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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2119626883
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2119627300
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2119627467
I may finally return to master of orion to try this once 3.2 is released
The pulsar was changed because it scaled too well and could cripple a fleet. The new version does a really good job at stripping shields and crowd control against small craft but it's not as efficient against larger targets. Other changes are due to UCP fixing AP for it which required toning it down some. It's not really weaker so much as more directed. The same goes for the plasma web which is now quite useful to counter ARU's.
I'm playing with this mod, which indeed makes battles more exciting.
Here is a battle exemple that comes to my mind, showing the excitement:
I send 20 battle-ships to destroy a battle-station + adv-missile-base + orbital-batteries + fighter-garrison. My opponent roughly has the same tech level than me. I feel like a "hehe, there is no way I can lose a single ship", so attacked front.
When the ennemy focuses one of my ship, I make it go rear, so the ennemy focuses an other ship, etc...
So far so good, my micro-management works well, but doh, just realized I lost a battle-ship, it didn't have enough time to turn back to leave the battle-front.
So I slowed down the battle, to be sure I was able to micro-manage the ship beeing focused and make it go back as soon at it receive its first hit, so it receives a small amount of damage while maneuvering.
And then, a 2nd battle-ship died, uh, wtf, how can my opponent make so much damages ?? That should have been an easy-win !
So, I watched anything suspicious, and noticed some "inoffensives" blue balls comming straight to my shields, comming from the missible base. I first thought it was some proton-torpedoes, nothing painful. Let's scan the missile base: Plasma torpedoes (with the "all-inclusive" modifiers ofc). Doh !
Actually, all I had to do, is watch when the missile-base shoots those blue balls, and dodge them at all cost ! If I "simply" turn back, my ship keeps immobile while turning and takes the plasma torpedoes right in its face (actually, in its back, maybe more painful !), so I have to make my ship keep moving to dodge them, and tada, fleet stays safe !
Wow, that is what I expect from a battle !
Well, 2nd point, I was a bit disappointed by beam weapons on star-bases/orbital-batteries. I started a new discussion on 5X mod (before seeing you've discussed it last year for 2.9 version), may you join us to discuss it ? Here is the link
I think it it related to the battlefield being larger (with the scaling trick) ?
Thank you !
Pirates had excellent missile defenses (PD weapons) and made it more effective for me to use lasers instead (hit rate of about 50% lasers, 20% missiles)
I planned to attack a planet with four tier-2 ships and was given an 'unfavorable' rating. I made 3 of my ships specialized against immobile targets (unmodded proton torpedoes) and 1 a short-range neutron blaster for the occasional ship. I won with only 1 casualty out of 4.
I brought my neutron blaster tier-2 ship back to defend a planet against 2 frigates and was forecasted an 'excellent' chance of winning, but they had a speed advantage and were blitzing around and slowly beat me with long range weapons. I refitted the ship with augmented engines, made my neutron blaster 'HV' with side turrets, and easily defeated them (took a while, but my shield-1 regenerated faster than the damage inflicted).
I wish we were given the choice to click a ship and select a blueprint of choice, as opposed to being stuck within a single blueprint and changing the blueprint every time I want to diversify ships. That being said, your weapon costs seem rather standardized and makes it a bit faster.
The speedy ships, even with lower tier engines, and the narrower angles sure makes things tactical. I'm surprised how much different a low-offense '360 degree' beam ship is vs a high-offense 'front' beam ship
It's hard to put too much stock in the battle ratings as they are right now because there's a good bit of stuff they just don't take into account or sometimes things they don't give enough weight too. Fast Missile Racks and ARU's are two big ones.
While it would be nice to just pick and attach a blueprint to ships, I don't think that's going to be possible, though UCP may be able to pull off some magic if Sol was so inclined. I usually just do different blueprints for different roles and update them or update the existing ones to match my targets weaknesses.
It is intentional the weapon costs in terms of size are more uniform to make it a bit easier to retrofit.
Personally I only use a few all around weapons on ships, usually larger ones that don't maneuver well. I think the game doesn't quite put enough value on the all around arc or the left/right arc compared to total weapons mounted. The cost for all around is also pretty significant compared to base so that may account for the disparity. I usually mount separate weapons for forward and left right rather than pack in all around weapons as it gives more punch.
I'm running a game, and fought against the Silicoid.
I noticed their battleships have no front weapons. They are all sided (he had 2 graviton Hv packs on sides, and 1 pack of pd Mass driver). He attacked me 2 battleship vs 1 of mine, and he went straight to me, without firing, and when he is very close to my ships, he then turned around and started firing, but it was too late, he didn't even get my shield down...
Maybe he should have 50% Front and 50% sided, if your intention is to make its ships side-facing ?
Or maybe only do this for ships smalled than battleships (since they're fast enough to surround us) ?
what your seeing is some of the remaining funkiness with tactical battles.
the game marks the facing with the strongest weapons as the power side and should try to keep the target in that arc. that's not what happens currently as you're seeing.
it's further complicated by the roles functioning differently depending on hull class.
what you should be seeing is the ship closing to range then orbiting the target like the smaller ship do.