I’ve run a couple of fleet combat tests to see how 2.0.2 changes affected balance. The methodology was quite simple – ensure that costs of participating fleets are equal, end-game tier 5 tech, mixed weapons/defenses (in most cases, when testing Torp CVs test were run with mostly armor for counterbalance e.g., etc.).
I used different loadouts for each case (different CLs vs. different CVs e.g.). Tested both mono and different types of mixed fleets. Fleets were fitted to counter each other (M/S slots on a CL against a CV, etc., L slots on DD vs different BBs, etc.), otherwise it may lead to wrong conclusions.
Conclusions below are somewhat generalized for simplicity with focus on imbalanced outcomes (in my opinion). I won’t show actual numbers as there are just too many of those. Your test results can be different ofc, so I will not claim that my conclusions represent a supreme truth in any way:
1. DDs win over CVs. However:
2. CLs win over DDs and non-Missile/non-Torpedo CVs – this seems quite balanced to me. However:
3. Battleships with Neutron Launchers (especially) and even Kinetic Artillery + Xl slots equipped with line computers may win over everything, except for Torpedo/Missile CVs:
4. All PD (I mean 3 PD on destroyers, 1 PD on CV, 2 on BB and 2 on CL) mixed fleet losses to Torpedo CVs in many engagements. Sometimes it may result in equal losses. Anyway, the result seems strange (same issue as with PD DDs) as when you are so heavy on PD you should expect to win against Torp CVs.
5. Mixed (40/40/40/40 by capacity) anti-Battleship fleet (tested a lot of compositions – finally stopped at arty BB and CL, line DD with L weapons, Torpedo corvs) always loses to line BBs (see p.2, 3 above)
To me summarize my view on disbalancing issues:
1. Torps are OP against PD. Torp CVs may suffer a definite defeat only to Flak line DDs. In other circumstances it’s either a clear win a draw or mixed results (even against PD/Flak heavy mixed fleet):
2. Line BBs (especially with neutron launchers) are OP against smaller targets, except for missile/torp corvs. They will sometimes win over non-Torp corvs even. DDs with L weapons also tend to loose.
3. Cruisers are being annihilated by both Line and Artillery BBs. Even can’t effectively fight DDs with L slot:
In my opinion a mixed fleet should be some kind of a jack of all trades (currently it is not and you end up with mostly BBs by end game):
Other issues that must be fixed (some were mentioned already):
In case such or similar changes are implemented some attention should also be paid to things like admiral traits., enigmatic components modules etc., especially those affecting evasion – didn’t test those much
Overall it is all very strange – we are getting the ability to rename your ruler, piracy risk %% window, binary systems, but the key part of the game is still not balanced/no direct feedback on that (apart from PD buff). Recent cruiser buff was not even mentioned in the patch notes. It’s even more weird given that fleet revamp and war mechanics overall are target areas of the 2.0 update. The devs even mentioned that they were not going to revert to this part of the game for quite a long time afterwards focusing on other areas instead.
So shouldn’t we have fleet balance/bugs fixed in the first place?
With Torp/Missile CVs and BBs wining the day and strike craft being broken (plus other issues) a significant part of the game needs additional attention.
I used different loadouts for each case (different CLs vs. different CVs e.g.). Tested both mono and different types of mixed fleets. Fleets were fitted to counter each other (M/S slots on a CL against a CV, etc., L slots on DD vs different BBs, etc.), otherwise it may lead to wrong conclusions.
Conclusions below are somewhat generalized for simplicity with focus on imbalanced outcomes (in my opinion). I won’t show actual numbers as there are just too many of those. Your test results can be different ofc, so I will not claim that my conclusions represent a supreme truth in any way:
1. DDs win over CVs. However:
- PD DDs against Torp CVs is more or less a draw (against Missile CVs PD DDs will win). The results of PD destroyers against Torp CVs are similar to their results against Whirlwind CVs. DDs will have more chances to win against Torp CVs only if equipped with Flak and line computer (the reason is that Flak has high tracking and can deal damage to CVs while those are recharging their Torps)
- In my opinion PD DD victory against Torp CVs should be obvious, however, this is not the case at all
- PD DD should not demonstrate similar results against both Torp CVs and Whirlwind CVs. Now the outcomes are very much the same, while imo Torp CVs should lose to PD DDs, otherwise what’s the point of Whirlwind CVs?
- Whirlwind CVs actually managed as I expected – a draw against PD DDs is ok by me given that CVs lose to DDs in most cases
- Overall, I think PD lacks a punch against Torps (due to PD vs Torp corvs results above + same issue with PD/Flak heavy mixed fleet below). Flak is ok, but is Flak designed to fight Torps? And even with Flak you will still have troubles as a MF fighting against Torp CVs.
2. CLs win over DDs and non-Missile/non-Torpedo CVs – this seems quite balanced to me. However:
- CLs lose heavily to BBs making them die too quickly in a mixed fleet engagement (they should obviously lose to BBs but currently they are just annihilated in many cases)
- This leads to a situation when having CLs in your mixed fleet leaves you with no chance against pure BB fleet (they should be a burden in such engagement, but imo they should not just die during the first few days against BBs while dealing absolutely no damage)
- CLs mostly loose to DDs with L weapons. This is quite strange given that CLs should be a counter to DDs imo
- CLs with M weapons and line comps loose against DDs with L weapons. This may be fine, but makes end game medium weapons effective against CVs only (actually even M/S slots BBs are quite competent against non-tor/non-missile CVs e.g.). This only proofs the point below that balance is shifted towards L weapons with all the rest only effective against CVs (end game at least)
3. Battleships with Neutron Launchers (especially) and even Kinetic Artillery + Xl slots equipped with line computers may win over everything, except for Torpedo/Missile CVs:
- The results are getting more even when using Gauss cannons/Lasers in L slots but it still seems that XL and L weapons in general are dealing too much damage to smaller ships, especially DDs.
- This leads to BBs being the most effective fleet overall imo which can only be countered by Torp/Missile CVs. Artillery BBs are more balanced here as they don’t have accuracy bonus which more than doubles BBs damage against 90% evasion CV e.g.
4. All PD (I mean 3 PD on destroyers, 1 PD on CV, 2 on BB and 2 on CL) mixed fleet losses to Torpedo CVs in many engagements. Sometimes it may result in equal losses. Anyway, the result seems strange (same issue as with PD DDs) as when you are so heavy on PD you should expect to win against Torp CVs.
- This leads to Torp CVs being second best really countered only by specifically fitted DD fleet (smth you can’t expect from an AI e.g.)
5. Mixed (40/40/40/40 by capacity) anti-Battleship fleet (tested a lot of compositions – finally stopped at arty BB and CL, line DD with L weapons, Torpedo corvs) always loses to line BBs (see p.2, 3 above)
To me summarize my view on disbalancing issues:
1. Torps are OP against PD. Torp CVs may suffer a definite defeat only to Flak line DDs. In other circumstances it’s either a clear win a draw or mixed results (even against PD/Flak heavy mixed fleet):
- I think Torp efficiency against PD/Flak may need some reduction (decrease HP?).
- This will not make Torps ineffective, but will make you think more when to use such a fleet and consider PD more carefully.
2. Line BBs (especially with neutron launchers) are OP against smaller targets, except for missile/torp corvs. They will sometimes win over non-Torp corvs even. DDs with L weapons also tend to loose.
- May be L and XL weapons base accuracy/tracking/damage must be lowered or BB tracking generally adjusted through sensors
- The problem is that such change will affect CV efficiency much more than destroyers – some tweak to destroyers to become more effective against CVs may be necessary to counterbalance this, but without affecting DDs general tracking ability…another S weapon slot? Didn’t test this.
3. Cruisers are being annihilated by both Line and Artillery BBs. Even can’t effectively fight DDs with L slot:
- They definitely should loose, but now it’s just a disaster. A recent buff did help, but still..
- A tweak to XL/L weapons may help them a bit as well as increasing CLs evasion (it will buff CLs against S and M weapons as well but to a much lesser extent).
In my opinion a mixed fleet should be some kind of a jack of all trades (currently it is not and you end up with mostly BBs by end game):
- When fitted to counter a specific monofleet a mixed fleet should win.
- It will and should take heavier losses than e.g. compared with Torp CVs against BBs, but it should win.
- The tradeoff over heavier losses when using mixed fleets should be mixed fleet’s flexibility (it’s ability to refit when answering to a specific threat – CV or BB monofleets doe not have such luxury and can always be countered, does not matter how you fit them).
Other issues that must be fixed (some were mentioned already):
- Strikecraft does no damage (it’s worse than small weapons)
- Aux comps do not work at all
- Artillery computer – devs said that they fixed that – they did. But the issue imo lies in fleet engagement/targeting system overall - when two fleets engage ships with line/picket/swarm computer simply overwhelm artillery ships very fast even if you have a large screen of CVs to shield your artillery ships e.g.:
- In theory you should get more Alpha strike with artillery comp – but it usually result in just one additional shot (given that we do not have combat speed anymore) – this is nothing compared to 20% line comp accuracy bonus
- I actually tested the MF (with arty BBs and CLs) adjusted based on my thoughts above against a BB fleet (with line comps):
- BB fleet destroys most of the MFs heavy ship on there approach with them having just one extra shot due to range
- It’s perfectly fine that BB fleet prioritizes larger targets, but at current rate it makes it OP
- I separated CVs from the MF and send these two fleets against BBs (CVs first, the rest after a short delay) – the results were much better for MF
- That’s why I think some tweak to targeting priorities may help to make this a more balanced engagement (aren’t smaller ships supposed to provide a screening force to larger ships?)
In case such or similar changes are implemented some attention should also be paid to things like admiral traits., enigmatic components modules etc., especially those affecting evasion – didn’t test those much
Overall it is all very strange – we are getting the ability to rename your ruler, piracy risk %% window, binary systems, but the key part of the game is still not balanced/no direct feedback on that (apart from PD buff). Recent cruiser buff was not even mentioned in the patch notes. It’s even more weird given that fleet revamp and war mechanics overall are target areas of the 2.0 update. The devs even mentioned that they were not going to revert to this part of the game for quite a long time afterwards focusing on other areas instead.
So shouldn’t we have fleet balance/bugs fixed in the first place?
With Torp/Missile CVs and BBs wining the day and strike craft being broken (plus other issues) a significant part of the game needs additional attention.