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I'm sure there will be a Day 1 mod that: 1) Sets hyperlanes to max; 2) Makes hyperlanes invisible, and; 3) Renames hyperlanes 'warp drive'.
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# ? Feb 8, 2018 14:15 |
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# ? Jun 3, 2024 22:40 |
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If you don't think hyperlanes only is the best FTL setting then you're probably broken inside.Splicer posted:I think the just meant a circle, not a sphere. Like how it's currently a square, not a cube. Tiles are a cutesy abstraction of a planetary/habitat's useful area, not a geographical map.
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# ? Feb 8, 2018 14:20 |
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I don't think setting hyperlanes to their max will be quite the same but in time I'm sure everyone who misses warp will learn to love it. Anyway, this week's diary with a few last minute details. Next week is all the patch notes and changes. https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-104-cherryh-feature-roundup.1068825/ Psychotic Weasel fucked around with this message at 15:13 on Feb 8, 2018 |
# ? Feb 8, 2018 14:24 |
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Its going to be a frustrating month as people gnash their teeth at the "death of FTL choices" and half a dozen mods try to kludge it back in. I get the complaint but frankly the benefits coming from it, the sliders for the various FTL methods and the way the game is redesigned to not trap you in more then makes up for it. Hell, Max hyperlanes still looks better then warp ever was to me, since you're required to slowboat it across a system, there will be more chances to pounce on fleets before they escape. But what the gently caress do I know? I was in the cult of the hyperdrive long before Utopia. I will, admittedly, miss the thrill of hitting jump drive tech while my rivals flounder with hyperlanes and feeling just alittle like a fallen empire in might. That taste of power was sweet indeed. Until the Unbidden arrive to kick everyone's teeth in. Thyrork fucked around with this message at 14:32 on Feb 8, 2018 |
# ? Feb 8, 2018 14:28 |
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You've still got a couple of weeks to get in some jump drive clowning.
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# ? Feb 8, 2018 14:36 |
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GotLag posted:Tiles are a cutesy abstraction of a planetary/habitat's useful area, not a geographical map.
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# ? Feb 8, 2018 14:37 |
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I'm unhappy that it's still two weeks
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# ? Feb 8, 2018 14:38 |
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I'm unhappy that it isn't six weeks so it lines up perfectly with my vacation.
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# ? Feb 8, 2018 14:39 |
Given the changes to movement. I really want a patrol route functionality to be added. Let me set a fleet to patrol around my places
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# ? Feb 8, 2018 14:42 |
Oh nice you can now push psionics into people brains better
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# ? Feb 8, 2018 14:45 |
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Thyrork posted:I will, admittedly, miss the thrill of hitting jump drive tech while my rivals flounder with hyperlanes and feeling just alittle like a fallen empire in might. That taste of power was sweet indeed. Oh man this was always fun as gently caress. I loved leading them all around on a wild goose chase in their territory although it felt more Loony Toons than "behold my might!"
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# ? Feb 8, 2018 14:51 |
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Psychotic Weasel posted:I don't think setting hyperlanes to their max will be quite the same but in time I'm sure everyone who misses warp will learn to love it. Supremacy now looks incredibly strong. I thought War Policies were going to be available by default, but locking them behind Supremacy makes it a great midgame pick.
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# ? Feb 8, 2018 15:14 |
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GunnerJ posted:Oh man this was always fun as gently caress. I loved leading them all around on a wild goose chase in their territory although it felt more Loony Toons than "behold my might!" You can do that pretty easily with just hyperdrives by taking advantage of the fact that ships exit FTL on the edge of the system closest to the one they entered FTL at. If one of your fleets is being chased by a hostile force that's a few hyperdrive jumps away from catch your forces you can double back to give yourself a bigger distance gap. By moving backwards one jump and waiting in system for the AI fleet to reach yours you're going to wind up with both forces on opposite sides of the sun. When the AI enters the system it will fly directly towards your fleet with impulse drives, at which point you can spool your hyper drives back up and immediately leave, forcing the AI to turn back around and fly all the way to the edge of the system to start chasing your forces again. You can use similar tactics to intercept doomstack reinforcements or transport fleets that are actively trying to run away from your own forces. Forcing ships to fly across systems between FTL jumps might be the only change in the patch which I'm not completely on board with. I've had a ton of fun fighting wars with hit and run guerilla tactics by abusing the way hyperdrives work and slowly whittling down superior enemy forces by ambushing their weaker elements with my own fleet and escaping before their main doomstack can arrive.
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# ? Feb 8, 2018 15:20 |
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No surrender? You see, killbots have a preset kill limit. Knowing their weakness, I sent wave after wave of my own men at them until they reached their limit and shut down.
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# ? Feb 8, 2018 15:55 |
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Why aren't the names Zapp or Brannigan included in any of the Humanoid name lists, anyway?
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# ? Feb 8, 2018 16:10 |
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If I were to read one book by C.J. Cherryh, what should it be?
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# ? Feb 8, 2018 16:14 |
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Psychotic Weasel posted:Why aren't the names Zapp or Brannigan included in any of the Humanoid name lists, anyway? Before, I dunno. Now, Disnep Lawyers.
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# ? Feb 8, 2018 16:15 |
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e: got my authors mixed up
Splicer fucked around with this message at 16:25 on Feb 8, 2018 |
# ? Feb 8, 2018 16:20 |
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The Bramble posted:If I were to read one book by C.J. Cherryh, what should it be? I'd probably start with Downbelow Station if you're looking for good space sci-fi.
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# ? Feb 8, 2018 16:24 |
Wiz posted:I'd probably start with Downbelow Station if you're looking for good space sci-fi. Agreed.
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# ? Feb 8, 2018 16:26 |
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Psychotic Weasel posted:I don't think setting hyperlanes to their max will be quite the same but in time I'm sure everyone who misses warp will learn to love it. I fail to see how Rapid Deployment isn't vastly superior to the other options.
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# ? Feb 8, 2018 17:22 |
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Beer4TheBeerGod posted:I fail to see how Rapid Deployment isn't vastly superior to the other options. At a glance that is my feeling as well. But having not been in a position to play with all the changes to see how things work out it may not be the case in every situation. We can find out for ourselves in 2 weeks!
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# ? Feb 8, 2018 17:26 |
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Beer4TheBeerGod posted:I fail to see how Rapid Deployment isn't vastly superior to the other options. If you aren't having any difficulty getting to a fight, you would be better served picking one that lets you win it?
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# ? Feb 8, 2018 17:45 |
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Beer4TheBeerGod posted:I fail to see how Rapid Deployment isn't vastly superior to the other options. Had the same immediate reaction. It seems like a no-brainer pick.
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# ? Feb 8, 2018 17:48 |
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OwlFancier posted:If you aren't having any difficulty getting to a fight, you would be better served picking one that lets you win it? No brainer once you hit jump drives though.
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# ? Feb 8, 2018 17:52 |
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Psychotic Weasel posted:At a glance that is my feeling as well. But having not been in a position to play with all the changes to see how things work out it may not be the case in every situation. I'm sure there are subtleties that I'm missing and I'm excited to find out how wrong I am.
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# ? Feb 8, 2018 17:55 |
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Beer4TheBeerGod posted:I fail to see how Rapid Deployment isn't vastly superior to the other options. *rolls with massive corvette fleet that suffers barely any attrition while whittling down your speedy fleet* Alternatively: *butchers your speedy fleet with +33% fire rate* Fire rate is the God Stat in the current version of the game, and I haven't seen anything yet to make me assume it'll be any different. The range advantage can be easily circumvented by just sitting your short range high fire rate fleet on top of the jump point.
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# ? Feb 8, 2018 18:02 |
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GotLag posted:Why? Achievements
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# ? Feb 8, 2018 18:02 |
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Splicer posted:The more range is a killer of a kicker. Though now that I think of it, a bit situational given the new fort dynamic. Eh, it depends how much range it gives you, certainly it might be useful for battleships with long range guns and otherwise poor mobility, but for things with short range weapons and high mobility/retreat chances, like a corvette fleet, with a good bit of territory to work in, I would think the +retreat option would be better cos it means you've got a good chance of thinning out the enemy for minimal losses. Similarly +fire rate is going to be active through the whole fight, whereas +range just gives you a stronger opening. If anything I honestly would be least likely to use rapid deployment cos I don't find range advantages to be enormously good in a stand up fight, and I generally keep fleets garrisoned near where I need them anyway.
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# ? Feb 8, 2018 18:03 |
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Bold Robot posted:Had the same immediate reaction. It seems like a no-brainer pick. Yeah with changes this big there's absolutely going to be future balance passes in the months after release.
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# ? Feb 8, 2018 18:06 |
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I guess in theory if you go with a range advantage and a fleet focused on long-range firepower, you could achieve a decisive opening strike that whittles down enemy numbers enough that the fire rate advantage doesn't matter as much. I don't know if that's a current meta thing or something, though, I don't think I've seen it much myself and I usually roll with fairly balanced fleets.
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# ? Feb 8, 2018 18:14 |
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Splicer posted:The more range is a killer of a kicker. Though now that I think of it, a bit situational given the new fort dynamic. Depends on the numbers tbh. 10% range vs 50% fire rate is a very different conversation.
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# ? Feb 8, 2018 18:22 |
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imweasel09 posted:Depends on the numbers tbh. 10% range vs 50% fire rate is a very different conversation. Splicer fucked around with this message at 18:33 on Feb 8, 2018 |
# ? Feb 8, 2018 18:29 |
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Having played with mods which add ways to increase your range, I can't say I find range boosters to be enormously helpful.
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# ? Feb 8, 2018 18:29 |
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I could see +10% range being great for alpha heavy fleets and be very beneficial for point defense systems.
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# ? Feb 8, 2018 18:54 |
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Less so perhaps with the apocalypse systemwide guns, as anything able to outrange a heavy platform is going to be a sitting duck for those.
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# ? Feb 8, 2018 18:57 |
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Well, doing some back of the napkin math here... Let's say we have two fleets, both with ten ships that do 10 DPS each. Both are perfectly identical ships, but Fleet A has a range booster, and Fleet B has a 20% fire rate booster. If both fleets jump out of warp on top of each other, Fleet B wins because it's doing 120 damage to Fleet A's 100. In order for Fleet B to win, they need to do enough uncontested damage at range before Fleet A closes to overcome that fire rate - so in this case at least two ships to bring Fleet A's DPS down to 96. You'd probably need to take out at least three or four ships in order to secure a really decisive advantage for yourself, however. In practice, then, range matters if you can knock out around 30-40% of the enemy's total firepower before closing to range, all else being equal. I don't think I'm really seeing that in practice - if nothing else, even large mount long guns seem to mostly plink away at escort screens from range, which is inaccurate and doesn't do much to reduce overall fleet firepower even when it hits and splatters a corvette all over space. At most you might knock out one or two battleships out of twenty or so, which wouldn't be enough to be decisive. But maybe that's just because I'm not going with all X mounts all the time with all my battleships? That being said who knows what's going to happen come the update - with the fact that damaged ships become steadily less combat effective, long-range plunking might well prove more useful, and maybe messing around with combat computers can give rise to interesting new tactics.
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# ? Feb 8, 2018 18:58 |
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Range mostly in my experience is useful for starting the engagement early, getting shots in, and then warping out before the enemy can fire back because you have a bigger time gap between the start of the engagement and when the enemy can fire back, to give time for your FTL to charge. But with the ability for individual ships to warp out, that's now a completely different strategy and would be better facilitated via hit and run.
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# ? Feb 8, 2018 19:05 |
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I hope at some point, I can play as a space pirate fleet with only my fleet and no homeworld. Or a destroyed homeworld.
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# ? Feb 8, 2018 19:16 |
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# ? Jun 3, 2024 22:40 |
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Tomn posted:Well, doing some back of the napkin math here... You need to take into account that each weapon fit on each hull is going to have individual range and fire rate stats, and it's extremely difficult to figure out how to translate hypothetical DPS into an actual game. A weapon with 50% extra ROF is still going to have 0 ROF if it isn't in range of its target, so even short range, rapid fire weapons could see significant benefit in fleet combat with an extra 10% range. With the addition of combat computers affecting the ranges and movement patterns of individual ships I don't know if there's going to be an easy way of saying what benefits will or won't be worthwhile.
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# ? Feb 8, 2018 19:21 |