Stellaris

Stellaris

[Obsolete] !Strike Craft Expanded ( REBORN )
Space_Lettuce_OG  [developer] 4 Nov, 2018 @ 2:47pm
Balancing Suggestions
Suggest balancing changes here.

IMPORTANT: Just becasue you suggest a change here, does not mean the change will be added to the mod.

If you want to suggest higher or lower of [insert stat] for [insert strike craft name] and it happens to be a reasonable and good suggestion, and you want to increase your chances of the change being added to the mod... Then try to do these things.
- Firstly, please consider the balance of the entire array of strike craft. So if you wnat me to boost or nerf a stat for one thing, I will likely have to readjust that stat on all strike craft in order to both maintain balance, and give unique alternatives in each strike craft, so there isn't just a single "best" strike craft to use all the time. That's a lot of work, so please try to really think it through before making a balancing suggestion.
- Secondly, It would help if you gave a detailed description as to why you think the change should be made, as well as a specific number.

If this forum posing gets really busy, and there is an objectivley bad change being suggested, it will be ignored, and if I have time to spare, I may even mention as to why. Just a disclaimer, so no one thinks I am ignoring them to be rude.
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Showing 1-2 of 2 comments
Jecht Lagged 21 Nov, 2018 @ 10:37pm 
So as much as i love strike craft, ive come to the conclusion that even with your mod installed, they still aren't viable.

In a battle against an opponent who didnt even have strike craft (done in MP) researched, my psionic enhanced strike craft were only... marginally useful. 60 squadrons of strike craft infact, were out damaged by 16 corvettes with t3 torpedoes. Looking at the numbers its easy to see why, with a full squadron of torpedo bombers doing about 240-260 damage every 10 days, while the corvettes were capable of 275-445 individually every 17.10 days. considering over half his ships had some form of pdf, its not a surprise then that the carrier squadrons didnt stay at full health for long.

Anyways, onto the actual suggestion; Up the damage on the strike craft. It seems you have balanced them to match guns, which they do quite happily as far as i can tell. That being said, missiles and torpedos are far and away more effecient than guns anyways, and against a player who recognizes that fact, strike craft are unfortinately relegated to looking pretty.

Specifics; T4/5 Torpedo bombers should individually due somewhere between the 45 to 65 damage. this still makes sense for them to be carrying lighter torpedoes, but actually makes them a threat that cant be ignored. for reference this brings their damage potential with up to 450 to 650 with all ships. For comparison, T5 slot torpedos do 430 - 695,

Gunships; I'm really not sure here. Because of Guilis mod, shields get absolutely stupidly strong, terribly quick.

Fighters and Interceptors; same as above,
TwoForty 30 Nov, 2018 @ 8:36pm 
this isnt a ballance suggestion as much as an idea:
EMP vessel.
Disabes stike craft in an area, but hella slow to actually... ya know... DO ITS DAMN JOB BECAUSE WHOEVER DESIHNED THAT PEICE A GARBAGE DOESNT KNOW HOW REACTERS WORK.
Add plox, would apreciate.
Yours truly, a retarded orca
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Showing 1-2 of 2 comments
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