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- 15 pd phasors (360)
- 9 Ion pulse beam (F)
- 4 Ion pulse beam (360)
- 3 Hv phasors (F)
- 3 Hv phasors (Sides)
- 4 phasors (360)
- 4 p.missiles (360)
- 4 p.missiles (360)
So if I go front, I'll receive 3 Hv phasors + 13 IPB + 4 phasors + 8 p.missiles
If I go behind the station: 4 IPB + 4 phasors + 8 p.missiles...
So all I have to do is go back to be out of range, recover my shield, and then go around the board, and attack the battlestation from behind... That looks like a trick for an easy victory...
What I see from the AI, is rushing its fregate swarm onto my battlestation (and lose some, but come on, it's just fregates... ^^), and then stays behind my battlestation...
You say "most battles most ships are in front of the outpost": I agree, that should be the case, but because of the weapons facing, it is not... making weapons 360 would force the ennemy to attack on the front side.
The price of "360" weapons is for a ship, which "can" turn over (so they can always hit a ship, it is hard to stay in the dead angle). For an orbital-defense, it cannot turn over, so the dead-angle is constant, so a "forward facing" weapons should be even cheaper because of that. Since we can not change the price of a weapon depending on the ship it is on, I think orbital defences should have more space, and all weapons 360 (or maybe 1 forward ? but not 75% of weapons)
Anyway, I can give a bit more space priority to the 360 weapons. I just haven't noticed it being an issue.
I also just noticed orbital-batteries were all forward though, which makes them totally useless...
Indeed, I use Tactical Mod, and then realized the mod also plays with weapons-facing, with a discussion about it here. I'll invite its owner to join this discussion, to keep mods compatibles with each other
we can't make per race defenses so we have to make them generalist which leads to weakened defenses as inefficient weapons get mounted.
to your point about the weapon facings, the cost for all around weapons is very expensive in tactical mod because it allows ships that are slow maneuvering to ignore that deficiency. I can add more total weapons if I split facings. this has the added benefit of allowing the station to engage more ships overall.
I also made the rear facing of starbases weaker intentionally to encourage you to maneuver around them to exploit the weakness. the rationale being the base will have fewer weapons facing the planet its defending as attack from that angle isn't as likely.
same goes for the other defenses, though I wonder if it might be worth it to try to make them able to track targets.
overall defenses aren't intended to stop every invasion, but they do get quite powerful with ARU and later game weapons. I regularly see AI fleets failing to take them out.
But as I said, they are totally useless if all you have to do, is go around the map with your fleet to attack them on the flank.
What about allowing each orbital defence to turn ? For ships, we can see a "speed" and "turning speed" stat, so maybe we could set a positive "turning speed" on those defences, while keeping their "speed" to 0 ?
- Fast enough to lock target on a fleet at long range, which tries to go behind defences while out of range of Hv weapons (any ship is able to go around the map, whatever your blueprint, so this in not an interesting fighting strategy).
- Slow enough to make any "blitz ship" able to fool the defence on close-combat, without it being able to fire (this is an interesting fighting strategy, where you have to make your ships fast enough for that purpose).
Early game they are ok with races that get beam attack boosts because you typically don't have that great of ships and you can't counter as well like you can missiles, but after that point they don't scale well and end up fairly useless until late game and they can get better weapons to take on ships.
I must be missing something... From what I see, orbital-batteries ARE totally useless, since they don't even shoot once. All you have to do is to keep being out of range of it, and go to its flank. This too easy, and I feel like cheating when I do so...
I understand your vision, to make beams front-facing, this is indeed natural and have a strategic interest. But for now, it is only interesting for ships, which can turn around. For defences, this is an all different point. The weakness it implies is too big, I don't think any planet would build defences that cannot fire once to any ennemy (except dumb ones comming from front).
It's a good point to give a "medium" advantage to smart fleets, but here, it gives "big" advantage to not-smart fleets, which is imo not desirable.
So, for now, I see 3 solutions (from worst to best):
Hope you agree, I try to be as close as what real(-futuristic)-life would be, to make strategic decisions relevant.
Overall, I've been fairly happy with the strength of orbitals. They provide enough defense that you can kill a few ships or hold off small probing fleets, but they do require support to win. I would like to see more options like per race blueprints to better tailor them to faction prefs, fleet wide BA and BD boosts to make supporting with a fleet attractive, and the ability to rotate to make them more dynamic. However, all that would require UCP changes.
the only fix for that is to extend defense ranges so you come under fire immediately leaving no gaps and make defense weapon strength equal on all sides. the result is zero maneuvering as there's no benefits and the shortest distance to get in range is charging directly at the station. it makes the battles a touch boring.
Indeed, as you say, what is fun is to be able to out-maneuver the defences thanks to your smart strategy and ships design. Going to the edge of the tactical map is not "that smart", and you can do it with any ship. If it allows you to not lose any ships, I would do that every time, and I would not have to design a specific ship to do so, so it's not very interesting.
A smart strategy would be to design a part of my fleet to be able to kill planetary defences. Let's say I have a fleet of 2 battle-ships, it would be interesting to design 5-10 destroyers, expert at killing planetary defences, around my battle-ships (where my battleships are expert at ship-killing, and would die if they try to destroy planteray defences). So the destroyers would be fast enough to get behind the planetary defences, not too weak to stay alive while getting behind the defences, and stay behind while shooting.
If planetary defences had a turning speed, that would make this kind of strategies possible, and interesting.
A "normal" player would just have the same ship design in its whole fleet, and would have to attack the planetary defences from front (since his ships are not fast enough to stay behind the defences), and would need a much bigger army to win the same battle.
This is the kind of strategy which should be rewarded. It requires specific ship design, planning, and micro-management with manual control.
So for now I think I'll stop going to the edge of the map (since it's too easy), and try to destroy defences comming from front, to be fair with AI, because that's what he does when attacking me.
And if/when WhatIsSol makes drives available on planetary defences, planetary tactical combat would be way more interesting ! So hope he can do that !