ahead that you easily crush multiple enemy fleets (usual singleplayer experience) then the tactic you pick doesn't matter at all, you've already won. Against opponent with similarly powered fleet you'll just get slaughtered with your -25% damage against his proper battle tactic.
If your fleet is so powerful it chews through enemies easily just split it into 2 parts. Same result as using the full reserve card. You can even attack 2 different systems in the same turn.
In my opintion there are only few battle tactic cards that are useful and everybody uses the same 4 cards for every race and game ever.
TIER I
Here are the good cards that are almost always useful and powerful:
Turtle
Good close range card that increases your srrvivability very significantly against kinetic weapons.
Barrage fire
Great long range formation that gives absolutely massive bonuses against opponents spamming small ships. Still a decent choice even against mediums.
Get lucky
Medium range formation only ok in the early game but gets extremely good once you start stacking intensifiers lategame for huge crit chances.
The Fewer the proud.
Very good tactic when you're spamming small attackers with ideal medium range formation.
TIER II
Here are the ok cards that are situational but can be useful in situations they are ment for.
Repair and recover
Useful to kill off weaker fleets without taking any damage or even healing up.
Prudent positions
Good long range formation for bomber ships.
TIER III
Here are the weak cards that are very situational and even in the rare situation where the card is applicable the benefits are not that great
Irradiation/Shrapnel munitions
Questionably useful when you're defending your system with a weaker fleet and want to deplete enemy manpower to weaken their invasion. If you have a stronger fleet it's better to just kill the enemy outright with better tactic. If you're weaker just retreat. It's not worth losing a fleet to whittle a bit of opponent manpower. Also badly designed because it kills per hit when missiles and beams have much slower RoF than lasers and slugs so it's only useful on the latter.
Full reserves
Convenience tactic that allows you to attack twice to go through weak opponent ships faster. Most of the time same result can be achieved by splitting your fleet into smaller chunks. The placement on the tech tree means you'll never get it anyway.
Gravity/Plasma distortion
Could be a decent tactic actually but the placement on the tech tree in T5 means nobody will get it. Also very situational.
Lifepods Away
Useful to save manpower when you're getting decimated. Killed by being T5 and not really worth the slot for this very rare situation.
TIER IV
Here are the card that are way too weak and are bad in almost every situation including the one they were designed perfectly for. Absolutely not worth the slot.
All the resource farming cards per lost/destroyed CP and XP cards
The ships you lose in the battles are worth 30+ times more than the resources you gain. Using actual tactics that minimize your losses and kill enemies quickly will save you way more resources. With the rescaled XP level requirements the XP gain bonus is negligible. Why is there so many of those when there is a severe lack of actual battle cards?
Power to shield
Shield absorption is so high that it's never necessary to increase it. The only parameter that matters is shield HP. All this tactic does is lowers your damage by 10%.
Shield wall/hard target
What does +25% defense even mean? evasion? increased hull/shield absorption? Those tactics have formation settings that don't allow for actually utilizing the bonuses and are just plain worse than using turtle for short range and barrage for long range.
Anti-shrapnel hull/radiation shield
You can get like 50% hull absorption and let's say 80% shield absorption. This converts to 25% and 40% crew protection respectively which is not that much. Weapons that kill crew are very rare anyway. You'll probably save more crew with offensive tactic so you kill enemy quicker so they have less time to kill your crew.
Ee Passant
A T5 battle tactic that gives you +3 MP when your fleets at this stage have 15+ movespeed. Enough said.
Overall there is almost no diversity of battle cards being used right now.
Did anybody had good results in using any cards outside Tier I and II?
In retrospect, perhaps it was a mistake to tie flotilla positions to tactics cards. Like several features of this game, I'm curious to see how much smoother things would work if some choices were split.
Looking forward to seeing a rework of this. I generally select my cards baed off the flotaila ranges so that they counter the ranges of the enemy, rather than looking at the bonuses. I also find the +FIDS per destroyed CP and extra XP per destroyed CP useful when destruction of the enemey is assured.
Extra FIDS per CP destroyed are totally just freebie cards for when you are mopping up or you find an unlucky scout.
I may be wrong, but it seems to me that flotillas behave differently based on the tactics cards in play, i.e. sometimes a flotilla will charge ahead and other times it will strafe. This is easy to replicate upon changing cards and watching the fight play out. I would be interested in seeing a chart or guide about how the various cards make the flotillas move in battle. As well as the movements of 3 flotillas vs 1 flotilla and so forth. I know there are mods out there that completely undermine this and just make your flotillas charge at each other 100% of the time.
Thanks to the devs for making a note about this. ;D
Would be fun if there was a sandbox mode where you could just try out combinations of fleets and tactics against other combinations of fleets and tactics.
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