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Fleet accelerators gone from support ships -- what to do? :(

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6 years ago
Aug 13, 2019, 2:54:50 PM

It is as the title says it. I play this game casually from time to time and enjoy it a lot. For example, in the last game I found out that you can actually roll over an enemy using mercenary ships (I'm playing on "hard" so I guess it's possible).


However, part of my strategy was to amass a number of support ships having the accelerator module, and then having huge fleets zip around clearing everything in their way. But now this strategy is obsolete (sure, I can put this module on a hero, but then I'd only have one "super-fleet" like this, and it won't be nearly as fast, considering that a hero ship can only hold so many support modules)...


Basically, now I'd have to install an engine on each ship, which would axe the whole min-maxing approach (install the max number of weaponry on offensive ships, use support slots for damage enhancers) I had goes down the drain :(


Anyhow, can anyone advise an alternative to having such an approach for constructing ships?


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6 years ago
Aug 13, 2019, 4:47:41 PM

The only problem I see is that game will slow down to a crawl on larger galaxies late game. I didn't quite like that you could build 60+ movement fleets, but now anything close to 10 is considered god speed.


You can only mount one damage enhancer per ship, so I can't see a problem here, I always have engine on each ship anyways. Now equipping more then one might become viable.


What I outright dislike is that already slow Admiral Hero ship now requires fleet booster, having only 2 support module slots (one reserved to engine). This removes any possibilities of equipping any other hero-specific modules on Admirals. I understand this is an effort to make Councler- and Overseer-led fleets viable, but c'mon, that's far from desired state of things.

Updated 6 years ago.
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6 years ago
Aug 14, 2019, 1:08:39 PM

It numbed my playstyle a bit too, but I see it as something good. Really didn't make sense since ES1 to have some cheap ships speed up my cruisers like that. Way too useful, if you ask me. Still having the option is good, but again we should ask for hero ship upgrades. They're good at the start, but irrelevant later on. Now they are necessary, but even more limited. It's odd. I'd like to be able to make a hero ship with more modules, maybe a bit bigger. Maybe it could occupy CP when improved. IDK. These are just ideas I'm throwing out.

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6 years ago
Aug 14, 2019, 2:49:24 PM

This also gives vaulters a huge advantage, since they're able to move forces between their systems instantaneously, whereas most other races lack such ability (yeah, the unfallen have vines, which speed up fleets a little bit, and some races have ships with more support slots etc), but now it's literally like Vaulters are playing Heroes 3 while being the only ones with access to Town Portal...

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6 years ago
Aug 14, 2019, 3:53:27 PM
jiallombardo wrote:

...but now it's literally like Vaulters are playing Heroes 3 while being the only ones with access to Town Portal...

Could be more useful now, to ally with Vaulters and Unfallen, for to make use of their abilities, not?

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6 years ago
Aug 14, 2019, 4:08:34 PM

True that, but what if you, say, play against a couple of Craver enemies or something? :D


Anyway, I haven't really been constructive in my comments, so I'd like to suggest -- perhaps the modules itself could be strengthened (if there is no intention to put them back onto support ships)? Like, they could give +3 / 4 / 5 speed buff instead of +1 / 2 / 3 (depending on material)? Or perhaps multiple copies could at least be installed on hero ships?

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6 years ago
Aug 14, 2019, 5:53:09 PM

It is true that +1 movement (not multiplied 40 times afterwards) is a fart in the wind.

BUT it does make it feel more as it should be.


Racial movement bonuses and maluses? Relevant once again!

Movement skills and abilities? Those were always relevant, they are only more OP now, it's not as if hissho and vodyani and sophon heroes with their balanced damage bonuses were ever obsolete.

I tried rushing the +3 mod, but it still feels like more or less nothing.

Vaulters, Unfallen and UC movement bonuses? Relevaaaaaant!


Speed is now a thing again, and I would also like to treat that as a good thing.

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6 years ago
Aug 14, 2019, 6:52:57 PM

Every enhanced hull, apart from Riftborn Hunterhas at least 2 support slots, so multiple engines is also viable again.


I espicially like, how Scavenged Ramscoop module from Celestial Worlds interacts with other engines. +25% movement points distance bonus stacks. So, if you have 5+ engine, you can install one of those, then throw one or more Scavenged Ramscoop on top to get even further distance traveled, then by stacking normal engines. If you have only 4 ms or slower engine, then just stack Ramscoops only.


Horatio explorer with 4 Ramscoops can become 16 movement points ship that moves for 32 movement points distance that way! Antimatter engine plus three ramsoops will yield 33.25 movement distance.

Updated 6 years ago.
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