Ever since Paradox changed armour into flat hp, they pretty much destroyed any reason to invest in it heavily.
It takes forever to heal anything with regenerative hull tissue. And shields are better since you don't have to go back after every fight.
However, the biggest problem are things that straight out ignore armour and shields, like Arc Emitters. Late game you can only increase armour and shields through repeatables, but not hull. So you end with a scenario where a battleship can kill everything including other battleships, but nothing else can really hurt it.
And since crises exist, I could only watch as my fleet was obliterated, while my battleships still charge forward even with carrier AI. Gale speed is straight out worst trait in the game in lategame.
Being able to deal massive hull damage and shield is way more important than armour and unless they change it into something useful, late game will be glass cannon only.
In fact, here are my two ideas:
A) Damage Threshold + Damage resistance route, based on Fallout 1/2.
Three damage types: Energy, Kinetic, Explosive
Damage threshold based on armour type, damage type and ship type.
So let's take a battleship and give it neutronium armour (total):
Energy: 60 DT + 40%
Kinetic: 100 DT + 80%
Missile: 80 DT + 60%
Corvettes benefit from it but not as much. So that there isn't a corvette spam. They have got evasion.
Energy: 12 DT + 10%
Kinetic: 25 DT + 20%
Missile: 20 DT + 15%
Repeatable tech would only increase DT and by bringing back hull hp increase we can avoid glass cannons battleships.
B)Rework Arc emitters and everything that ignores armour, so that battleships don't kill themselves with the same bloody weapon.
What do you think?
It takes forever to heal anything with regenerative hull tissue. And shields are better since you don't have to go back after every fight.
However, the biggest problem are things that straight out ignore armour and shields, like Arc Emitters. Late game you can only increase armour and shields through repeatables, but not hull. So you end with a scenario where a battleship can kill everything including other battleships, but nothing else can really hurt it.
And since crises exist, I could only watch as my fleet was obliterated, while my battleships still charge forward even with carrier AI. Gale speed is straight out worst trait in the game in lategame.
Being able to deal massive hull damage and shield is way more important than armour and unless they change it into something useful, late game will be glass cannon only.
In fact, here are my two ideas:
A) Damage Threshold + Damage resistance route, based on Fallout 1/2.
Three damage types: Energy, Kinetic, Explosive
Damage threshold based on armour type, damage type and ship type.
So let's take a battleship and give it neutronium armour (total):
Energy: 60 DT + 40%
Kinetic: 100 DT + 80%
Missile: 80 DT + 60%
Corvettes benefit from it but not as much. So that there isn't a corvette spam. They have got evasion.
Energy: 12 DT + 10%
Kinetic: 25 DT + 20%
Missile: 20 DT + 15%
Repeatable tech would only increase DT and by bringing back hull hp increase we can avoid glass cannons battleships.
B)Rework Arc emitters and everything that ignores armour, so that battleships don't kill themselves with the same bloody weapon.
What do you think?
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