First i would like to ask, what weapons are You using in late game?
If someone said "mixed", or "depend on situation" i truly envy You this. Im doing this only for RPing, but if i have to, or not RP, im using energy weapons, with disruptors, cloud lightning, and arc emmiters especially.
Why? Because few things (Everyone who answered in previous question simmilary should already knows why):
1. Full penetration, which means enemies cannot be prepared for this, and their efforts to upgrade shields/armors are futile.
2. Repetables gives bonus to dmg output for those weapons, but there are no repetables for hull, which means only dmg is worth developing.
3. Repetables redistribution.... Even if i would love to concentrate on anything else, or want mixed weapons on my ships, there are only 4 repetables in physics, and 10 in engineering, which means that propability of developing energy weapon dmg is 100% each time, but developing kinetic dmg is at best 50%, which means energy weapon will be at least 2x better than kinetics/missiles/strikecrafts.
Someone may say that penetrating weapons are very weak, and without repetables they are almost uneffective.
And okay, i may give You that, but still in the endgame there is no better weapons, especially against high armor opponents like crisis, or Awakened empires.
And still, investing in energy weapon is still better. Most energy weapons are extremally weak against shields, so You have to use kinetics or missiles to destroy those shields before energy can destroy ship? Erm... No... (But even so, this would means that kinetics and missiles are just addons to energy), You can use Energy siphon, and Null Void Beam to destroy shields, and those are still energy weapons. More on that, there are some other things that can help - Pulsars are nullifing shields completly, meaning Youe energy weapons are even more powerfull, and starbase/titans have aura that reduce enemy shields by 20% which means You have to deliver only 80% dmg to destroy that shields, starting from 50%, only few repetables makes those weapons 100% effective against shielded opponents without using any addons.
Can we do something with that?
Of course we can!
I mean... Paradox can, and i hope they want to improve game experience for all players...
1. First thing is that fully penetrating weapons should not be a thing at all.
2.Second is weapons types should have their niche that can be achive only with that weampos but not other... so energy weapons generally good against shields, and kinetics good against armor (not other way), missiles with high dmg to everything, but should be able to be easly destroyed by PD. And strikecrafts should be generally good, but easly defeated by other strikecrafts, and PD.
3. Redistribute repetable techs, so in both physics, and engineering would be same amount of techs. You can explain it however You want, like matted compretion for armor bonus is physics, because it is not a new material, but other technology apllied to process of producing those materials. Strikecrafts, and defence platforms bonusses can be unified to two techs (one for strikecraft dmg, and speed, and one for defence platform dmg, and hull), also missiles dmg can be also transfer to physics, and thus we have 6 physics, and 6 engineering repetables.
You can leave this here and game will be much more fun to play, but i have few more suggestions, and i know that there are mods for this but mods are not vanilla game
4. Starting weapons. We should be able to diversify our empires from others and choose our starting weapons, we would be able to research other weapons from research agreements with other empires (for pacifists and xenophiles) and from debries. I personally think that this would be much more fun, if we would have more diversity in game. In galaxy generation settings we should be able to choose one from 3 options:
a) Unlocked start - every empire start with weapons of their choice but can freely research other weapons types.
b) Locked start - Every empire start with weapons of their choice and can research other weapons by debries or research agreements with empires who started with different weapons.
c) Full Lock - Empires start with weapons of their choice but cannot research other weapons (in exception of genocidals empires) this way only powerfull federations would be able to equipped their ships with all weapons.
5. Weapons harvest from critters should be tagged as "Special" weapons that power would be upgraded by society repetables.
6. H, P, G weapon slots should be removed, all weapons should be able to be placed in all spots (S, M, L, without X and T, which would be special), that would allow to make fully specialized ships and fleets.
7. More weapons types. This mod Makes a very great work with this, making 4 main weapons types, and 2 different weapons within each type, and special weapons that are harvest from critters
7a, also ship styles have their own unique bonusses AND... sections Some styles have X slots on cruisers, some have H even on corvettes. And you empie can have only one of those
Thanks for listening
If someone said "mixed", or "depend on situation" i truly envy You this. Im doing this only for RPing, but if i have to, or not RP, im using energy weapons, with disruptors, cloud lightning, and arc emmiters especially.
Why? Because few things (Everyone who answered in previous question simmilary should already knows why):
1. Full penetration, which means enemies cannot be prepared for this, and their efforts to upgrade shields/armors are futile.
2. Repetables gives bonus to dmg output for those weapons, but there are no repetables for hull, which means only dmg is worth developing.
3. Repetables redistribution.... Even if i would love to concentrate on anything else, or want mixed weapons on my ships, there are only 4 repetables in physics, and 10 in engineering, which means that propability of developing energy weapon dmg is 100% each time, but developing kinetic dmg is at best 50%, which means energy weapon will be at least 2x better than kinetics/missiles/strikecrafts.
Someone may say that penetrating weapons are very weak, and without repetables they are almost uneffective.
And okay, i may give You that, but still in the endgame there is no better weapons, especially against high armor opponents like crisis, or Awakened empires.
And still, investing in energy weapon is still better. Most energy weapons are extremally weak against shields, so You have to use kinetics or missiles to destroy those shields before energy can destroy ship? Erm... No... (But even so, this would means that kinetics and missiles are just addons to energy), You can use Energy siphon, and Null Void Beam to destroy shields, and those are still energy weapons. More on that, there are some other things that can help - Pulsars are nullifing shields completly, meaning Youe energy weapons are even more powerfull, and starbase/titans have aura that reduce enemy shields by 20% which means You have to deliver only 80% dmg to destroy that shields, starting from 50%, only few repetables makes those weapons 100% effective against shielded opponents without using any addons.
Can we do something with that?
Of course we can!
I mean... Paradox can, and i hope they want to improve game experience for all players...
1. First thing is that fully penetrating weapons should not be a thing at all.
2.Second is weapons types should have their niche that can be achive only with that weampos but not other... so energy weapons generally good against shields, and kinetics good against armor (not other way), missiles with high dmg to everything, but should be able to be easly destroyed by PD. And strikecrafts should be generally good, but easly defeated by other strikecrafts, and PD.
3. Redistribute repetable techs, so in both physics, and engineering would be same amount of techs. You can explain it however You want, like matted compretion for armor bonus is physics, because it is not a new material, but other technology apllied to process of producing those materials. Strikecrafts, and defence platforms bonusses can be unified to two techs (one for strikecraft dmg, and speed, and one for defence platform dmg, and hull), also missiles dmg can be also transfer to physics, and thus we have 6 physics, and 6 engineering repetables.
You can leave this here and game will be much more fun to play, but i have few more suggestions, and i know that there are mods for this but mods are not vanilla game
4. Starting weapons. We should be able to diversify our empires from others and choose our starting weapons, we would be able to research other weapons from research agreements with other empires (for pacifists and xenophiles) and from debries. I personally think that this would be much more fun, if we would have more diversity in game. In galaxy generation settings we should be able to choose one from 3 options:
a) Unlocked start - every empire start with weapons of their choice but can freely research other weapons types.
b) Locked start - Every empire start with weapons of their choice and can research other weapons by debries or research agreements with empires who started with different weapons.
c) Full Lock - Empires start with weapons of their choice but cannot research other weapons (in exception of genocidals empires) this way only powerfull federations would be able to equipped their ships with all weapons.
5. Weapons harvest from critters should be tagged as "Special" weapons that power would be upgraded by society repetables.
6. H, P, G weapon slots should be removed, all weapons should be able to be placed in all spots (S, M, L, without X and T, which would be special), that would allow to make fully specialized ships and fleets.
7. More weapons types. This mod Makes a very great work with this, making 4 main weapons types, and 2 different weapons within each type, and special weapons that are harvest from critters
7a, also ship styles have their own unique bonusses AND... sections Some styles have X slots on cruisers, some have H even on corvettes. And you empie can have only one of those
Thanks for listening
Last edited:
- 5
- 1
- 1
- 1