Make Combat Actually Balanced -- especially fix Strike Craft and Point Defense

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freepskov

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Combat in Stellaris is very unbalanced, especially in the late game. There is very little reason not to pack as many Tachyon Lances onto your big ships as possible, ignoring all other weapons. Further, Point Defense is simply too hard of a counter to strike craft, and to a lesser extent, missiles, especially considering the fact that energy weapons don't have a real counter (you can build shields, but they'll only do so much).

I am attaching a save game manufactured with the console to show you how the world currently works when you pit carrier/torpedo fleets against tachyon lances. Of course, the carriers are destroyed when the tachyon lance fleet has PD, but the sad thing is, if you take away the PD, the carriers are *STILL DESTROYED*.

When loading the save game, you have to turn off the AI before unpausing:

To do this, type "~" to open the console, enter the command "ai", hit enter, and press "~" again to close the console. Then unpause and watch the fireworks. There are four battles in four different systems:
  1. A fleet with a core of Carriers, Neutron Torpedoes, and Torpedoes against an enemy fleet with Tachyon Lances, Plasma, shields and point defense. Similar resource cost. Obviously the Carrier fleet gets crushed.

  2. The same fleet against the same enemy fleet, except no point defense. Similar resource cost. This is a situation where the enemy fleet should have no chance, but they still come out on top, by almost as much as in the first battle. It might not have gone so badly if the strike craft actually all flew toward the enemy instead of gallavanting off across the system.

  3. 1 shielded carrier battleship vs 1 shielded tachyon lance battleship with no PD. The carrier is mostly dead before the strike craft have even engaged. (Strike craft may nominally be a long range weapon, but they are very slow while tachyon lances are instant -- speeding up high level strike craft would be a good idea).

  4. 14 shielded carrier battleships vs 10 shielded tachyon lance battleships with no PD. Tachyon lances still win it bigtime. Again, the carriers should be a counter to the tachyon lance ships in this situation.

Strike craft act really stupidly and fly way too slowly. These are your best and brightest space pilots. I expect to see them act like it. I have a bug report regarding the things that are simply bugs in strike craft behavior:

https://forum.paradoxplaza.com/foru...ctions-and-other-strike-craft-stories.953964/

In general, Strike Craft should be countered best with fighters. Countering them with Point Defense should be a viable strategy, but not an automatic win button. The fundamental problem with the way things are now is that strike craft are finite and PD is infinite. Ideally, I would propose that like in real life, bombers should be able to disable point defense modules with a special attack that does no hull damage, but that might be too difficult. At an absolute minimum, strike craft should group up into tight formations and choose their flight path to minimize exposure to PD while maximizing firepower. Increasing their health or evasion so that can take a hit or two wouldn't be amiss either. They should also constantly reevaluate their situation and make sure they are not doing something stupid. Strike Craft also need to be way faster; if you put a carrier against a tachyon lance battleship, the carrier is mostly gone before the strike craft even reach the enemy. Carriers should actively stay out of range of enemy weapons, since their strike craft die when they do.

Fighter AI should prioritize shooting down enemy strike craft, then shooting down enemy missiles, then not dying, then attacking enemy ships, in that order. They shouldn't just be a weaker version of bombers that happens to shoot down a few incoming missiles before flying into the meat grinder.

Another idea regarding strike craft is that instead of sitting around in the enemy fleets shooting lasers, they should have to go home to refuel and rearm. Fighters should still have lasers as their primary weapon, but bombers should have little "torpedoes" (too small and fast to be hit by PD) that do a ton of damage but are limited in number, so the bomber has to return to its mother ship to get more. In this case, I would like to leave the strike craft alive when the carriers die, as long as some ships remain, but have them eventually run out of fuel and die that way. They should be able to return to a different carrier for these services if it has the appropriate hangar and others are out on a mission, but if there are too many strike craft for the hangars available, extra ones will be lost at the end of the battle.

Also, incidentally, I'd love to see doomed strike craft piloted by militaristic races kamikaze, but I don't really expect that level of detail from this system.

I would like to see everything balanced to the point where bombers are a very viable choice but not mandatory, fighters are the best counter to fleets with bombers, and point defense is helpful against bombers, but will usually only blunt their attack, not completely prevent it. I would like to see point defense be a soft counter rather than a hard counter -- the existence of such a hard counter that is so cheap means that there is essentially no motivation to ever build strike craft. Similarly, I think that energy weapons are currently too hard a counter to armor, even with the nerf. Outside of space stations, I can't see myself building armor because 75% armor penetration is just ridiculous. Neutron Torpedoes having 100% shield penetration without being able to be shot down also concerns me a little, but they aren't nearly as insane as Tachyon Lances. I don't mind bombers and torpedoes having high shield penetration, because those can be countered with enough fighters and point defense.

I would also propose that missiles should redirect when their target dies, rather than simply disappearing. They're guided missiles; it makes sense. I have less of a problem with the missile v PD situation than the strike craft v PD, because at least missiles are unlimited, but I would like to see what I mentioned earlier with bombers neutralizing PD, which would obviously be a huge buff to combination carrier/torpedo fleets. Missiles also shouldn't automatically die when their parent ship dies, as long as there are other ships remaining.

I know that Paradox is working on formations etc for the next patch. I would propose that formations should be partly based on a small number of Battle Groups you divide the fleet into -- like a Screen Group of small ships that interposes itself between your main fleet and the enemy (without charging mindlessly!), a Carrier Group that launches strike craft and stays out of weapon range, a Main Battle Group that basically acts like the bombardment computer, a Tactical Strike Group that swarms and kills an assigned priority target type, and Escort Groups that protect specified battle groups, transports, or civilian ships. I think that ship behavior should be governed by Battle Groups rather than a combat computer that has to be changed out at a Spaceport.

Finally, ships should be able to individually disengage when damaged if they can save themselves that way. Fleets should not have to go into combat if they don't want to. I shouldn't have to blow up every mining station in a system on the way to the space port. I should be able to just fly past them and take the hit.
 

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spincrus

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While I believe the "1 Carrier vs. 1 Battleship" pitting is a bit unfair, I totally get your point. So I've decided to elaborate on this. I think it's really important to get this right.

---

While I'm still not well informed with regards to TARGETING and THREAT PERCEPTION in Stellaris combat, optimally, those with support-leaning ships should be lower in threat so that they can function as truly essential support units.

--- IF I'M WRONG ON ANY OF MY ASSUMPTIONS ON CURRENT GAME MECHANICS, PLEASE CORRECT ME IN A RESPECTFUL MANNER. AT THE END OF THE DAY, WE'RE ALL HAVING FUN. ---

Ideally, the game should be assigning threat levels to certain craft, factoring in things such as composition of guns, combat behavior, speed, proximity, etc..

Fleet Formations should greatly factor into this too (ie. support ships in the middle of the fleet being targeted less, etc.) but we really don't have much info on how formations will be implemented in the upcoming patches.

Carriers are supposed to be support-class ships. They launch off their strikers to deal max damage, while staying at the back, helping increase the damage output of its fellow ships. The caveat to this formation is that your front-line ships will have to suck more damage, whereas the opposing fleet without a Carrier has more evenly spread damage to its hull and shields. Hence, Carriers will be a must for larger fleets, where your overall damage boost would outweigh the narrower hull damage distribution on your front-fighting ships.

Optimally, this should be the case. Let's build a hypothetical scenario to work out the math. For this experiment, let's assume the following as the ground rules and as the variables:
  • Shields/armor/hull and similar are equal among all ships,
  • All the ships are of the Battleship class,
  • For easeir, more rounded math's sake, hulls are 400 points on each ship,
  • All Fleets must have a total of 100% threat level, despite varying weighted average threat levels depending on the ships.
  • Let's also assume that damages are done per second (games work in tickrates, but in this experiment, 1 tick = 1 second),
  • A "Carrier" is a ship completely decked with striker craft (assume all hull sections are with H only) and each H is equipped with Strikers. Total ship DPS is 55. The initial threat level of the ship is 0%, unless all other ships with higher threat levels are lost, which is when the Carrier becomes 100%.
  • A "Battleship" is a ship completely decked with long-range weapons (assume all hull sections consist of 1 L, all decked with Tachyon Lances for instance). Total ship DPS is 50. Threat level is always perceived as being 100%.
  • For the argument's sake, the variables are intentionally arbitrary. While Tachyon Lances are the best weapons in the game by far right now, some carrier-decked battleships I own in my games generally display a higher DPS value on the info screen. So, I've decided to go with an arbitrary 10% damage boost from striker craft.
So, let's lay out the fleets:

Calculation #1: Small-Scale Battle

  • Let's say, Team A consists of 1 Carrier + 1 Battleship.
  • Let's say, Team B consists of 2 Battleships.
  • While Team A's Battleship is taking in all the damage, Team B has a distributed damage to their hulls, albeit the damage received being higher.
  • In this case, poor Team A gets rekt, while both of Team B's ships are still standing. Excuse the yellow retina-unfriendly coloring in the image below:
  • OW9sHrO.png

Calculation #2: Large-Scale Battle

  • Let's say, Team A consists of 1 Carrier + 9 Battleships.
  • Let's say, Team B consists of 10 Battleships.
  • While Team A's Battleship is taking in all the damage, Team B has a distributed damage to their hulls, albeit the damage received being higher.
  • This is quite a balanced battle, although Team A gets out victorious.
  • 0vAuEbc.png

This CLEARLY demonstrates the total effectiveness of an overall damage boost (no matter the amount) of a single support ship, while it being at a lower threat level, hanging at the back, as it SHOULD be in the game if it isn't already!

What could counter this setup? Maybe Fleet Stances? Fleet-specific doctrines? As in, "Breach, Flank, Interdiction" type of battle-focus stuff? Or would that make it just way too complicated?

Would it be better to just leave it to the player to bring in a well-balanced fleet instead?

To be honest, the latter seems to be the easier solution.

However, a "prioritize targeting damage dealers" vs. "prioritize targeting support ships" stance, or even much simplified, "Attack/Balanced/Defend" stances, where the Attack goes in for the support ships first, Defend for prioritizing damage dealers, and Balanced being just the mid-way, could be the solution.

Heck, these could even be toggled DURING combat rather than sitting back watching the battle summary go along as the sides are engaging, but being able to do absolutely nothing. Yes, goes against the grain of the general and somewhat customary "player's non-involvement in combat, hands off!" concept in Paradox grand strategy games, but Stellaris has already radically changed many aspects of the customary Paradoxian combat approach, so why not?

I'd also attach an Excel file if the forum allowed it, but all the yellow lines are totally formulated (except for the initial starting quantities)). if anyone wants to audit the formulas, I may be able to find another way to post this online. I'm more familiar with Excel and don't really want to convert all the formulas to Google Spreadsheet format. It's 4 AM right now and I simply couldn't sleep. I may have made some errors but the numbers seem to check out.

Cheers!
 
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Dorian Ertymexx

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I think that having distance settings might do a bit. As it stands, all ships just close up, no matter antything else. Now, this is stupid if you are a carrier/mothership, because your strength lies in what you can unleash, not in your ship itself. Carriers should therefor keep their distance from battle. Same with long range ships, why would they rush into the range of short range melee ships?

This would make speed and maneuverability more important, I think, and make science progression a good option to just fleetsize.
 
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freepskov

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I don't like the idea that carriers "should" be support ships only. I do not believe that any class of ship should be able to decide a battle between fleets of similar tech and resource cost before the other side can engage. I think that people who prefer the flavor of a carrier-based warfleet should have it as a viable option. It might be that this means that you need higher power-investment, higher-tech strike craft in the game, but I think the current ones honestly need to be faster, and that the range differential between weapons needs to decrease.

Tachyon Lances are ludicrously overpowered, because they can easily annihilate a differently-outfitted fleet at long range before they've had much of a chance to respond. To a lesser extent, neutron torpedoes are as well. I don't think that a game in which a tiny class of long-range, direct-fire, short travel time weapons *must* be a backbone of your fleet is balanced.
 

freepskov

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Especially considering the fact that both Tachyon Lances and Neutron Torpedoes are energy weapons! The endgame option for kinetic weapons is vastly inferior to those, and the endgame option for missiles is a joke; against Tachyons, you'll again be dead before you can engage, because swarm/whirlwind missiles have a pitiful range.

The description for Kinetic says that they are best at punching through shields, but actually, energy weapons are better at that. The description for missiles says they are the best for long-range combat, but actually, in the end-game, energy weapons are better at that. Energy weapons run over everything, and it's ridiculous,