Sins of a Solar Empire II

Sins of a Solar Empire II

How are you supposed fight Advent Deliverance engines...
Like really, those things are bad.

2k fleet enter enemy orbit, in few second 2-4 shots come, turn ~500 supply worth of fleet to enemy. And this repeat every 20 seconds or so...

Is there any way to defend to it? I foudn imposisble win this, I can barely overcome the planet defense like this but neevr real enemy fleet.

And ye, we depserately need option turn thos eweapons off... they were always ♥♥♥♥ but this is overtuned..
Last edited by Včelí medvídek; Aug 18, 2024 @ 12:17pm
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Showing 1-15 of 18 comments
heh Aug 18, 2024 @ 12:17pm 
Only counter is full-capital ship fleet.
Kanjejou Aug 18, 2024 @ 12:34pm 
use your capital ship that burn antimater/ disable skill so it can never cast/cast less othen and it shoudl be good...

also scout when he is making one so you can go attack its super costly so usually its a big opportunity of attack for you... take/destroy couple of its sytem .
Last edited by Kanjejou; Aug 18, 2024 @ 12:35pm
Včelí medvídek Aug 18, 2024 @ 12:43pm 
Originally posted by Kanjejou:
use your capital ship that burn antimater/ disable skill so it can never cast/cast less othen and it shoudl be good...

also scout when he is making one so you can go attack its super costly so usually its a big opportunity of attack for you... take/destroy couple of its sytem .
The issue is not the canon in system U attack - but multiple around even quite distant and unreachable.

I am in late game, enemy has many own planet and complete star systems that are backed like this. I ahve vastly superior economy but I feel hopeless (unless I will really switch to full capital fleet...)
Last edited by Včelí medvídek; Aug 18, 2024 @ 12:45pm
Sasha Mason Aug 18, 2024 @ 12:45pm 
Unlike Rebellion, there isnt a seperate cap for captial ships.
You can build as many as fleet supply allows.
The problem is that it is very costly to build such a large fleet but it is ultimately the only hard counter to it. They cannot take those over.
Brannagan Aug 24, 2024 @ 10:23am 
Not really had a chance to play Advent they've never been one of my favourites but which of the Advent factions enable the Deliverance Engine to capture enemy fleets? Kinda sounds fun tbh
Queco Jones21 Aug 24, 2024 @ 10:28am 
Nope. Full Cap ship fleet is the only counter at the moment.

If the AI wouldn’t build so many of them it wouldn’t be a problem. But they prioritize construction of the D-engines over all other defensive structures, so by late game most of their systems will have at least 1, or as many as 3 D-Engines.

Mod them out until they get a rework or nerfed, hopefully.
RCMidas Aug 24, 2024 @ 10:30am 
Already being nerfed in the beta version currently available. Moved to a later tier and getting a couple of new technologies to unlock its full abilities.
Britty mitty Aug 24, 2024 @ 10:33am 
The experimental branch is doing some changes to deliverance engines, longer cool down and higher tech requirements, along with changes to pd systems (which in experimental means pd's are actually useful),
Emperor Fooble Aug 24, 2024 @ 11:19am 
The mass conversion of ships via deliverance engines and the defensive planet item sounded fun at first, but after using it and being on the receiving end, it really isn't.
Destroying 10% of a 2000 pop fleet with a single, free super long range shot with zero counterplay options doesn't work in practice.

Not only does it 'destroy' thousands of resources worth of ships instantly, they are converted and fight their previous allies causing quite a battle. The conversion rate might be 6%, but then those ships deal a lot of damage before they can be destroyed.

Multiple D-engine shots will cripple or even destroy a maxed out end game fleet at zero cost to the owner, depending on RNG when it comes to the number and type of ships converted.

Even after the nerfs in the current test patch, I think there needs to be a cap on the amount of D-engines that each player can build, and there needs to be a hard cap on the max amount of supply that can be captured.

A single deliverance engine shot will turn an equal fleet Vs fleet battle into a total bloodbath.
Petr Nevecny Aug 24, 2024 @ 11:46am 
solved it by downloading mod thats diabling superweapons as its curently imbalanced aspekt of the game
TreyUwU Aug 24, 2024 @ 12:11pm 
Originally posted by RCMidas:
Already being nerfed in the beta version currently available. Moved to a later tier and getting a couple of new technologies to unlock its full abilities.
It's still not enough against AI, unfortunately. Best is to just avoid the advent that has the D-engine until it gets a proper nerf.
Best would be a rework or just the option to remove them on the game options. Or mod it out.
Last edited by TreyUwU; Aug 24, 2024 @ 12:13pm
Physical Disconnect Aug 24, 2024 @ 12:17pm 
this is because devs choose to make "super weapons" part of the faction balance. i.e because TEC and vasari are able to build masses of ships quite fast the advent are given the deliverance engine as balancing tool. i already said in another tread that this is a very bad idea but yeah. i really doubt its possible to balance units around it as it would either mean to nerf the "super weapons" into oblivion or giving advent something else in exchange
TreyUwU Aug 24, 2024 @ 12:23pm 
Originally posted by POOL FLOAT:
this is because devs choose to make "super weapons" part of the faction balance. i.e because TEC and vasari are able to build masses of ships quite fast the advent are given the deliverance engine as balancing tool. i already said in another tread that this is a very bad idea but yeah. i really doubt its possible to balance units around it as it would either mean to nerf the "super weapons" into oblivion or giving advent something else in exchange
If they want to keep their current power, limit those to 1 or 2 per empire, so that you'd actually have to think about a good placement before building one.
Instead of spamming one on every planet.
Physical Disconnect Aug 24, 2024 @ 12:26pm 
Originally posted by TreyUwU:
Originally posted by POOL FLOAT:
this is because devs choose to make "super weapons" part of the faction balance. i.e because TEC and vasari are able to build masses of ships quite fast the advent are given the deliverance engine as balancing tool. i already said in another tread that this is a very bad idea but yeah. i really doubt its possible to balance units around it as it would either mean to nerf the "super weapons" into oblivion or giving advent something else in exchange
If they want to keep their current power, limit those to 1 or 2 per empire, so that you'd actually have to think about a good placement before building one.
Instead of spamming one on every planet.
i get that. but i believe this wont be enough as a good player will know where to attack and when. the new beta patch showed an increase of cooldown from 180 to 300 seconds so almost double the time yet its still bad to let a "super weapon" dictate the balance for your whole faction because the core faction balance is flawed. if you restrict them in any way the balance for advent may suffer.
Last edited by Physical Disconnect; Aug 24, 2024 @ 12:44pm
Erebus Hunter Aug 24, 2024 @ 5:17pm 
Personally, I feel like the Deliverance Engine being op is just the devs getting back at the community for hating on the Advent so much in the first game. I mean...did *you* ever play as the Advent in the first game? Or did you only ever play TEC/Vasari, like you are now?
(this is a joke btw)

In all seriousness though, superweapons were really strong in the first game too, and the only way to counter them back then was to fight your way to it and hope you could get to and destroy it before it destroyed you. At least now the system moves, so you dont have to fight through every single enemy gravity well to get to the superweapon anymore.

The first game also made you use tactical slots to build the superweapon, so the planet you built it at wouldn't have any real defensive emplacements, so you kind of had to have a part of your fleet tasked to its gravity well to defend it, which limited your offensive and defensive options.

But the first game also had an option to disable the superweapons completely, so...
Last edited by Erebus Hunter; Aug 24, 2024 @ 5:22pm
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Date Posted: Aug 18, 2024 @ 12:06pm
Posts: 18