Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
Kyo Gnome 3 Apr, 2018 @ 8:20am
an idea to make mixed fleets viable?
I really hope you are still working on combat balance for 2.0 because it is currently broken as ****.

I have not played with your mod before so I don’t know how/if you were able to achieve mixed fleet superiority (instead of the always prevalent mono fleet meta). I had a thought on how this could be achieved.

1. I do not believe that mixed fleet will ever be viable with a purely module ship building system. This is because any small imbalance in the modules will cascade into which ever ship contains most of the strongest module
(i.e. if large weapons are the strongest than the ship with the most large weapons per fleet cap will be the most efficient creating a mono fleet)
(i.e. If a mono corvette fleet only takes damage from ~50% of the enemy fleet weapons because it evades the large weapons, then then small weapons needs to be +50% more efficient vs evasion to balance)

2. I believe that the only way to achieve mixed fleet superiority is to provide large specialization bonuses to specific hull size. I have two examples below.

let’s say you reduce the tracking of all weapons by 30% (which would make corvettes and destroyers a lot better). Then you add a unique module to cruisers that gives them a base tracking of +40% which will make cruiser a hard counter to evasion ships.

If you remove point defences from corvettes and battleships, this would mean that only destroyers can get a decent amount of them making them a designated counter to missiles and strike craft (point defences and strike craft would need to be balanced since both are currently useless).