Hello,
I must say that i am disappointed with the "combat patch notes". One of the main problems of stellaris is the (only) doomstack tactic and the balance of several parts of the combat in the game. I am hoping since release that these problems will be fixed.
I like the fact that Paradox is working so hard on Stellaris and it shows me that the game was worth to buy, but the main problem still remains after this patch and it will take several months before the next patch and with it the next possibility to solve the problem appears.
1. The only thing that will be changed in this patch are missiles, but without a mechanic of fixing the overshoot problem they will still be useless in late game. Buffing the speed and damage helps in the beginning where small fleets engage each other but not in late game where several 10k fleets attack. Solution: missiles will search for another target after they miss or a better targeting AI that will spread targets more intelligent between all enemy ships.
Then there are other bigger problems:
2. Defense structures are useless in late game. What sense has a fortress of maybe 4k strength against a fleet of 100.000? It can not even destroy one ship before it is destroyed. They can be used as a magnet for fleets but thats it. Why not just remove their min distance they can be placed to each other? It makes no sense to me to have this. Structures cost upkeep and are immobile. No one will spam they and they will not make fleets redundant.
3. Doomstack will still be the only option. It has been discussed in dozens of threads that it is a big problem but nothing in the patch notes addresses this problem. Why? It is nearly a game breaker and should be fixed with high priority. One solution could be to reduce fleet speeds (galactic speed not combat speed) a lot. RIght now u can reach too many stars in a short moment. You can attack for a minute and be back in base for defense in a short moment later. That is unrealistic and makes doom stacks the perfect tactic. One fleet for all because you simply can do it.
4. There is no way to eleminate an orbital fleet. That means that when u have lost all space ports and the enemy is orbiting each planet with just one ship you can have the best economy, there is still no way to come back to the game. Give us orbital cannons or the possibility to build smaller ships on planets directly.
5. (personal wish) Combat speeds in general should last longer the bigger the fights are. This is not the case in stellaris because of blobbing, no weapon clipping and rate of damage vs. HP. Weapons should not increase faster than defense possibilities (shield and armor).
6. More tactical ship designs. I want to set the optimal combat range for each ship class individually. Also it makes no sense for any ship to engage closer than its shortest weapon range. There should also be options for ships to attack at longest weapon range and circle around its target. Instead there is only "engage as fast as possible" and "engage slowly". That makes no sense at all to me..
I hope that a developer will answer to this thread. I love this game and want to play it but everytime I play it in multiplayer the combat feels wrong in so many aspects that it hurts me to see this game suffer from it
.
I must say that i am disappointed with the "combat patch notes". One of the main problems of stellaris is the (only) doomstack tactic and the balance of several parts of the combat in the game. I am hoping since release that these problems will be fixed.
I like the fact that Paradox is working so hard on Stellaris and it shows me that the game was worth to buy, but the main problem still remains after this patch and it will take several months before the next patch and with it the next possibility to solve the problem appears.
1. The only thing that will be changed in this patch are missiles, but without a mechanic of fixing the overshoot problem they will still be useless in late game. Buffing the speed and damage helps in the beginning where small fleets engage each other but not in late game where several 10k fleets attack. Solution: missiles will search for another target after they miss or a better targeting AI that will spread targets more intelligent between all enemy ships.
Then there are other bigger problems:
2. Defense structures are useless in late game. What sense has a fortress of maybe 4k strength against a fleet of 100.000? It can not even destroy one ship before it is destroyed. They can be used as a magnet for fleets but thats it. Why not just remove their min distance they can be placed to each other? It makes no sense to me to have this. Structures cost upkeep and are immobile. No one will spam they and they will not make fleets redundant.
3. Doomstack will still be the only option. It has been discussed in dozens of threads that it is a big problem but nothing in the patch notes addresses this problem. Why? It is nearly a game breaker and should be fixed with high priority. One solution could be to reduce fleet speeds (galactic speed not combat speed) a lot. RIght now u can reach too many stars in a short moment. You can attack for a minute and be back in base for defense in a short moment later. That is unrealistic and makes doom stacks the perfect tactic. One fleet for all because you simply can do it.
4. There is no way to eleminate an orbital fleet. That means that when u have lost all space ports and the enemy is orbiting each planet with just one ship you can have the best economy, there is still no way to come back to the game. Give us orbital cannons or the possibility to build smaller ships on planets directly.
5. (personal wish) Combat speeds in general should last longer the bigger the fights are. This is not the case in stellaris because of blobbing, no weapon clipping and rate of damage vs. HP. Weapons should not increase faster than defense possibilities (shield and armor).
6. More tactical ship designs. I want to set the optimal combat range for each ship class individually. Also it makes no sense for any ship to engage closer than its shortest weapon range. There should also be options for ships to attack at longest weapon range and circle around its target. Instead there is only "engage as fast as possible" and "engage slowly". That makes no sense at all to me..
I hope that a developer will answer to this thread. I love this game and want to play it but everytime I play it in multiplayer the combat feels wrong in so many aspects that it hurts me to see this game suffer from it
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