• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I'm hoping this is going to be a buff to the actual mechanics that deal with targeting and point defence, as simply tinkering with the damage output alone won't address the issues with missiles (and strike craft).
 
I really wish its gonna be longer range + retargeting. So basically a full long range build would be missiles and strike craft.
Kinetic already has shield damage plasma has armor pen and this would scale better late game because strike craft gets atk speed and damage by 10% increments and they have good armor pen and also ignore shields.
I already see how i go all out engineering tech for strong hull, missiles and strike craft. Basically i dont have shield so kinetic is not a problem and energy weapons have too short of a range. NEW META
 
I really wish its gonna be longer range + retargeting. So basically a full long range build would be missiles and strike craft.
Kinetic already has shield damage plasma has armor pen and this would scale better late game because strike craft gets atk speed and damage by 10% increments and they have good armor pen and also ignore shields.
I already see how i go all out engineering tech for strong hull, missiles and strike craft. Basically i dont have shield so kinetic is not a problem and energy weapons have too short of a range. NEW META

A super range comp though would only be decent if the craft in question tried to maintain their range advantage, ie firing retreat.
Not sure if this is doable without the player "ASSUMING DIRECT CONTROL" snrkk *Shakes head for a moment* sorry bout that... ME andromedia's release soon has me on edge.

But yeah, dont know combat well enough to know if you can tell fleet to attack, then click away to move, then click back to attack, away to move, etc and still have it be effective... Basically do as much damage as you can, then jump, then engage elsewhere and attrition larger forces.
 
A super range comp though would only be decent if the craft in question tried to maintain their range advantage, ie firing retreat.
Not sure if this is doable without the player "ASSUMING DIRECT CONTROL" snrkk *Shakes head for a moment* sorry bout that... ME andromedia's release soon has me on edge.

But yeah, dont know combat well enough to know if you can tell fleet to attack, then click away to move, then click back to attack, away to move, etc and still have it be effective... Basically do as much damage as you can, then jump, then engage elsewhere and attrition larger forces.

I can mod it into the game. What i cant mod is how missiles behave. Once they add retargeting to the game ill do the rest. Even now i can make strike craft engagement range to 500. As long as i have a weapon with 500 range even if only 0.001 dps to start the fight strike craft will engage and battleship will keep maximum firing range of that 500 range weapon with no visible dps. (for that matter i can simply give it invisible projectile too and thats it it will take 1 S slot....
 
I can mod it into the game. What i cant mod is how missiles behave. Once they add retargeting to the game ill do the rest. Even now i can make strike craft engagement range to 500. As long as i have a weapon with 500 range even if only 0.001 dps to start the fight strike craft will engage and battleship will keep maximum firing range of that 500 range weapon with no visible dps. (for that matter i can simply give it invisible projectile too and thats it it will take 1 S slot....

Man and here I thought I had a 'hive ship' bro. *Buzzz* ~visual of hundreds of missiles and dozens of strike craft pouring out from fleet towards enemy fleet~
 
Man and here I thought I had a 'hive ship' bro. *Buzzz* ~visual of hundreds of missiles and dozens of strike craft pouring out from fleet towards enemy fleet~
Hive ship haha with new hive mind government you can basically have a fleet of hive ships releasing 1000s of strike craft where each and every ship be it huge or tiny is controlled by YOU the eternal OVERMIND. Its like starcraft <3
 
Hive ship haha with new hive mind government you can basically have a fleet of hive ships releasing 1000s of strike craft where each and every ship be it huge or tiny is controlled by YOU the eternal OVERMIND. Its like starcraft <3

Exactly. I loved spamming Carriers with Protoss back in the day. *chuckle*
 
Missiles are indeed being buffed.

!!!!!!!!!!!!!!!!!!

Will the specifics be posted in the official patch notes on release? ( i know that seems like a dumb question, but I'm forced tot ask regardless)

thanks
 
I'm hoping this is going to be a buff to the actual mechanics that deal with targeting and point defence, as simply tinkering with the damage output alone won't address the issues with missiles (and strike craft).
I would not get my hopes up yet. The missiles rework we need will not be trivial.

Actually tinkering with the numbers can at least make them not be as terrible. If they have a above-curve damage output and actuall variable HP by size, then overkill and large slots would not be as problematic anymore.
There is "not as good as the rest" and there is "terrible except in the corvette age, then it is only not as good as the rest".
 
does the game have a extra large missile tech?
Nope. But Wiz said that was "something I would like to add" or something like that.
It is propably hinging on the Missile/PD rework we will need first.
 
does the game have a extra large missile tech?

No, through It was suggested to create an XL mount that would fire heavy missiles in a volley. Makes more sense than a big missile that could Just be shot down.

Wiz what is the plan? Adding more tiers of missile techs, or improvements like acquiring new targets?
 
In which way, if you don't mind my asking?
Are they gonna be faster or withstand more PD hits for example?
Or will the PD weapons receive an accuracy penalty?
Missiles cannot ever be fixed with raw numbers, be it speed evasion or hp. We need retargeting.

If you make them balanced in early game mid and late game they fall off terribly. Instant weapons kill your ships and thus all inbound missiles that those ships fired before they hit. And even when they hit its 500% overkill...
If they are balanced for late game they will rekt everything early game big time.

They could be set to not focus fire and that fixes the overkill effect mostly but then your fleet is basically fighting one big ship that either gets destoyed or your fleet does. So for the enemy its a full fleet lost or just a few ships at worst. Add the shield regen to that and you are in a huge disadvantage because 50% more dps will still result in you losing your ships one by one and your dps with it.

Adding 100% shield pen along with not focus firing would eliminate damage lost on regeneration of shield but would not be too realistic now would it? Every single type of not instant weapon having 100% shield pen hmm

I saw somewhere written utopia and banks is the biggest paradox update ever. So i expect nothing less than a full mechanics overhaul in every aspect that badly needs it since release.

They did an awesome job with ethics (in my opinion) and to me it seems they fixed many concerning issues. It is my hope missiles and strike craft will be a legitimate way of warfare and we can say goodbye to the boring meta we have now. Always either plasma disruptor late game or tacyon and kinetic artillery.