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It would therefore be possible to have a 10k strength fleet attack a 250 strength fleet and lose. You have to scout the defenses of the ships you are fighting against to determine if they can deal with your damage output and if you can deal with their damage output.
Learnt that the hard way starting with missile weapons on my first war. Not sure if I dealt any damage at all.
Doesnt make much sense still.
The very same gun should hit just as good no matter if fired from a small or a big ship. The only difference is that a big ship naturally is a bigger target, given the relative size of space combat tho and the accuracy to hit in the first place there is no big difference in hitting a 10m or a 100m long target for your fire solution has to be that accurate in the first place that there is no much of a leway. Also a larger ships might just have ordonance that might make direct hits unneccessary for they just blow the area of space with shrapnels the enemy ship is supposed to be in.
(Tho combat in Stellars is more portrayed like a brawl rather than anything that would make sense in the first place so nvm.)
Not if its a turret of the same size than on the small ship. Also a big ship might actually be more accurate for it may have a better mass ratio between turrets and hull so the turret movement might not be a factor the ship has to compensate with its own thrusters. That aside there is not much movement from the angle in the first place if you target something "halve" a solar system away.
But yea, we have to sacrifce here for gameplay and fun reasons and imho I do not have a big problem with it as long as each element of the combat system stays reasonable. In the End Battleships should stay supreme in this brawling combat that has more in common with lets say WH40k and less with Antares or the Lost Fleet to some extend.
That is outdated, as are the weapon descriptions in the race creation screen. It was explained in the release day stream that weapons have been rebalanced, and for example kinetic weapons are no longer bad at anything, they are now a general pupose weapon that always does decent damage. Shields are equally effective against all three major weapon types, with only special weapons like disruptors and torpedoes having any extra effect or bypassing them.
You realise you can build cruisers with all small weapons right? A cruiser built to deal with corvettes will hit them just as easily but have a metric s*** ton more hull strength and shields as the modules likes shields and armour are so much more effective on larger ships.
Its slightly more as the weapons get more powerful and fleet numbers grow the slight difference starts to add up. Also more range
Torpedoes as a direct result are excellent jack of all stats weapons, bypassing shields and hitting targets easily.
And here comes the greatest offender of big-shi-rapage, a tachyon lance equiped fleet will annihlate anything made of only big ships.
On the other hand if you have an equivalent power fleet of corvettes and destroyers going against the same fleet you will take minimal losses.
PS: Fallen empires SPAM this weapon.
Range, in bigger battles you'll be able to fire plenty of longer range weapons before the smaler ships get closer.
Also, smaller ships are a lot faster than bigger ships so they can get closer a lot sooner than say battleships that never really get anywhere near the enemy, the enemy usually gets to them first, to start firing at their smaller-ship frontline as well.
But you're right about the accuracy issue, if you put L turrets on destroyers and make a comparable fleet to battleships and both sides are using tachyon lances, for example, the destroyer fleet will win with minimal casualties every time, that's something to take into account. In the end what matters the most is knowing what your opponent will be fielding, but since you can't always know... Don't put all of your eggs into one basket, you'll hate having a fallen empire comming after you when all you have is a big fleet of battleships for example.
Yeah those are pretty great but I gave up on their use after a few wars against races with some point defense weapons, i'd deal close to zero missile damage every single fight, I'm not sure if that's ballanced
Destroyers get just 10% less evasion, cruisers get about 25% less they can still have considerable evasion (40+) and about 10x the health
Hull is not meaningless it is the hit pool. A cruisers has about 6 x more basic health than a corvette, so its worth about 6 corvettes, it also has the benefit of medium and large utility slots so it can have larger shields and armour
I get your point but cruisers are better than corvettes, that said the most effective fleets use good combinations of all 3, a whole fleet of corvettes loses MP to quickly, a fleet with a buffer of hard to hit corvettes backed up with longer range destroyers and cruisers is best tbh. Its relatively well balanced, much like EVE. If you come just with one type of ship you wont have a good time.
In the end, just as in any Paradox game, the key ist just bring more. More of anything works mostly.
In an environment with same production value against each other I would bet on an all big fleet tho but that is a rather sterile environment that also depends on the matter if you know what the other brings.