Stellaris

Stellaris

Star Wars Rebel Ships
 This topic has been pinned, so it's probably important
Elratie  [developer] Dec 4, 2016 @ 5:08am
Balancing Feedback!
give me your feedback on ship/ fighter balancing and other stuff.
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Showing 1-13 of 13 comments
[CG]GeorgeCrecy Dec 18, 2016 @ 7:28pm 
Hey there Elratie,
You do have a great mod here, and it is exceptional in the ship models and choices awarded. However, for both this and the Empire Ship Mod which I will also post in, there are problems in regards to the balancing. I have found that while the ships cost more, they have significantly less fleet power compared to their vanilla equivalents. Some early destroyers would have a fleet power of 32, which is comparable to the very first ships you would get at the beginning of the game! This results in getting rofl stomped by the enemy even at the highest fleet power - if your economy can even support getting to that, though enemy empires seem to support it without an issue.
Elratie  [developer] Dec 19, 2016 @ 8:07am 
@[CG]GeorgeCrecy Keep it please to one mod both have the same balancing and about the Destroyers they are Vanilla i didn´t changed a thing about them only Model replacment.
Wombat Warrior Jan 10, 2017 @ 2:17pm 
Loving your mods but I agree on the power. Ship for ship they just dont seem to stand up. What I think is the problem is something isnt quite right with the turbolasers, they just dont seem to be doing the damage that is posted. I will try and get some better data to back this up but truth be told my fleets get stomped by fewer ships at equivilant tech all to often.
Elratie  [developer] Jan 11, 2017 @ 6:29am 
Ship vs wich ship? Vanilla, rebels against empire?
Wombat Warrior Jan 12, 2017 @ 12:20pm 
Ah sorry. Rebels vs standard.
antenociti Jan 17, 2017 @ 9:19am 
Turbo-laser at their base levels are under-powered, however there is a BIG development/tech tree for the Turbo-Laser range of weapons using the authors other mod... which, long-term, makes them better.

They do also tend to have a better ROF from base, albeit with lower accuracy...and the turbo-laser PD is slightly better than baseline...

I'd get to the end of the tech-tree before making a final judgement... in the meantime you may just be seeing the lower Accuracy affecting actual hit-damage--output.

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Elratie: I've made some changes to fighters, bombers and escorts as individual (non-hangar) craft to try to find a balance using a Corvette cost/stat as baseline.

I'll let you know how that turns out but, for now, I've given them marginal armour, HP and shield boosts, whilst dropping their fleet-size-requirement cost - so you can now get 4 X-wings for the same fleet (size) cost as a corvette, 3 bombers and 2 escorts.

I think 4 X-wings versus a Corvette should be a decent fight?
Wombat Warrior Jan 25, 2017 @ 5:49pm 
So I think I have found it. Custom ship classes arnt evading:

http://steamcommunity.com/sharedfiles/filedetails/?id=850282887

Last edited by Wombat Warrior; Jan 25, 2017 @ 5:50pm
antenociti Jan 27, 2017 @ 10:03am 
They do evade, at least they do in my games, however their actual evasion is effectively reduced by the tracking of what is shooting at them, so their evasion rate is always less than the maximum it could be (theoretically capped at 90%)

Certainly the ship-fighters evade (not strike craft, ships) ... will treble check tonight about other classes.

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Elratie: is it worthwhile (or possible) to break out the fighters into individual ships rather than having them be different-weapons on the same statistical chassis/model.

It would be nice if the Z95 through to the E-wing could have different core stats to give them more flavour individually.

Also is it possible to stop the higher tier weapons being fitted to the lower tier fighters? i.e. you can fit e-wing guns on to an X-wing, thereby making it the default *best* ship as it has the most weapon-slots and (most) other stats are shared across all fighters.

( This is not a complaint, more of a general enquiry)
Elratie  [developer] Jan 27, 2017 @ 11:11am 
They do evade, they just dont have a high evade value


@antenociti that would mean each fighter needs to get it´s own shipclass and that would result in alot unpleasent scrolling without much gain out of it and no i can´t restrict the weapons on single hulls unless PDX decides to give us much more freedom in doing so.
antenociti Jan 28, 2017 @ 12:13pm 
OK, thanks for the reply, having had a look over it I thought that might be the case.

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Re Strike Craft: I've given the RA strike craft small shields, and compensated empire by giving them armour on their TIEs. Hard to test for balance but seems they last a little longer if nothing else.

Re Individual Ship Class Fighters: Given the RA both shields and shield_regen, plus a bit of armour, (most TIEs get some armour and later versions a bit of shielding). Emp generally has a higher evade rating.

Raised damage across the board for Emp and RA strike craft, and Fighter/bomber weapons (non strike craft)

Also adjusted fleet-size usage to 0.25 for RA fighters and 0.2 for Emp fighters so that you can build a squadron for fewer fleet points.

(It makes fighter squadrons an early-game winner against corvettes and even destroyers.. until they run into PD, at which point they get mullered. As the game progresses the fighters become less "valuable" but they still have their uses.)

Also raised Speeds for Fighters/Bombers in ship-classes and strike-craft a fair bit: I had noticed that using the advance ship behaviours, and setting y carriers to hold beyond 100 range, that the launched strike craft quite often got to the fight after it had ended (higher tech ships had consistently higher combat speeds than the fighters)

Raising speeds fixes that - but dont know/cant tell if speed is factored into evasion - if it is I might have overcooked them.

Interestingly they make a good *distraction* to large stations whilst your big fleet guns do it some real damage.

Not sure if it's balanced, need to play more and see...
antenociti Feb 19, 2017 @ 7:20am 
I think one or more of the RA Battleships, and HOme One and Blue Diver need looking at with regard to X size weaponry. The default ships (Vanilla) have far superior firepower for Titan and dreadnought equivalents due to the 3xX sections they can be fitted out with... compared to the rebel equivalents.

Even where total damage output is considered even (total damage capability shown) there is a distinct advantage in the 3X weapons over, say, 6 x Large Kinetic Batteries. An optional Hull Segment would be very useful.

(Also - still have the issue where the RA TItan (Blue DIver) has no access to Ship Powerplant from the ship-powerplant mod.)
Elratie  [developer] Feb 24, 2017 @ 11:14am 
@antenociti i wont change the bigger ship classes to get XL weapons, Battleships will the only ones with XL but maybe i will change the models for Titan and Levi from ISB in the full version.

Folk didn´t touched stellaris in a month so nothing i can do about the powerplant
Chrevil Jul 15, 2017 @ 9:28pm 
First off let me say great mod. However its not quite as fleshed out as your empire ships mod ship classifications are a bit off.

Nebula Battlecriusers should be beefed up and moved into the battleship catagory because in Star Wars Legends they come in much later and are apart of the New Republic's Star Defender Program. They need to be comparable to a Star Destroyer and down grade the MC80 to maybe an early game BS as that is a much older design and create an MC90 to fill as a battleship a late game BS.

For late game Dreadnaught having Home One doesn't make much sense so I would look at moving the Mc102 Blue Diver instead.

In terms of fleshing out a ships with a carrier role you have nothing for the Alliance that stands up to the Secutor ISD as an answer I would give consideration to the Sister Class of the Nebula the Endurance Fleet Carrier.

As a Titan class of ship for the Alliance / Republic you need to look at the Mediator Class as its much more fitting or if you want to go BIG the Viscount Star Defender as it has a comparable size to the Executor.
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