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The only planet defense I made work more or less is mass spam hangars hugging the planet lowest orbit, retrofit bay, twin fortress with 3 hangars just inside the retrofit bay's range for heals, and switch it all to bombers. If you got Pranasi, add 5 emergency gauss turrets on top. You can go nuts and add impenetrable fortress and spam even more hangars. Basically gives you the bomber power to shred any capital.
Unless you are hit by 2k main impossible AI stack with a Titan, it will hold and send them fleeing.
All other defenses suck badly, limited range and not rotating just makes them useless. Also fortresses weapons are mostly useless except hangars. Simply put, with hangars you can project force across entire system, with anything else you don't.
IMO the game should be balanced so that an equal-tech "half" fleet plus a well-defended planet can narrowly defeat an opponent "full" fleet, and I feel like that's roughly where we are right now (until titans enter the picture). I think the defender should have a little more advantage than it currently has right now (defender inherent advantage in IRL warfare is usually 3:1), but it's certainly not gamebreaking as-is.
On the subject of titans, I wish corvettes still had their "capital ship counter" role. So far though it feels like corvettes just get shredded past early game now. I hugely enjoy (in theory) the concept of them being too fast for non-turreted weapons to track, but there still seem to be so many turreted weapons in an avererage fleet that they don't really have much of an opportunity to shine. Not to mention that their damage output is pitiable, especially against armored targets. If they had an EMP ability, like (just spitballing here) "for every hit the target is completely disabled 0.25 seconds" you could still have a big impact if you had like 20+ of them held back for a critical moment.
Capital ability cooldown nerfs as penalty for too many allied ships being nearby wouldn't be a bad idea either.
Essentially instead of hard limiting doomstacks its saying "you CAN doomstack, you might win, but you will take disproportional losses if you do."
Yeah pretty much that. And vasari spam 100s of their missile spammers, and I won't leave home with less than 70 LRMs either.
Unfortunately, even fixed PD doesn't help much against lategame missile spam.
And yeah, capitals are very sad when they get focused by that. Overall, most capitals feel weak af.
The only real answer I found to to not waste damage, is just right click enemy missile spammers with my bombers and my own LRMs, that way they spread damage and kill them faster.
Advent has a godlike tech to make missiles redirect, but it's kinda wasted on them since they don't even have a missile cruiser lol, and Tempests fall off quickly with their pathetic 0 penetration, as other players replace their comp with cruisers with much higher durability than the frigs.
Unless you're talking about local ships getting speed nerfs depending upon how many other ships are nearby. Not against that idea either.
If changes should be made, it would be something like this:
You always have infinite fleet supply, with the cap only being a "soft cap". However, if you go over it, you get increasingly harsh penalties.
1) A reduction in all forms of income, depending on how far beyond the cap you are.
2) A reduction in speed for all ships(scales with how far beyond the cap you are).
3) A slow down in unit production and planet developement(a set amount).
4) A reduction in Culture push(a set amount).
Basically, you can choose to go over the cap, at the cost of slowing everything down. It could be useful for desperate defense of a planet or even system, or for cracking a fortified position.
If you want to operate huge fleets, or multiple "large" fleets, things will slow down mechanically, giving the opponent the time and various options to respond.
I dont think trying to mess with "fleet/gravity well dependent debuffs" would be worth it. It would just artificially force certain fleet compositions or make it particularly hard to take on a well entrenched defensive position.
As for missile spam, I still think that missile frigates/cruisers should have an increase in fleet supply cost.
At the moment any fleet size mod may just ruin the game because it make all the ship or even titan can be easily destroy by large group or ship...