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[PC]Stellaris - Page 17

Forum Index > General Games
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Gorsameth
Profile Joined April 2010
Netherlands22208 Posts
May 16 2016 06:46 GMT
#321
On May 16 2016 15:38 hfglgg wrote:
Show nested quote +
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


the problem with combat so far is that there is 0 depths in it. other 4x games have a baseline of tactical choices like terrain or meaningful fortifications and sieging mechanics. stellaris has none of those, warfare is just running through the systems, bombarding and conquering every planet without any big effect and eventually getting what you want.
in theory they have the fleet design system in place but that is barely functional at the moment and needs a serious overhaul (as well as everything solar system related, every mechanic they have related to it is cool at the beginning, but gets old and tedious really quickly).

4x games with terrain and fortifications?
I'm sorry but what 4x games are you thinking about?

Take Master of Orion 2 or Sins of a Solar Empire. the combat in Stellaris really is not far from them and they are some of the best 4x games made to date. (tho MMO2 allowed for manual space combat).
There are some issues, mostly in terms of ai. And something like an engagement range for fleets would be nice but the combat in general is pretty much what you would expect from a game of this scale.
It ignores such insignificant forces as time, entropy, and death
hfglgg
Profile Joined December 2012
Germany5372 Posts
Last Edited: 2016-05-16 06:55:02
May 16 2016 06:51 GMT
#322
On May 16 2016 15:46 Gorsameth wrote:
Show nested quote +
On May 16 2016 15:38 hfglgg wrote:
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


the problem with combat so far is that there is 0 depths in it. other 4x games have a baseline of tactical choices like terrain or meaningful fortifications and sieging mechanics. stellaris has none of those, warfare is just running through the systems, bombarding and conquering every planet without any big effect and eventually getting what you want.
in theory they have the fleet design system in place but that is barely functional at the moment and needs a serious overhaul (as well as everything solar system related, every mechanic they have related to it is cool at the beginning, but gets old and tedious really quickly).

4x games with terrain and fortifications?
I'm sorry but what 4x games are you thinking about?

Take Master of Orion 2 or Sins of a Solar Empire. the combat in Stellaris really is not far from them and they are some of the best 4x games made to date. (tho MMO2 allowed for manual space combat).
There are some issues, mostly in terms of ai. And something like an engagement range for fleets would be nice but the combat in general is pretty much what you would expect from a game of this scale.


all civ games had those and gal civ 2 (never played 3) had a boring, but more effective ship design system, it also suffered less from the "catch me if you can"-problem of stellaris.
sins of a solar empire is a slow rts or a mixture of rts and 4x which does feel similar to stellaris, but it did have unit control.

so far i think stellaris is a good start (played 72h already, productive week i had) but it needs to be fleshed out much more on all fronts, combat is just the biggest issue.

edit: i mean no 4x game has a super deep and interesting combat system, but stellaris is even more shallow than the rest of them.
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 16 2016 13:06 GMT
#323
Warp inhibitor bases at key locations are pretty good at making sure no one escapes onces they enter your space. Or atleast allow interception. But the fleet AI really needs a bit of work :D. Enemies that can't do shit, just try to take a tour through my systems, chased by a bigger fleet of mine. They find colony ships especially tasty. But I get that they want to save their fleet.
Takes multiple wars to take over the space of an enemy world, depending on its size.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 16 2016 13:28 GMT
#324
On May 16 2016 15:38 Yurie wrote:
Show nested quote +
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


Havn't seen a lot of complaints about it in this thread. The biggest combat complaint has been in weapons balance and the AI staying at range if even one weapon is ranged while the rest is short ranged.

Not much here, but it is certainly prevalent at some other sites. I wonder if they would say the same about combat in EU4 for example

But yeah, Corvettes are rather powerful in this game
EZ4ENCE
Yurie
Profile Blog Joined August 2010
12079 Posts
May 16 2016 15:10 GMT
#325
On May 16 2016 22:28 WindWolf wrote:
Show nested quote +
On May 16 2016 15:38 Yurie wrote:
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


Havn't seen a lot of complaints about it in this thread. The biggest combat complaint has been in weapons balance and the AI staying at range if even one weapon is ranged while the rest is short ranged.

Not much here, but it is certainly prevalent at some other sites. I wonder if they would say the same about combat in EU4 for example

But yeah, Corvettes are rather powerful in this game


Havn't checked the details but 9 of them beating a battleship feels like the right ratio for me. That way you have a slight loss in food while still saving in build cost, especially when also including infrastructure.
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2016-05-16 16:02:25
May 16 2016 15:44 GMT
#326
On May 16 2016 22:28 WindWolf wrote:
Show nested quote +
On May 16 2016 15:38 Yurie wrote:
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


Havn't seen a lot of complaints about it in this thread. The biggest combat complaint has been in weapons balance and the AI staying at range if even one weapon is ranged while the rest is short ranged.

Not much here, but it is certainly prevalent at some other sites. I wonder if they would say the same about combat in EU4 for example

But yeah, Corvettes are rather powerful in this game

A lot of people complaining do play EU4. The actual fights are pretty simple in EU but there are things like terrain, attrition, forts, manpower, war exhaustion, etc. that make wars a lot more involved than Stellaris.

Even if it wasnt, in Stellaris diplomacy is severely limited, there is no trading, espionage, culture, religion, any other way to grow your empire mid-lategame besides warfare , so it would make sense that it was a bit more deep than it is.
Kickstart
Profile Blog Joined May 2008
United States1941 Posts
May 16 2016 16:52 GMT
#327
Yes corvettes seem too strong. It is viable to build nothing but corvettes due to how evasion works. The most important stats for ships is evasion followed by dps, and since corvettes have the best evasion they are the most op!
Sermokala
Profile Blog Joined November 2010
United States14104 Posts
Last Edited: 2016-05-16 18:06:38
May 16 2016 17:56 GMT
#328
Battleships have the ability to have the minefield device that wastes small ships over time.

Does anyone have any use for military stations like fortress's?
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Yurie
Profile Blog Joined August 2010
12079 Posts
May 16 2016 18:23 GMT
#329
On May 17 2016 02:56 Sermokala wrote:
Battleships have the ability to have the minefield device that wastes small ships over time.

Does anyone have any use for military stations like fortress's?


They don't take food and can have 4k battle power, so two battleships worth of power extra for each one you can afford after food max.

When facing enemies having to use warp lanes they are good since you can drop one in a choke point. They also stop warp outs, so if you get a super lucky x-x-x system you can block all warp lanes in the system with two fortresses, giving ample time for your fleet to catch up.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
May 16 2016 18:27 GMT
#330
On May 17 2016 02:56 Sermokala wrote:
Battleships have the ability to have the minefield device that wastes small ships over time.

Does anyone have any use for military stations like fortress's?


Yup, hyperspace traps.

The hyperspace inhibitor forces enemies to land right on top of the station when they try to enter the system, no matter what FTL they use. That means you can trap fleets when they enter your system instead of having to chase them all over the map.

I also occasionally used a strategy where I flew a constructor to the enemy home system right behind my main fleet and built a fortress there during the fighting. All his reinforcements would trickle in and get annihilated one by one by the fortress(es). It's especially nice during sieges, since your fleets then don't have to leave orbit to fight and can continue to bombard his planets.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2016-05-17 00:06:55
May 17 2016 00:06 GMT
#331
Some of the UI issues is kinda silly, like not being able to select which candidate to elect or back, because their portraits are not selectable, or that the popup of survey complete/construction complete don't tell you which ship completed it or not telling you how long it will take to upgrade a fleet. Experimenting with creating a sector will simply drain you of influence, nor can you see which systems are connected to which system to join sectors. Hopefully they will make fixing these sort of UI issues a priority, rather than focusing on a DLC about slavery or whatever.
Godwrath
Profile Joined August 2012
Spain10140 Posts
May 17 2016 13:13 GMT
#332
Finally, tech graph!

http://i.imgur.com/tiyyVML.png

https://www.reddit.com/r/Stellaris/comments/4jndlj/i_like_graphs_so_here_is_a_tech_tree_showing/
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 18 2016 14:49 GMT
#333
hm does the robot revolution happen every game ? or just on occassion. Robots basically destroyed all my neighbours and now I am collecting their planets. While the robots where so nice to bring me some juicy tech. (destroyed half of my fleets though)
Talaris
Profile Joined March 2011
Switzerland760 Posts
May 18 2016 15:31 GMT
#334
No.
I guess it might be the most dominant one of the 3 crisis as the tech are really really handy... (I never used the warp drive that can call in the forbidden, e.g. and the space zerg are supposed to show up whenneither robots or forbidden show up)
-= Jaedong // HerO // HasuObs // Best // Rush =-
nimbim
Profile Blog Joined June 2009
Germany985 Posts
May 18 2016 16:19 GMT
#335
After I had destroyed the Prethoryn, I got the event about AI rights and they already had every liberty anyway. That game is really slow now because it's super-late game, so I don't want to find out if the revolt could happen eventually.
Velr
Profile Blog Joined July 2008
Switzerland10873 Posts
May 18 2016 17:00 GMT
#336
I have the Spacezerg, but they are buggy atm, you can't kill off their planets.
Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
May 18 2016 17:08 GMT
#337
On May 19 2016 02:00 Velr wrote:
I have the Spacezerg, but they are buggy atm, you can't kill off their planets.


There is a console command but i think it is fixed with the latest hotfix. At least it is noted in the patchnotes.
RvB
Profile Blog Joined December 2010
Netherlands6272 Posts
May 20 2016 09:47 GMT
#338
My god creating new fleets is horrible. Who came up with this retarded system? All their other games do it way better already lol.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
May 20 2016 23:50 GMT
#339
it may be spoilerish, it's about an "end game" event I need some answers
+ Show Spoiler +
The Unbidden came and were totally beaten. I had around 65k power, and made an extra 30k during the "war" cause I thought it would be harder, so now I have 95k and the alien is dead... or its portal at least.

Anyway, how do you remove their space control? They only built stations eveywhere but it doesn't seem to remove his control of the systems when destroyed, so I don't know how to colonize the systems that are now free (since the Unbidden destroyed some minor empires when they arrived)
LiquipediaWe will have only each other at the last
Gorsameth
Profile Joined April 2010
Netherlands22208 Posts
May 20 2016 23:57 GMT
#340
On May 21 2016 08:50 Yhamm wrote:
it may be spoilerish, it's about an "end game" event I need some answers
+ Show Spoiler +
The Unbidden came and were totally beaten. I had around 65k power, and made an extra 30k during the "war" cause I thought it would be harder, so now I have 95k and the alien is dead... or its portal at least.

Anyway, how do you remove their space control? They only built stations eveywhere but it doesn't seem to remove his control of the systems when destroyed, so I don't know how to colonize the systems that are now free (since the Unbidden destroyed some minor empires when they arrived)

Destroy the stations will remove control. If you remove one and don't notice a change its because there is another station nearby.
It ignores such insignificant forces as time, entropy, and death
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