Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Many structures feel underwhelming, like the hangars just have too few squadrons. I feel it should be a LOT easier to house and maintain strike craft from a stationary structure over a mobile ship.
The lack of PD on anything but starbases also hurts a lot, which is another thing stationary defences should have an abundance of.
and defence is still incredibly strong; mostly now bc off passive buffs, healing, resurrection, regen, dmg-reduction, massive-ultra-weapons etcetc.
you can get a large advantage due to these buffs, combined with repairs+structure support it can be a pain to crack open :P
a few things;
starbases can make the planet immune to dmg untill the starbase is dead; if you max out it's defensive it will take a while even for a titan army to crack it.
if you max out the defensives off the planet it will hold itself for a long time, need dedicated anti-planet ships to do anything.
if you use global abilities advent, you can basically make a planet impossible to take, if you just spam it on the planet when off cd.
if you use phase-gates you can bring your army in extremely fast.
if you utilize free units you always have extra meat. etc.
each race has some incredibly good defensive setups;
but No, and luckily so, a fully upgraded starbase with full upgraded defenses will not win a fight vs. a 2k army with titans in it, or make it close; but throw in 500-1000 supply and it will absolutely wrack the attacker.
base defense is quite expensive both to research and built to a point where it can hold half decent for the game stage you in;
so every planet which you don't tank up will easily be changed.
also be aware that unity, advent, can take over planets Easily if they have cultural dominated influence in that system, which their globels can do reasonably decently;
as such if you don't watch out you can lose important planets, having to kill them off and rebuilt them from scratch: so it's important to keep your anti-cultural defence up vs. advent ^^
Again, this all comes back to the bad AI, which is designed to only attack in such overwhelming force that it internally assumes something like a 90-95 percent likelihood of victory. What this essentially means is that the AI never gambles ships, and thereby always assembles deathstacked fleets that overwhelm whatever they strike... or sit passively doing absolutely nothing until such time as the AI feels it has achieved forces necessary to do that.
All of this is in marked contrast to the first game, where the AI tended to more poke-and-prod multiple opponents/planets at once with smaller, more manageable forces. Yeah, you still saw huge bodies of ships, but the AI in the original was willing to experimentally lose numbers whereas this one just isn't.
There's too much concentration of forces in SOASE II - there's too much harboring of strength. I'm just not satisfied with this experience. Is this a more stable product than the first game? Absolutely. Is it even half as fluid and fun? No.
Starbase can be upgraded with a module to prevent bombardment damage. Also, if you find your defences out of position, you can rotate them (including the starbase!) in the direction of the threat - and all structures will move around the planetary orbit.
I also recommend getting the item from minor faction, which gives you health and military slots, as health boost is substantial, while the 10 extra slots will make sure to help your turrets to shoot down any planet bombers :)
The best way I've found to stall is to have defences all over the place, as far from the invaders so they take longer to run around and kill them.
Defences feel like they aren't worth the investment unless I am placing a couple for decoys. But buying all the planet upgrades for those orbit defences slots, then buying the structures is a large investment in time and resources that has a delayed payoff, one that never feels like it is worth the investment.
Maybe if planet defences had firing arcs where they had directional shields and powerful weapons that would make the mechanic more viable. That could also buy more time forcing fleets to move around to engage, or more costly for quick head on fights.
If they are bringing a big enough fleet to easily roll over your starbase + whatever military structures you built to cover it, that is not a small fleet. That is a pretty major fleet. Because starbases are very tanky even without items. If you build defensive items on them, they get even more ridiculously tanky.
So the problem you had here isn't that your defenses weren't sufficient... It's that you somehow let a massive enemy fleet catch you totally by surprise. Don't forget to keep making scouts now and then throughout the game. Study techs that let you see enemies jumping in from further away.
But most importantly, always try and keep tabs on where the bulk of your enemy's forces are. It's pretty hard to hide a fleet of that size, especially if it is anywhere near your border.
On the other hand, if you were aware that massive fleet was sitting just one jump away, ready to strike at any moment... Well, you should have had a decently sized fleet of your own there to back up your defenses. You don't need to match their numbers, not when you got a starbase and hangars as backup. But you can't expect your defenses to handle a massive fleet all on their own.
The resources I spend on defences are best used buying time. TTK is lower than travel time through a gravity well, so the best defence is one that is spread all over a gravity well, forcing the enemy fleet to run around.
Oddly enough, starbases in the beta patch are even weaker to missile spam.
If you got missile upgrade you could at least shoot back and kill some missile ships, now if they have a few flak ships the starbase missiles are hard blocked while the missile mass while reduced some by the star bases PD is not blocked.
A fully upgraded starbase struggles to remain alive even against medium sized fleet in late game, even when supported by regeneration bays. It is especially evident against (or when using) Vasari, thank to their phase missiles. A slight buff to health and armor ( and maybe higher ROF) would do wonders for them.