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Combat is still fast paced, even at normal speed.
FAQ:
- No, there is still no Navy path for the main human campaign, and realistically no one appears to be working on it.
- Ditto for Wanderers Pt. 3.
- Hai Revealed is still 90% disabled.
To slow combat in an otherwise vanilla game, you might want this plugin: https://github.com/Arachi-Lover/LowerDamage
Click green "<> code ▾" button and then "download ZIP".
It could be just not playing after a while and being used to other games, so if there's anything specific you feel, feel free to mention. (Also, combat might be faster in the newer alien area but that's just how their thematic is. Ultimately I don't think we did any big changes to combat overall that would make it seem much faster than the past.)
If it's a matter of making it slower as a suggestion in general that's one thing, sure. But I don't think it's faster, if at all, than it has been before.
To put another way: The engine and ship speed rebalance were overall a welcome change, but it's made the already fast combat a more noticeable issue.
it was most prominent during FW campaign, once you in active war with republic. you can jump into rep system, get attacked by single carrier and think you can deal with it, but then in 5 secs another carrier fleet jumps in, then another & another & so on. soon there are more carriers than systems in republic and you need like 20+ shield beetles to clear them all out. similar situation in wah ki, with unfettered jumping in every 5 seconds it's total chaos in there.
But that's just a very unelegant solution to the balancing problem and definitely doesn't always work.
FW story battles against republic have several carriers & escorts and if you won't immediately disengage and pull out to the edge of system you get focused and melted very quickly; bounty hunter fleets i've complained the other day in different thread made a short work of me whenever i tried to use "small fleet" (centipide, 5 falcons & 4 aeries), i had to unpark all the ships i've captured to deal with them without major losses; non-story FW battles (like when you need to go through republic space) can be absolutely unwinnable if rngjesus decided to spawn several carrier fleets jumping right on top of you in each system
i _would_ prefer small fleet, but reality is forcing me to amass gigantic deathball just so i can stop losing ships left & right.
(Though I do agree that small fleets don't meaningfully address the issue of having to be so quick to issue commands in combat.)
Fairly recently, we've had several devs live-stream their playthroughs of the game and no, we are not amazing at the game; the main plot is entirely doable in a single ship (being one you upgrade through the story, such as Argosy-Falcon-Dreadnaught-Hai-Wanderer and so on). For most of FW, it is indeed balanced around this. And with a fleet of small ships, it is made easier, but of course don't expect to do the entire story without losing ships or in one life. There are also many players who can do it solo as well. At this point, it's hard to balance the game for *everyone* to be able to do it in one specific way, or for it to not be easy and bland for others, but generally, if you stick with your fleet and focus down weaker ships, it's doable.
Whether or not *specific* battles are balanced is another story (especially Wanderer and Pug ones later on, which are on the list to look into), which sounds like your problem point which is valid.
Pirate raids I'm not sure of as much, perhaps they can be toned down. The "underground" spawn-rates could get a second look at (pirates, hunters, marauders, etc.)
On the topic of "non FW battles" something we do think is massive Republic fleets spawn a bit too often outside of FW, so we will probably look at reducing those.
As for accessibility issues - it really comes down to what the game's designed around. As the game is not an RTS or fleet-based game, adding mechanics to such elements isn't really a priority, we might add a few, who knows, but fleet gameplay isn't our focus.