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
In skirmish there is nothing wrong with 20 player ships against 20 AI ships.
Having a higher ship limit would make having a bunch of smaller ships viable. Like the zerg, or whatever.
In Battlefleet Gothic, for example, there are missions where you can take one really large ship and one medium ship, or two medium ships and a bunch of small ships. In in Battlefleet Gothic, since the escort ships don't count towards your losses, they are the expendable grunts.
When you fight every battle with 8 ships, over and over, even though the enemy is throwing more stuff at you, your tactics become pretty much the same thing over and over and things become stale. Being able to choose between a few large ships or a massive swarm of little ships, even if those little ships cost you resources to build... If you can build them cheaply and quickly enough, it can be a lot of fun to zerg an enemy from time to time.
When a game limits the number of units you can control (to such a relatively small amount) the only option is quality of quantity: There's really only one true-good choice, which means there's not really any choice.
I kind of like your idea of having limits be on the size of the ships themselves. Like only allowing 2-3 large (Battlestars, Atlas, etc.), 2-3 medium (Adamant, Ranger, etc.) and the rest small (Manticore, Orion, etc.)
It would require reclassifying the ships into their respective sizes though (capitals/carriers, cruisers, frigates/corvettes). But I wouldn't think that would be too hard to do.
In vanilla XCOM2:WOTC, 6 soldiers is a nice sweet spot.
In XCOM2:Long War 2, you can go stealthy with 4-6 soldiers, and face fewer enemies... or you can bring 12 soldiers for some truly spectacular battles against overwhelming odds.
So, to answer the question: Base game is fine. But it's not amazing. To be amazing, you need full mod support... sadly, this franchise chose to make mods illegal. If I had to guess, they (the franchise, not the devs) are greedy and thought mods would infringe on sequel opportunities.
No sequels are in sight.
---
Specific examples: I can bring 3 Jupiters and 1 Artemis, or 2 Jupiters and 2 Minerva, but I can't bring 4 Jupiters or 6 Artemis. This is due to the 8000 point hardcap.
I can't reach 8000 fleet points without using battlestars. The fastest battlestar is the Artemis at 120 M/S. If I want an 8000 FP fleet, it can't get any faster than that.
I can't do 16x Manticore suicide fleets. I can't do 12x Berzerk fleets (can you imagine a twin 6x berzerk pincer?). I can't have a fast fleet (Adamant, Berzerk, Manticore) working alongside a slow fleet (Jupiter, Atlas, Minotaur) in the same battle.
I made an excel calculator to help me find 8000 FP combinations, and I have to say, having even one more ship slot (replace Celestra support slot with regular ship slot) or +1000 more fleet cap would have added exponentially more possibilities.
---
It isn't just Colonial Fleet that's limited, same goes for the Cylons.
The Cylons can bring a team of Torpedo Nemesi, Jump Phobos, and Cerastes fast enough to chase down my Berzerk Monofleet, or they can wreck my fighters by bringing Cerberus x4, but they can't do both.
If they try to do both, they split their fleet between two few fast ships to matter, and too few heavy ships to hold their ground, resulting in being defeated in detail.
They can try to throw in Revenants as a middle ground between speed and power, but they don't have reach, are helpless against fighters and missiles alike, and aren't fast enough to get a good angle on my Berzerk stacks.
To truly threaten Colonial fleet they would need to outnumber me by more than just 1 or two extra ships, and they'd need to drop in additional fleets mid battle to cut off my escape routes. The current game isn't balanced around long, multi-phase, consecutive engagements. You can't fit the numbers and types of ships into a single fleet to pull that off effectively.
---
Yes, I realize there's Anabasis, but the rules for that gamemode are extremely meta-gamey. You don't even have to win. You can survive most "fights" simply by fleeing for a few turns. That's not a proper battle.
---
Now, to cap things off... do I actually enjoy Long War 2? No. No, i do not. It's too grindy. But I do like the mods that give me a midway point between vanilla XCOM's 6 soldiers and WOTC's 12 soldier (~8 is my personal sweet spot), and I absolutely adore the Long War playlists a variety of youtubers have made.
---
TLDR, the problem isn't the game balance, the problem is that altering the game balance via mods is literally illegal.
Is it possible to make mods? If not, it's not illegal. What law actually prohibits it?
Quoting form an older thread:
Chatting with the guys on discord confirmed that we don't really talk about mods, and we don't really talk about how we can edit TXT files in the base game. So yeah, you can technically do little stuff, but if you make an overhaul and post it on a website, you'll get sued and/or a cease and desist.
It seems to me that, say, increasing the max fleet point total to 9000 instead of 8000 would open up a ton of better fleet comps. Almost as if every great combo is barely over the max on purpose.
Which really sucks because this game type has so much potential...
Would you recommend that game to someone who really enjoyed this one?
And the campaign maintanence costs made it bloody impossible to build fleets at the beginning.