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Do lasers do better against evasion than kinetics? I was hoping that the cruisers would deal with the smaller craft, and they've got railguns and autocannon. I was also expecting that the artillery would be fired at their battleships, which (I thought) typically have terrible evasion...
Your problem is weapon size balance. you don't have enough medium guns.
Outfit your cruisers with medium plasma. if you can't go plasma right away, go with medium lasers.
oh, and get rid of your point defense. it's useless against lasers so put something useful in that spot or scrap the destroyers and build moar cruisers.
So the medium and small railguns on the 30 Valiant class cruisers is still wrong? Is it that they should all be mediums, that they should all be lasers, or both?
The following works well as meta, so it likely works with the corvette balance mod as well.
for defense, outfit all your fighting ships (cruisers and battleships) in such a way that includes at least:
* two shield capacitors
* four shields
so all those afterburners and crystal hulls can move aside for capacitors. this will make you massively tougher. right now you're flying nearly naked.
you can either go all plasma (still a solid choice) or try this:
outfit your cruisers with at least the following:
* one neutron torpedo
* one bomber strike craft
* two point defense (any including fighter strike craft, regular PD, or flak)
outfit your battleships with at least the following:
* arc emitter
* two bomber strike craft
* two missiles (any kind, but don't count torpedos as missiles)
* two point defense (any kind)
If you get the techs, slip in about 1/4 of your battleships as highly shielded giga cannon ships and 1/4 as highly shielded tachyon lance ships
try to achieve those numbers as cheaply as possible (but still upgrade to the top tech available) and roll with a 1:1 or 2:1 cruisers/battleships ratio. probably 2:1.
e: I'd like to understand the reasoning and mechanics behind the build, rather than just implement it blind.
Oh well. I guess if I want that I'll need to implement it myself.
e: I mean, metagame is one thing, where one particular build might predominate and so you might want to use xyz to counter it, and then abc to counter xyz, and then def to counter abc. The meta is the state of the game overall. But if one build is just The Best At All Times, then mechanically speaking the game is broken. "Imba, needs nerfed". All the other content in the game which is not The Best Thing is garbage, then, and simply should not be in the game at all. Otherwise you're effectively punishing the player for having fun, for not knowing what the magic combination is. To say nothing of implementing content that is actually supposed to be discarded instead of experienced.
Even if there is actually a way to counter the preferred build but the only way to work it out is iterative brute-force testing then the game is still broken. In that case, the game isn't "make sensible decisions", the actual game mechanics are "brute-force builds until one works", which is... questionable.
If a game has so many moving parts that a player can't make sense of them, imo they should be reduced in number until they can.
But if you wanna try be my guest i can give you access to my google spreadsheet calculations which took me weeks to complete (including a battle calculator to not be required to playtest so much)
And i still am not satisfied from my perfectionistic point of view, but its better than vanilla as far as i am concerned even though i wished it wasnt...i would love to abandon the mod cause paradox did an outstanding balance job, but it looks to me like they went half way and left it there.
Oh well. Thanks.