[PC]Stellaris - Page 31
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Plansix
United States60190 Posts
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FeyFey
Germany10114 Posts
Think developers knew how strong pd is, seeing how AI spams rainbow destroyers. level 1 of each weapon tech and 2 pds. Just wrecked my t4 missiles + swarmers no fun allowed. | ||
Archeon
3236 Posts
On September 26 2017 09:48 FeyFey wrote: so we went from spamming corvs. to spamming pd destroyers yay. And you can get the pd tech from the pirate base. So a pretty sure thing. Think developers knew how strong pd is, seeing how AI spams rainbow destroyers. level 1 of each weapon tech and 2 pds. Just wrecked my t4 missiles + swarmers no fun allowed. I think PD1 still looses vs small weapons against corvettes in dps. But yeah, PD1 is already ridiculously OP vs rockets (and destroyers). 1 PD1 nullifies 2.4 rocket1/2 corvettes on average, which means that a single 3 PD destroyer can deal with 7 corvettes without taking damage. Rocket 3 doubles the HP, but even then it's still extremely one-sided. Swarm is like a t4.5 while PD1 is a t2.5, so rockets would still be screwed midgame even if swarm countered PD. Which doesn't seem to be the case according to your post. AI has always been spamming PDs, it's just decent now. If you want to deal with Mass PD destroyer on rocket tech without using PDs, armored Swarm-Carrier-cruiser/BS are probably the way. Pre-Flak-PD is terrible at dealing with any form of strike craft. | ||
Cyro
United Kingdom20159 Posts
And you can get the pd tech from the pirate base. So a pretty sure thing. Some of the civs don't get pirates, not sure exactly which ones. Hivemind no for sure | ||
Heartland
Sweden24562 Posts
On September 26 2017 14:24 Cyro wrote: Some of the civs don't get pirates, not sure exactly which ones. Hivemind no for sure Robots don't, but there are plenty of other (1k) pirate fleets and stations out there. Half the galaxy seems to be full of them. | ||
Cyro
United Kingdom20159 Posts
That's a new one, unbidden don't want me to kill their portal so they kicked me out of the system forever | ||
FeyFey
Germany10114 Posts
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Silvanel
Poland4601 Posts
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Plansix
United States60190 Posts
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Cyro
United Kingdom20159 Posts
I'd like something to reduce the amount of units in the later game because having hundreds of ships, hundreds of armies makes the game run terribly from the midgame onwards. When you can't even interact with the UI properly because it's eating your clicks on an OC'd current gen intel CPU, something is really fucked up I'm playing only on 800 or smaller size galaxies because of this, the whole game crawling along for the second half on 1000 size is just too awkward to play also looking into this for next playthrough http://steamcommunity.com/sharedfiles/filedetails/?id=790455347 1.8.1 beta just got released, lots of bugfixes and changes: https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-1-8-1-opt-in-beta-patch-released-checksum-8a3f.1046742/ Devouring swarm got another +5% ship hull, -15% ship cost, +33% naval capacity ;0 | ||
Plansix
United States60190 Posts
On September 27 2017 20:28 Cyro wrote: What do you want to change about it? I dislike building one ship at a time or constantly having to manage fleet make ups. I'm a big board game guy and think think this game would be better served by a fleet system that let you manage a set number of fleets made up of different compositions. You are just smooshing one fleet into the other, so just make the tech define size, make up and tactics. I would rather command 4-5 fleets(number does not matter) than a set number of ships that can be split into any number of fleets. They could use the same combat model and everything. Same ship design. Just make it so you are building fleets, not ships that you blob to make the number get bigger. | ||
Cyro
United Kingdom20159 Posts
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Plansix
United States60190 Posts
Also can we end the MoO call back to having to research ship designs. We are a space faring civilization, building a carrier isn’t something that takes up the entire empire’s R&D department. Ok Supreme leader, we have two options for research: A: The a way to mass produce facilities to alter our DNA to remove our flaws and improve our race. This will be installed across our empire. Or B: A big space ship filled with tiny space ships with guns. We will also need to do heavy research into the tiny space ships with bomb. I know this is weird, since our big ships already have bombs on them. Trust me, this is really hard stuff. | ||
Cyro
United Kingdom20159 Posts
We're still working on the Colony Ship | ||
FeyFey
Germany10114 Posts
I personally want more fleet management options. And yeah building a bigger ship needs lots of research. Building those things is no problem, making the production cost effective is the problem. Just ask the Deathstar guys. And in Stellaris you research the bigger production facility not the bigger ship. And performance problems seem to still come from the AI decisionmaking. And that changed a bit for me. A bit slower, but smoother. Not sure I would call it improved. | ||
Laserist
Turkey4269 Posts
On September 28 2017 02:10 Plansix wrote: I dislike building one ship at a time or constantly having to manage fleet make ups. I'm a big board game guy and think think this game would be better served by a fleet system that let you manage a set number of fleets made up of different compositions. You are just smooshing one fleet into the other, so just make the tech define size, make up and tactics. I would rather command 4-5 fleets(number does not matter) than a set number of ships that can be split into any number of fleets. They could use the same combat model and everything. Same ship design. Just make it so you are building fleets, not ships that you blob to make the number get bigger. P6, this is the main request of the player base since the release but probably is a core design issue and cannot be fixed overnight. To be honest, it is not too different than real world in which naval forces acts as a deterrent rather than actually fight(Fleet-in-being). | ||
Plansix
United States60190 Posts
On September 28 2017 19:32 Laserist wrote: P6, this is the main request of the player base since the release but probably is a core design issue and cannot be fixed overnight. To be honest, it is not too different than real world in which naval forces acts as a deterrent rather than actually fight(Fleet-in-being). I have not been following the community interaction with the developers for a while, so I didn’t know that. I hope they do make the substantive changes to the system in future patch. I think the combat model and AI behavior system they made for fleet battles is interesting and has depth. The problem is that all it is accessed through ship designing and building up fleets, rather than in some drop down menu that says “make my carrier do this when we fight”. | ||
Cyro
United Kingdom20159 Posts
select fleet, fps drops to 30 GPU load 4% CPU load: lol I didn't realize that the engine was still using a 15 year old api either so something about having the fleet selected adds ~20ms of CPU work per frame | ||
Heartland
Sweden24562 Posts
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nimbim
Germany977 Posts
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